Trying out Ragel's state machine generation as an alternative to the DinkyFSM style.
This commit is contained in:
parent
9468990f76
commit
7fc32b0248
10 changed files with 428 additions and 19 deletions
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@ -1 +1 @@
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set makeprg=meson\ compile\ -C\ .
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set makeprg=make\ -f\ ../Makefile\ build
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8
Makefile
8
Makefile
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@ -1,3 +1,5 @@
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ROOT_DIR := $(dir $(realpath $(lastword $(MAKEFILE_LIST))))
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all: build test
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reset:
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@ -8,10 +10,10 @@ else
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endif
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%.cpp : %.rl
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ragel -o $@ $<
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ragel -G1 -o $@ $<
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build:
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meson compile -j 10 -C builddir
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build: $(ROOT_DIR)/gui/dnd_loot_2.cpp
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meson compile -j 10 -C $(ROOT_DIR)/builddir
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release_build:
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meson --wipe builddir -Db_ndebug=true --buildtype release
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@ -61,13 +61,13 @@
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{"_type": "Sprite", "name": "barrel_small", "width": 256, "height": 256, "scale": 1.0},
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{"_type": "Sound", "attack": "pickup", "death": "blank"}
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],
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"inventory_count": 1
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"inventory_count": 0
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},
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"GRAVE_STONE": {
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"id": "GRAVE_STONE",
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"name": "Grave Stone",
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"description": "Something died here. Was this your doing?",
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"inventory_count": 1,
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"inventory_count": 0,
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"components": [
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{"_type": "Tile", "display": 8687,
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"foreground": [32, 123, 164],
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14
gui/dnd_events.hpp
Normal file
14
gui/dnd_events.hpp
Normal file
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@ -0,0 +1,14 @@
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#pragma once
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enum class DNDEvent {
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STARTED=0,
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LOOT_OPEN=14,
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LOOT_ITEM=15,
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LOOT_SELECT=16,
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INV_SELECT=17,
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MOUSE_CLICK=19,
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MOUSE_MOVE=20,
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MOUSE_DRAG=21,
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MOUSE_DRAG_START=22,
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MOUSE_DROP=23
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};
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@ -10,6 +10,7 @@ namespace gui {
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$window(window),
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$router(router)
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{
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event(Event::STARTED);
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}
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bool DNDLoot::event(Event ev, std::any data) {
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@ -28,7 +29,7 @@ namespace gui {
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void DNDLoot::START(Event ev) {
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dbc::check(ev == Event::STARTED, "START not given a STARTED event.");
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state(DNDState::LOOTING);
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state(DNDState::END);
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}
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void DNDLoot::LOOTING(Event ev, std::any data) {
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@ -142,9 +143,22 @@ namespace gui {
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}
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void DNDLoot::END(Event ev) {
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dbc::check(ev == Event::STARTED, "END not given a STARTED event.");
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$grab_source = std::nullopt;
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state(DNDState::LOOTING);
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using enum Event;
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switch(ev) {
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case LOOT_ITEM:
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$loot_ui.active = true;
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$grab_source = std::nullopt;
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state(DNDState::LOOTING);
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break;
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case LOOT_OPEN:
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$loot_ui.active = true;
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$grab_source = std::nullopt;
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state(DNDState::LOOTING);
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break;
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default:
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dbc::sentinel(fmt::format("invalid event: {}", int(ev)));
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}
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}
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sf::Vector2f DNDLoot::mouse_position() {
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230
gui/dnd_loot_2.cpp
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230
gui/dnd_loot_2.cpp
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@ -0,0 +1,230 @@
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#line 1 "C:/Users/lcthw/Projects/raycaster//gui/dnd_loot_2.rl"
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#include <iostream>
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#include "gui/dnd_events.hpp"
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#include <any>
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#include "gui/guecstra.hpp"
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#include "gui/uisystems.hpp"
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#include <guecs/ui.hpp>
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#include "gui/status_ui.hpp"
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#include "gui/loot_ui.hpp"
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#include "gui/event_router.hpp"
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#line 95 "C:/Users/lcthw/Projects/raycaster//gui/dnd_loot_2.rl"
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#line 15 "C:/Users/lcthw/Projects/raycaster//gui/dnd_loot_2.cpp"
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static const int DNDLoot_start = 1;
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static const int DNDLoot_first_final = 6;
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static const int DNDLoot_error = 0;
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static const int DNDLoot_en_main = 1;
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static const int DNDLoot_en_main_looting = 2;
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#line 98 "C:/Users/lcthw/Projects/raycaster//gui/dnd_loot_2.rl"
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namespace gui {
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class DNDLoot2 {
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public:
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std::optional<guecs::Entity> $grab_source = std::nullopt;
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StatusUI& $status_ui;
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LootUI& $loot_ui;
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sf::RenderWindow& $window;
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routing::Router& $router;
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DNDLoot2(StatusUI& status_ui,
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LootUI& loot_ui, sf::RenderWindow& window,
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routing::Router& router);
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bool event(DNDEvent ev, std::any data={});
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void mouse_action(bool hover);
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sf::Vector2f mouse_position();
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};
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sf::Vector2f DNDLoot2::mouse_position() {
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return $window.mapPixelToCoords($router.position);
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}
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void DNDLoot2::mouse_action(bool hover) {
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sf::Vector2f pos = mouse_position();
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$status_ui.mouse(pos.x, pos.y, hover);
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if($loot_ui.active) $loot_ui.mouse(pos.x, pos.y, hover);
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}
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DNDLoot2::DNDLoot2(StatusUI& status_ui, LootUI& loot_ui, sf::RenderWindow &window, routing::Router& router) :
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$status_ui(status_ui),
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$loot_ui(loot_ui),
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$window(window),
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$router(router)
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{
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event(DNDEvent::STARTED);
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}
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bool DNDLoot2::event(DNDEvent event, std::any data) {
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int cs = 0;
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int *p = (int *)&event;
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int *pe = p+1;
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#line 67 "C:/Users/lcthw/Projects/raycaster//gui/dnd_loot_2.cpp"
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{
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cs = DNDLoot_start;
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}
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#line 144 "C:/Users/lcthw/Projects/raycaster//gui/dnd_loot_2.rl"
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#line 70 "C:/Users/lcthw/Projects/raycaster//gui/dnd_loot_2.cpp"
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{
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if ( p == pe )
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goto _test_eof;
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if ( cs == 0 )
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goto _out;
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_resume:
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switch ( cs ) {
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case 1:
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if ( (*p) == 0 )
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goto tr0;
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goto tr1;
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case 0:
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goto _out;
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case 2:
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switch( (*p) ) {
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case 14: goto tr2;
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case 16: goto tr3;
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case 17: goto tr4;
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case 19: goto tr5;
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}
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if ( (*p) > 21 ) {
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if ( 22 <= (*p) && (*p) <= 23 )
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goto tr5;
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} else if ( (*p) >= 20 )
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goto tr6;
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goto tr1;
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case 3:
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switch( (*p) ) {
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case 14: goto tr7;
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case 16: goto tr8;
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case 17: goto tr9;
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case 19: goto tr10;
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}
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if ( (*p) > 21 ) {
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if ( 22 <= (*p) && (*p) <= 23 )
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goto tr10;
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} else if ( (*p) >= 20 )
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goto tr11;
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goto tr1;
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case 4:
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switch( (*p) ) {
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case 14: goto tr0;
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case 15: goto tr3;
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}
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goto tr1;
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case 5:
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switch( (*p) ) {
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case 14: goto tr12;
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case 16: goto tr13;
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case 17: goto tr14;
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case 19: goto tr15;
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}
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if ( (*p) > 21 ) {
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if ( 22 <= (*p) && (*p) <= 23 )
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goto tr15;
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} else if ( (*p) >= 20 )
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goto tr16;
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goto tr1;
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}
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tr1: cs = 0; goto _again;
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tr0: cs = 2; goto _again;
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tr2: cs = 2; goto f0;
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tr8: cs = 2; goto f1;
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tr14: cs = 2; goto f2;
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tr5: cs = 2; goto f3;
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tr6: cs = 2; goto f4;
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tr9: cs = 2; goto f5;
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tr13: cs = 2; goto f6;
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tr3: cs = 3; goto f1;
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tr10: cs = 3; goto f3;
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tr11: cs = 3; goto f4;
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tr12: cs = 4; goto f0;
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tr7: cs = 4; goto f1;
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tr4: cs = 5; goto f2;
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tr15: cs = 5; goto f3;
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tr16: cs = 5; goto f4;
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f0:
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#line 18 "C:/Users/lcthw/Projects/raycaster//gui/dnd_loot_2.rl"
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{
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$loot_ui.active = false;
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}
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goto _again;
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f1:
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#line 22 "C:/Users/lcthw/Projects/raycaster//gui/dnd_loot_2.rl"
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{
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// NOTE: when grab_source could work to do the if that was here
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$grab_source = UISystem::loot_grab($loot_ui.$gui, data);
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}
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goto _again;
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f2:
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#line 27 "C:/Users/lcthw/Projects/raycaster//gui/dnd_loot_2.rl"
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{
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$grab_source = UISystem::loot_grab($status_ui.$gui, data);
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}
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goto _again;
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f6:
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#line 31 "C:/Users/lcthw/Projects/raycaster//gui/dnd_loot_2.rl"
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{
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if(UISystem::loot_drop($status_ui.$gui,
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$loot_ui.$gui, $grab_source, data))
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{
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cs = 2;
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}
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}
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goto _again;
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f5:
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#line 39 "C:/Users/lcthw/Projects/raycaster//gui/dnd_loot_2.rl"
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{
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if(UISystem::loot_drop($loot_ui.$gui,
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$status_ui.$gui, $grab_source, data))
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{
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cs = 2;
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}
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}
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goto _again;
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f3:
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#line 51 "C:/Users/lcthw/Projects/raycaster//gui/dnd_loot_2.rl"
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{
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mouse_action(false);
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}
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goto _again;
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f4:
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#line 55 "C:/Users/lcthw/Projects/raycaster//gui/dnd_loot_2.rl"
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{
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if($grab_source) {
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auto& source = $loot_ui.$gui.get<guecs::GrabSource>(*$grab_source);
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source.move($window.mapPixelToCoords($router.position));
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}
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mouse_action(true);
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}
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goto _again;
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_again:
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if ( cs == 0 )
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goto _out;
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if ( ++p != pe )
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goto _resume;
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_test_eof: {}
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_out: {}
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}
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#line 145 "C:/Users/lcthw/Projects/raycaster//gui/dnd_loot_2.rl"
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return false;
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}
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}
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148
gui/dnd_loot_2.rl
Normal file
148
gui/dnd_loot_2.rl
Normal file
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#include <iostream>
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#include "gui/dnd_events.hpp"
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#include <any>
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#include "gui/guecstra.hpp"
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#include "gui/uisystems.hpp"
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#include <guecs/ui.hpp>
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#include "gui/status_ui.hpp"
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#include "gui/loot_ui.hpp"
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#include "gui/event_router.hpp"
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%%{
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machine DNDLoot;
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alphtype int;
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import "../gui/dnd_events.hpp";
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action loot_close {
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$loot_ui.active = false;
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}
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action loot_grab {
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// NOTE: when grab_source could work to do the if that was here
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$grab_source = UISystem::loot_grab($loot_ui.$gui, data);
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}
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action inv_grab {
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$grab_source = UISystem::loot_grab($status_ui.$gui, data);
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}
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action loot_drop {
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if(UISystem::loot_drop($status_ui.$gui,
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$loot_ui.$gui, $grab_source, data))
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{
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fnext looting;
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}
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}
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action inv_drop {
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if(UISystem::loot_drop($loot_ui.$gui,
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$status_ui.$gui, $grab_source, data))
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{
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fnext looting;
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}
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}
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action end {
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$grab_source = std::nullopt;
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}
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action mouse_click {
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mouse_action(false);
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}
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action mouse_move {
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if($grab_source) {
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auto& source = $loot_ui.$gui.get<guecs::GrabSource>(*$grab_source);
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source.move($window.mapPixelToCoords($router.position));
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}
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mouse_action(true);
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}
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mouse_click = (MOUSE_DRAG_START | MOUSE_CLICK | MOUSE_DROP);
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mouse_move = (MOUSE_MOVE | MOUSE_DRAG);
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main :=
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start: (
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STARTED -> looting
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),
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looting: (
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LOOT_OPEN @loot_close -> looting |
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LOOT_SELECT @loot_grab -> loot_grab |
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INV_SELECT @inv_grab -> inv_grab |
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mouse_click @mouse_click -> looting |
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mouse_move @mouse_move -> looting
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),
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loot_grab: (
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LOOT_OPEN @loot_grab -> end |
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LOOT_SELECT @loot_grab -> looting |
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INV_SELECT @inv_drop -> looting |
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mouse_click @mouse_click -> loot_grab |
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mouse_move @mouse_move -> loot_grab
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),
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inv_grab: (
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LOOT_OPEN @loot_close -> end |
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LOOT_SELECT @loot_drop -> looting |
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INV_SELECT @inv_grab -> looting |
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mouse_click @mouse_click -> inv_grab |
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mouse_move @mouse_move -> inv_grab
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),
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end: (
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LOOT_ITEM @loot_grab -> loot_grab |
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LOOT_OPEN -> looting
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);
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}%%
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%% write data;
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namespace gui {
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class DNDLoot2 {
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public:
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std::optional<guecs::Entity> $grab_source = std::nullopt;
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StatusUI& $status_ui;
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LootUI& $loot_ui;
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sf::RenderWindow& $window;
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routing::Router& $router;
|
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|
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DNDLoot2(StatusUI& status_ui,
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LootUI& loot_ui, sf::RenderWindow& window,
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routing::Router& router);
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|
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bool event(DNDEvent ev, std::any data={});
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void mouse_action(bool hover);
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sf::Vector2f mouse_position();
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};
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|
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sf::Vector2f DNDLoot2::mouse_position() {
|
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return $window.mapPixelToCoords($router.position);
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}
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|
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void DNDLoot2::mouse_action(bool hover) {
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sf::Vector2f pos = mouse_position();
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$status_ui.mouse(pos.x, pos.y, hover);
|
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if($loot_ui.active) $loot_ui.mouse(pos.x, pos.y, hover);
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}
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|
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DNDLoot2::DNDLoot2(StatusUI& status_ui, LootUI& loot_ui, sf::RenderWindow &window, routing::Router& router) :
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$status_ui(status_ui),
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$loot_ui(loot_ui),
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$window(window),
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$router(router)
|
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{
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event(DNDEvent::STARTED);
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}
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|
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bool DNDLoot2::event(DNDEvent event, std::any data) {
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|
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int cs = 0;
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int *p = (int *)&event;
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int *pe = p+1;
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|
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%%write init;
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%%write exec;
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return false;
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}
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}
|
16
gui/fsm.cpp
16
gui/fsm.cpp
|
@ -116,8 +116,6 @@ namespace gui {
|
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void FSM::LOOTING(Event ev, std::any data) {
|
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if(!$dnd_loot.event(ev, data)) {
|
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state(State::IDLE);
|
||||
} else {
|
||||
dbc::log("!!!!!!!!! LOOTING ENDED!");
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -168,9 +166,12 @@ namespace gui {
|
|||
sound::stop("ambient");
|
||||
state(State::NEXT_LEVEL);
|
||||
break;
|
||||
case LOOT_ITEM:
|
||||
$dnd_loot.event(Event::LOOT_ITEM);
|
||||
state(State::LOOTING);
|
||||
break;
|
||||
case LOOT_OPEN:
|
||||
$dnd_loot.event(Event::STARTED);
|
||||
$loot_ui.active = true;
|
||||
$dnd_loot.event(Event::LOOT_OPEN);
|
||||
state(State::LOOTING);
|
||||
break;
|
||||
case INV_SELECT:
|
||||
|
@ -457,13 +458,10 @@ namespace gui {
|
|||
auto gui_id = $loot_ui.$gui.entity("item_0");
|
||||
$loot_ui.contents.insert_or_assign(gui_id, entity);
|
||||
$loot_ui.update();
|
||||
event(Event::LOOT_OPEN);
|
||||
event(Event::LOOT_ITEM);
|
||||
} break;
|
||||
case eGUI::LOOT_CONTAINER: {
|
||||
dbc::check(world.has<components::InventoryItem>(entity),
|
||||
"INVALID LOOT_ITEM, that entity has no InventoryItem");
|
||||
|
||||
dbc::log("everything is empty for now");
|
||||
dbc::log("YEP container works.");
|
||||
event(Event::LOOT_OPEN);
|
||||
} break;
|
||||
case eGUI::HP_STATUS:
|
||||
|
|
|
@ -96,6 +96,7 @@ sources = [
|
|||
'gui/combat_ui.cpp',
|
||||
'gui/debug_ui.cpp',
|
||||
'gui/dnd_loot.cpp',
|
||||
'gui/dnd_loot_2.cpp',
|
||||
'gui/event_router.cpp',
|
||||
'gui/fsm.cpp',
|
||||
'gui/guecstra.cpp',
|
||||
|
|
|
@ -140,6 +140,7 @@ void System::motion(GameLevel &level) {
|
|||
}
|
||||
|
||||
void System::distribute_loot(DinkyECS::World &world, DinkyECS::Entity& ent, nlohmann::json& entity_data) {
|
||||
dbc::log("!!!!!!!!!!!!! THIS is where you update the dead body contents");
|
||||
int inventory_count = entity_data["inventory_count"];
|
||||
world.set<InventoryItem>(ent, {inventory_count, entity_data});
|
||||
// use the inventory_level to fill the blanket with new items
|
||||
|
@ -209,6 +210,7 @@ void System::death(GameLevel &level) {
|
|||
auto entity_data = config.devices["GRAVE_STONE"];
|
||||
components::configure_entity(world, ent, entity_data["components"]);
|
||||
if(entity_data["inventory_count"] > 0) {
|
||||
dbc::sentinel("BOOM! this is where you fill in the dead bodies.");
|
||||
System::distribute_loot(world, ent, entity_data);
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue