# pragma region License
/*
License ( OLC - 3 )
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
Copyright 2024 Joshua Sigona < sigonasr2 @ gmail . com >
Redistribution and use in source and binary forms , with or without modification ,
are permitted provided that the following conditions are met :
1. Redistributions or derivations of source code must retain the above copyright
notice , this list of conditions and the following disclaimer .
2. Redistributions or derivative works in binary form must reproduce the above
copyright notice . This list of conditions and the following disclaimer must be
reproduced in the documentation and / or other materials provided with the distribution .
3. Neither the name of the copyright holder nor the names of its contributors may
be used to endorse or promote products derived from this software without specific
prior written permission .
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS " AS IS " AND ANY
EXPRESS OR IMPLIED WARRANTIES , INCLUDING , BUT NOT LIMITED TO , THE IMPLIED WARRANTIES
OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED . IN NO EVENT
SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT , INDIRECT ,
INCIDENTAL , SPECIAL , EXEMPLARY , OR CONSEQUENTIAL DAMAGES ( INCLUDING , BUT NOT LIMITED
TO , PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES ; LOSS OF USE , DATA , OR PROFITS ; OR
BUSINESS INTERRUPTION ) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY , WHETHER IN
CONTRACT , STRICT LIABILITY , OR TORT ( INCLUDING NEGLIGENCE OR OTHERWISE ) ARISING IN
ANY WAY OUT OF THE USE OF THIS SOFTWARE , EVEN IF ADVISED OF THE POSSIBILITY OF
SUCH DAMAGE .
Portions of this software are copyright <EFBFBD> 2024 The FreeType
Project ( www . freetype . org ) . Please see LICENSE_FT . txt for more information .
All rights reserved .
*/
# pragma endregion
# pragma once
# include "AdventuresInLestoria.h"
INCLUDE_game
namespace Game {
enum class CastWaitProperty {
WAIT_FOR_CAST_TIME ,
NO_WAIT ,
} ;
inline void Update ( const float fElapsedTime ) {
game - > SetElapsedTime ( fElapsedTime ) ;
game - > OnUserUpdate ( fElapsedTime ) ;
}
inline void CastAbilityAtLocation ( Ability & ability , const vf2d & screenLoc , const CastWaitProperty castWaitTime = CastWaitProperty : : WAIT_FOR_CAST_TIME ) { //NOTE: screenLoc is the actual screen coordinates, NOT the world coordinates! You are defining the mouse position essentially.
game - > GetPlayer ( ) - > SetTestScreenAimingLocation ( screenLoc ) ;
game - > GetPlayer ( ) - > PrepareCast ( ability ) ;
game - > GetPlayer ( ) - > CastSpell ( ability ) ;
Game : : Update ( ability . precastInfo . castTime ) ;
}
inline void ChangeClass ( Player * & player_in , const Class & cl ) {
game - > ChangePlayerClass ( cl ) ;
player_in = game - > GetPlayer ( ) ;
}
inline std : : weak_ptr < Item > GiveAndEquipEnchantedRing ( const std : : string_view enchantName , const EquipSlot slot = EquipSlot : : RING1 ) {
std : : weak_ptr < Item > nullRing { Inventory : : AddItem ( " Null Ring " s ) } ;
Inventory : : EquipItem ( nullRing , slot ) ;
nullRing . lock ( ) - > EnchantItem ( enchantName ) ;
return nullRing ;
}
}