The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'! https://forums.lestoria.net
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AdventuresInLestoria/Crawler/Player.h

301 lines
10 KiB

#pragma once
#include "olcUTIL_Animate2D.h"
#include "Animation.h"
#include "Monster.h"
#include "State.h"
#include "Ability.h"
#include "Class.h"
#include "Buff.h"
#include "Pathfinding.h"
struct CastInfo{
std::string name;
float castTimer;
float castTotalTime;
vf2d castPos;
};
struct Player{
friend class Crawler;
friend class sig::Animation;
private:
int hp=100,maxhp=hp;
int mana=100,maxmana=mana;
int atk=10;
vf2d pos;
float friction=400;
float z=0;
float moveSpd=1.0f;
float size=1.0f;
float spin_attack_timer=0;
float spin_spd=0;
float spin_angle=0;
float lastAnimationFlip=0;
float manaTickTimer=0;
std::pair<std::string,float> notEnoughManaDisplay={"",0};
float teleportAttemptWaitTime=0; //If a teleport fails, we wait awhile before trying again, it's expensive.
State state=State::NORMAL;
Animate2D::Animation<AnimationState>animation;
Animate2D::AnimationState internal_animState;
Key lastReleasedMovementKey;
void Update(float fElapsedTime);
void AddAnimation(AnimationState state);
std::vector<Buff>buffList;
CastInfo castInfo={"",0};
protected:
const float ATTACK_COOLDOWN=0.35f;
const float MAGIC_ATTACK_COOLDOWN=0.85f;
void SetSwordSwingTimer(float val);
void SetState(State newState);
void SetFacingDirection(Key direction);
void SetLastReleasedMovementKey(Key k);
void Spin(float duration,float spinSpd);
//Returns true if the move was valid and successful.
bool SetX(float x);
//Returns true if the move was valid and successful.
bool SetY(float y);
void SetZ(float z);
//Returns true if the move was valid and successful.
bool SetPos(vf2d pos);
float attack_cooldown_timer=0;
float iframe_time=0;
float teleportAnimationTimer=0;
vf2d teleportTarget={};
vf2d teleportStartPosition={};
std::pair<std::string,float> notificationDisplay={"",0};
bool upperLevel=false;
vf2d vel={0,0};
float attack_range=1.5f;
Key facingDirection=DOWN;
float swordSwingTimer=0;
void CastSpell(Ability&ability);
Ability*castPrepAbility;
void PrepareCast(Ability&ability);
vf2d precastLocation={};
public:
Player();
//So this is rather fascinating and only exists because we have the ability to change classes which means we need to initialize a class
//using a new object type... Because of that we'll take the pointer reference to the old object and copy some of its properties to this new
//one. It's hackish but it means we can reduce the amount of extra boilerplate when class changing...I don't know how to feel about this.
Player(Player*player);
const static float GROUND_SLAM_SPIN_TIME;
vf2d&GetPos();
float GetX();
float GetY();
float GetZ();
int GetHealth();
int GetMaxHealth();
int GetMana();
int GetMaxMana();
int GetAttack();
float GetMoveSpdMult();
float GetSizeMult();
float GetAttackRangeMult();
float GetSpinAngle();
State GetState();
Key GetFacingDirection();
vf2d GetVelocity();
bool HasIframes();
void UpdateWalkingAnimation(Key direction);
void UpdateIdleAnimation(Key direction);
//The range is the search range in tiles.
bool CanPathfindTo(vf2d pos,vf2d targetPos,float range=8);
bool CanMove();
void AddBuff(BuffType type,float duration,float intensity);
std::vector<Buff>GetBuffs(BuffType buff);
bool Hurt(int damage);
//specificClass is a bitwise-combination of classes from the Class enum. It makes sure certain animations only play if you are a certain class.
void UpdateAnimation(AnimationState animState,int specificClass=ANY);
Animate2D::Frame GetFrame();
Key GetLastReleasedMovementKey();
float GetSwordSwingTimer();
bool OnUpperLevel();
//Triggers when the player has moved.
void Moved();
virtual ~Player()=default;
virtual Class GetClass()=0;
virtual bool AutoAttack()=0;
virtual void OnUpdate(float fElapsedTime)=0;
virtual void InitializeClassAbilities()=0;
virtual std::string GetClassName()=0;
virtual Ability&GetRightClickAbility()=0;
virtual Ability&GetAbility1()=0;
virtual Ability&GetAbility2()=0;
virtual Ability&GetAbility3()=0;
virtual Ability&GetAbility4()=0;
virtual AnimationState&GetWalkNAnimation()=0;
virtual AnimationState&GetWalkEAnimation()=0;
virtual AnimationState&GetWalkSAnimation()=0;
virtual AnimationState&GetWalkWAnimation()=0;
virtual AnimationState&GetIdleNAnimation()=0;
virtual AnimationState&GetIdleEAnimation()=0;
virtual AnimationState&GetIdleSAnimation()=0;
virtual AnimationState&GetIdleWAnimation()=0;
CastInfo&GetCastInfo();
};
struct Warrior:Player{
static std::string name;
static Class cl;
static Ability rightClickAbility,ability1,ability2,ability3,ability4;
static AnimationState walk_n,walk_e,walk_s,walk_w,idle_n,idle_e,idle_s,idle_w;
Warrior();
Warrior(Player*player);
Class GetClass()override;
bool AutoAttack()override;
void OnUpdate(float fElapsedTime)override;
void InitializeClassAbilities()override;
std::string GetClassName()override;
Ability&GetRightClickAbility()override;
Ability&GetAbility1()override;
Ability&GetAbility2()override;
Ability&GetAbility3()override;
Ability&GetAbility4()override;
AnimationState&GetWalkNAnimation()override;
AnimationState&GetWalkEAnimation()override;
AnimationState&GetWalkSAnimation()override;
AnimationState&GetWalkWAnimation()override;
AnimationState&GetIdleNAnimation()override;
AnimationState&GetIdleEAnimation()override;
AnimationState&GetIdleSAnimation()override;
AnimationState&GetIdleWAnimation()override;
};
struct Thief:Player{
static std::string name;
static Class cl;
static Ability rightClickAbility,ability1,ability2,ability3,ability4;
static AnimationState walk_n,walk_e,walk_s,walk_w,idle_n,idle_e,idle_s,idle_w;
Thief();
Thief(Player*player);
Class GetClass()override;
bool AutoAttack()override;
void OnUpdate(float fElapsedTime)override;
void InitializeClassAbilities()override;
std::string GetClassName()override;
Ability&GetRightClickAbility()override;
Ability&GetAbility1()override;
Ability&GetAbility2()override;
Ability&GetAbility3()override;
Ability&GetAbility4()override;
AnimationState&GetWalkNAnimation()override;
AnimationState&GetWalkEAnimation()override;
AnimationState&GetWalkSAnimation()override;
AnimationState&GetWalkWAnimation()override;
AnimationState&GetIdleNAnimation()override;
AnimationState&GetIdleEAnimation()override;
AnimationState&GetIdleSAnimation()override;
AnimationState&GetIdleWAnimation()override;
};
struct Ranger:Player{
static std::string name;
static Class cl;
static Ability rightClickAbility,ability1,ability2,ability3,ability4;
static AnimationState walk_n,walk_e,walk_s,walk_w,idle_n,idle_e,idle_s,idle_w;
Ranger();
Ranger(Player*player);
Class GetClass()override;
bool AutoAttack()override;
void OnUpdate(float fElapsedTime)override;
void InitializeClassAbilities()override;
std::string GetClassName()override;
Ability&GetRightClickAbility()override;
Ability&GetAbility1()override;
Ability&GetAbility2()override;
Ability&GetAbility3()override;
Ability&GetAbility4()override;
AnimationState&GetWalkNAnimation()override;
AnimationState&GetWalkEAnimation()override;
AnimationState&GetWalkSAnimation()override;
AnimationState&GetWalkWAnimation()override;
AnimationState&GetIdleNAnimation()override;
AnimationState&GetIdleEAnimation()override;
AnimationState&GetIdleSAnimation()override;
AnimationState&GetIdleWAnimation()override;
};
struct Trapper:Player{
static std::string name;
static Class cl;
static Ability rightClickAbility,ability1,ability2,ability3,ability4;
static AnimationState walk_n,walk_e,walk_s,walk_w,idle_n,idle_e,idle_s,idle_w;
Trapper();
Trapper(Player*player);
Class GetClass()override;
bool AutoAttack()override;
void OnUpdate(float fElapsedTime)override;
void InitializeClassAbilities()override;
std::string GetClassName()override;
Ability&GetRightClickAbility()override;
Ability&GetAbility1()override;
Ability&GetAbility2()override;
Ability&GetAbility3()override;
Ability&GetAbility4()override;
AnimationState&GetWalkNAnimation()override;
AnimationState&GetWalkEAnimation()override;
AnimationState&GetWalkSAnimation()override;
AnimationState&GetWalkWAnimation()override;
AnimationState&GetIdleNAnimation()override;
AnimationState&GetIdleEAnimation()override;
AnimationState&GetIdleSAnimation()override;
AnimationState&GetIdleWAnimation()override;
};
struct Wizard:Player{
static std::string name;
static Class cl;
static Ability rightClickAbility,ability1,ability2,ability3,ability4;
static AnimationState walk_n,walk_e,walk_s,walk_w,idle_n,idle_e,idle_s,idle_w;
Wizard();
Wizard(Player*player);
Class GetClass()override;
bool AutoAttack()override;
void OnUpdate(float fElapsedTime)override;
void InitializeClassAbilities()override;
std::string GetClassName()override;
Ability&GetRightClickAbility()override;
Ability&GetAbility1()override;
Ability&GetAbility2()override;
Ability&GetAbility3()override;
Ability&GetAbility4()override;
AnimationState&GetWalkNAnimation()override;
AnimationState&GetWalkEAnimation()override;
AnimationState&GetWalkSAnimation()override;
AnimationState&GetWalkWAnimation()override;
AnimationState&GetIdleNAnimation()override;
AnimationState&GetIdleEAnimation()override;
AnimationState&GetIdleSAnimation()override;
AnimationState&GetIdleWAnimation()override;
};
struct Witch:Player{
static std::string name;
static Class cl;
static Ability rightClickAbility,ability1,ability2,ability3,ability4;
static AnimationState walk_n,walk_e,walk_s,walk_w,idle_n,idle_e,idle_s,idle_w;
Witch();
Witch(Player*player);
Class GetClass()override;
bool AutoAttack()override;
void OnUpdate(float fElapsedTime)override;
void InitializeClassAbilities()override;
std::string GetClassName()override;
Ability&GetRightClickAbility()override;
Ability&GetAbility1()override;
Ability&GetAbility2()override;
Ability&GetAbility3()override;
Ability&GetAbility4()override;
AnimationState&GetWalkNAnimation()override;
AnimationState&GetWalkEAnimation()override;
AnimationState&GetWalkSAnimation()override;
AnimationState&GetWalkWAnimation()override;
AnimationState&GetIdleNAnimation()override;
AnimationState&GetIdleEAnimation()override;
AnimationState&GetIdleSAnimation()override;
AnimationState&GetIdleWAnimation()override;
};