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/Adventures in Lestoria/MonsterData.cpp

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#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 © 2024 The FreeType
Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
All rights reserved.
*/
#pragma endregion
#include "Monster.h"
#include "Animation.h"
#include "config.h"
#include "DEFINES.h"
#include "safemap.h"
#include "Item.h"
INCLUDE_DATA
INCLUDE_STRATEGY_DATA
INCLUDE_ANIMATION_DATA
INCLUDE_ITEM_DATA
std::map<std::string,MonsterData>MONSTER_DATA;
MonsterData::MonsterData()
:atk(0),collisionDmg(0),hp(0),moveSpd(0),size(0),strategy("Run Towards"){}
MonsterData::MonsterData(std::string name,std::string displayName,int hp,int atk,const uint32_t xp,std::vector<MonsterDropData>drops,float moveSpd,float size,std::string strategy,int collisionDmg):
name(name),displayName(displayName),hp(hp),atk(atk),xp(xp),moveSpd(moveSpd),size(size),strategy(strategy),dropData(drops),collisionDmg(collisionDmg),collisionRadius(8.f*this->size){}
void MonsterData::InitializeMonsterData(){
for(auto&[key,size]:DATA["Monsters"].GetKeys()){
std::string MonsterName=key;
std::string MonsterImgName=MonsterName;
std::string MonsterDisplayName=MonsterName;
if(MONSTER_DATA.count(key)){
ERR("WARNING! A monster with the name "<<key<<" already exists in the database! Duplicates are not allowed.")
}
std::vector<std::string>animations;
bool hasFourWaySpriteSheet=false;
if(DATA["Monsters"][MonsterName].HasProperty("Base Image Name")){
MonsterImgName=DATA["Monsters"][MonsterName]["Base Image Name"].GetString();
}
if(!MonsterData::imgs.count(MonsterImgName)){
MonsterData::imgs[MonsterImgName]=NEW Renderable();
const rcode imgLoadResult=MonsterData::imgs[MonsterImgName]->Load("assets/monsters/commercial_assets/"+MonsterImgName+".png");
if(imgLoadResult!=OK)ERR(std::format("WARNING! Image loading for Monster {} failed with result {}",MonsterImgName,int(imgLoadResult)));
}
EventName hurtSound="";
EventName deathSound="";
EventName walkSound="";
if(DATA["Monsters"][MonsterName].HasProperty("Hurt Sound")){
hurtSound=DATA["Monsters"][MonsterName]["Hurt Sound"].GetString();
}
if(DATA["Monsters"][MonsterName].HasProperty("Death Sound")){
deathSound=DATA["Monsters"][MonsterName]["Death Sound"].GetString();
}
if(DATA["Monsters"][MonsterName].HasProperty("Walk Sound")){
walkSound=DATA["Monsters"][MonsterName]["Walk Sound"].GetString();
}
auto CreateHorizontalAnimationSequence=[&](Renderable&img,int frameCount,vf2d size,std::string state,int row,AnimationData data={}){
if(ANIMATION_DATA.count(state)){
LOG(std::format("Animation sequence for {} with state {} at row {} already exists. Skipping.",MonsterName,state,row));
return;
}
Animate2D::FrameSequence anim(data.frameDuration,data.style);
for(int i=0;i<frameCount;i++){
anim.AddFrame({&img,{{int(i*size.x),int(row*size.y)},size}});
}
ANIMATION_DATA[state]=anim;
};
if(!DATA["Monsters"][MonsterName].HasProperty("Animations"))ERR(std::format("WARNING! Could not find any animations to load for monster {}! Please check the Monsters.txt configuration file!",MonsterName));
if(DATA["Monsters"][MonsterName]["Animations"].GetKeys().size()<4)ERR(std::format("WARNING! Monster {} does not have at least 4 animations. The animations should be defined in this order: a standing, walking, attack, and death animation",MonsterName));
for(size_t animationRow=0;auto&[animationName,data]:DATA["Monsters"][MonsterName]["Animations"].GetOrderedKeys()){
Animate2D::Style style=Animate2D::Style::Repeat;
if(data.GetString(2)=="Repeat"){
style=Animate2D::Style::Repeat;
}else
if(data.GetString(2)=="OneShot"){
style=Animate2D::Style::OneShot;
}else
if(data.GetString(2)=="PingPong"){
style=Animate2D::Style::PingPong;
}else
if(data.GetString(2)=="Reverse"){
style=Animate2D::Style::Reverse;
}else
if(data.GetString(2)=="ReverseOneShot"){
style=Animate2D::Style::ReverseOneShot;
}else{
ERR(std::format("WARNING! Invalid Animation Style specified: {}",int(style)));
}
int frameCount=data.GetInt(0);
vf2d frameSize=vf2d{float(DATA["Monsters"][MonsterName]["SheetFrameSize"].GetInt(0)),float(DATA["Monsters"][MonsterName]["SheetFrameSize"].GetInt(1))};
if(!DATA["Monsters"][MonsterName].HasProperty("4-Way Spritesheet"))ERR(std::format("WARNING! Monster {} does not have the property '4-Way Spritesheet' set",MonsterName));
if(DATA["Monsters"][MonsterName]["4-Way Spritesheet"].GetBool()){
hasFourWaySpriteSheet=true;
for(int direction=0;direction<4;direction++){
CreateHorizontalAnimationSequence(*MonsterData::imgs[MonsterImgName],frameCount,frameSize,std::format("{}_{}_{}",MonsterName,animationName,direction),animationRow*4+direction,AnimationData{float(data.GetReal(1)),style});
animations.push_back(std::format("{}_{}",animationName,direction));
}
}else{
CreateHorizontalAnimationSequence(*MonsterData::imgs[MonsterImgName],frameCount,frameSize,std::format("{}_{}",MonsterName,animationName),animationRow,AnimationData{float(data.GetReal(1)),style});
animations.push_back(animationName);
}
animationRow++;
}
std::vector<MonsterDropData>drops;
//Add drop items to monster data from the config.
int dropDataCounter=0;
while(DATA["Monsters"][MonsterName].HasProperty("DROP["+std::to_string(dropDataCounter)+"]")){
datafile drop=DATA["Monsters"][MonsterName]["DROP["+std::to_string(dropDataCounter)+"]"];
if(!ITEM_DATA.count(drop.GetString(0))){
ERR("Could not add drop "<<drop.GetString(0)<<" to "<<MonsterName<<"'s drop table! Item does not exist!");
}
drops.push_back(MonsterDropData{drop.GetString(0),float(drop.GetReal(1)),drop.GetInt(2),drop.GetInt(3)});
dropDataCounter++;
}
const std::string&strategyName=DATA["Monsters"][MonsterName]["Strategy"].GetString();
if(!STRATEGY_DATA.count(strategyName)){
ERR("WARNING! Strategy for "<<MonsterName<<" does not exist in strategy database!");
}
if(DATA["Monsters"][MonsterName].HasProperty("Display Name"))MonsterDisplayName=DATA["Monsters"][MonsterName]["Display Name"].GetString();
MonsterData monster(
MonsterName,
MonsterDisplayName,
DATA["Monsters"][MonsterName]["Health"].GetInt(),
DATA["Monsters"][MonsterName]["Attack"].GetInt(),
DATA["Monsters"][MonsterName]["XP"].GetInt(),
drops,
float(DATA["Monsters"][MonsterName]["MoveSpd"].GetReal()),
float(DATA["Monsters"][MonsterName]["Size"].GetReal())/100,
strategyName,
DATA["Monsters"][MonsterName]["CollisionDmg"].GetInt()
);
if(DATA["Monsters"][MonsterName].HasProperty("Immovable")){
monster.immovable=DATA["Monsters"][MonsterName]["Immovable"].GetBool();
if(DATA["Monsters"][MonsterName].HasProperty("Fadeout"))monster.fadeout=DATA["Monsters"][MonsterName]["Fadeout"].GetBool();
else monster.fadeout=true;
}
if(DATA["Monsters"][MonsterName].HasProperty("Fadeout"))monster.fadeout=DATA["Monsters"][MonsterName]["Fadeout"].GetBool();
if(DATA["Monsters"][MonsterName].HasProperty("No Facing"))monster.noFacing=DATA["Monsters"][MonsterName]["No Facing"].GetBool();
if(DATA["Monsters"][MonsterName].HasProperty("Ignore Collisions"))monster.ignoresCollision=DATA["Monsters"][MonsterName]["Ignore Collisions"].GetBool();
if(DATA["Monsters"][MonsterName].HasProperty("Mounted Animation"))monster.mountedAnimName=DATA["Monsters"][MonsterName]["Mounted Animation"].GetString();
if(DATA["Monsters"][MonsterName].HasProperty("Mounted Animation Offset")){
if(DATA["Monsters"][MonsterName]["Mounted Animation Offset"].GetValueCount()==2)monster.mountedAnimationOffset={DATA["Monsters"][MonsterName]["Mounted Animation Offset"].GetReal(0),DATA["Monsters"][MonsterName]["Mounted Animation Offset"].GetReal(1)};
else ERR(std::format("WARNING! Monster {} containing a mounted animation offset has {} for reading in a vector, when vectors are supposed to only have two values! Please check the \"Mounted Animation Offset\" configuration value for {}",MonsterName,DATA["Monsters"][MonsterName]["Mounted Animation Offset"].GetValueCount(),MonsterName));
}
if(DATA["Monsters"][MonsterName].HasProperty("Invulnerable"))monster.invulnerable=DATA["Monsters"][MonsterName]["Invulnerable"].GetBool();
if(DATA["Monsters"][MonsterName].HasProperty("Lifetime"))monster.lifetime=DATA["Monsters"][MonsterName]["Lifetime"].GetReal();
monster.collisionRadius=8*(std::min(DATA["Monsters"][MonsterName]["SheetFrameSize"].GetInt(0),DATA["Monsters"][MonsterName]["SheetFrameSize"].GetInt(1))/24.f);
if(DATA["Monsters"][MonsterName].HasProperty("Collision Radius"))monster.collisionRadius=DATA["Monsters"][MonsterName]["Collision Radius"].GetReal();
if(DATA["Monsters"][MonsterName].HasProperty("ShowBossIndicator"))monster.hasArrowIndicator=DATA["Monsters"][MonsterName]["ShowBossIndicator"].GetBool();
if(DATA["Monsters"][MonsterName].HasProperty("Rectangle Collision")){
const datafile&rectData{DATA["Monsters"][MonsterName]["Rectangle Collision"]};
monster.rectCollision={{rectData.GetReal(0),rectData.GetReal(1)},{rectData.GetReal(2),rectData.GetReal(3)}};
}
if(hasFourWaySpriteSheet)monster.SetUsesFourWaySprites();
for(size_t animationRow=0;const std::string&animationName:animations){
if(!monster.animations.insert(animationName).second)ERR(std::format("WARNING! The Animation {} for Monster {} already exists! Animations should have unique names!",animationName,MonsterName));
if(monster.HasFourWaySprites()){
switch(animationRow){
case 0*4:monster.idleAnimation=animationName.substr(0,animationName.length()-2);break;
case 1*4:monster.jumpAnimation=animationName.substr(0,animationName.length()-2);break;
case 2*4:monster.shootAnimation=animationName.substr(0,animationName.length()-2);break;
case 3*4:monster.deathAnimation=animationName.substr(0,animationName.length()-2);break;
}
}else{
switch(animationRow){
case 0:monster.idleAnimation=animationName;break;
case 1:monster.jumpAnimation=animationName;break;
case 2:monster.shootAnimation=animationName;break;
case 3:monster.deathAnimation=animationName;break;
}
}
animationRow++;
}
monster.hurtSound=hurtSound;
monster.deathSound=deathSound;
monster.walkSound=walkSound;
MONSTER_DATA[MonsterName]=monster;
}
}
void MonsterData::InitializeNPCData(){
for(auto&[key,dataSize]:DATA["NPCs"].GetKeys()){
std::string NPCName=key;
if(MONSTER_DATA.count(key)){
ERR("WARNING! A monster with the name "<<key<<" already exists in the database! Duplicates are not allowed.")
}
std::vector<std::string>animations;
MonsterData::imgs[NPCName]=NEW Renderable();
const rcode imgLoadResult=MonsterData::imgs[NPCName]->Load("assets/npcs/"+NPCName+".png");
if(imgLoadResult!=OK)ERR(std::format("WARNING! Image loading for NPC {} failed with result {}",NPCName,int(imgLoadResult)));
EventName hurtSound="";
EventName deathSound="";
EventName walkSound="";
int health=100;
int attack=0;
int xp=0;
float moveSpd=100.f;
float size=100.f;
int collisionDmg=0;
if(DATA["NPCs"][NPCName].HasProperty("Health"))health=DATA["NPCs"][NPCName]["Health"].GetInt();
if(DATA["NPCs"][NPCName].HasProperty("Attack"))attack=DATA["NPCs"][NPCName]["Attack"].GetInt();
if(DATA["NPCs"][NPCName].HasProperty("XP"))xp=DATA["NPCs"][NPCName]["XP"].GetInt();
if(DATA["NPCs"][NPCName].HasProperty("MoveSpd"))moveSpd=DATA["NPCs"][NPCName]["MoveSpd"].GetReal();
if(DATA["NPCs"][NPCName].HasProperty("Size"))moveSpd=DATA["NPCs"][NPCName]["Size"].GetReal();
if(DATA["NPCs"][NPCName].HasProperty("CollisionDmg"))collisionDmg=DATA["NPCs"][NPCName]["CollisionDmg"].GetInt();
if(DATA["NPCs"][NPCName].HasProperty("Hurt Sound")){
hurtSound=DATA["NPCs"][NPCName]["Hurt Sound"].GetString();
}
if(DATA["NPCs"][NPCName].HasProperty("Death Sound")){
deathSound=DATA["NPCs"][NPCName]["Death Sound"].GetString();
}
if(DATA["NPCs"][NPCName].HasProperty("Walk Sound")){
walkSound=DATA["NPCs"][NPCName]["Walk Sound"].GetString();
}
auto CreateHorizontalAnimationSequence=[&](Renderable&img,int frameCount,vf2d size,std::string state,int row,AnimationData data={}){
Animate2D::FrameSequence anim(data.frameDuration,data.style);
for(int i=0;i<frameCount;i++){
anim.AddFrame({&img,{{int(i*size.x),int(row*size.y)},size}});
}
ANIMATION_DATA[state]=anim;
};
if(!DATA["NPCs"][NPCName].HasProperty("Animations"))ERR(std::format("WARNING! Could not find any animations to load for monster {}! Please check the Monsters.txt configuration file!",NPCName));
if(DATA["NPCs"][NPCName]["Animations"].GetKeys().size()<4)ERR(std::format("WARNING! Monster {} does not have at least 4 animations. The animations should be defined in this order: a standing, walking, attack, and death animation",NPCName));
for(size_t animationRow=0;auto&[animationName,data]:DATA["NPCs"][NPCName]["Animations"].GetOrderedKeys()){
Animate2D::Style style=Animate2D::Style::Repeat;
if(data.GetString(2)=="Repeat"){
style=Animate2D::Style::Repeat;
}else
if(data.GetString(2)=="OneShot"){
style=Animate2D::Style::OneShot;
}else
if(data.GetString(2)=="PingPong"){
style=Animate2D::Style::PingPong;
}else
if(data.GetString(2)=="Reverse"){
style=Animate2D::Style::Reverse;
}else
if(data.GetString(2)=="ReverseOneShot"){
style=Animate2D::Style::ReverseOneShot;
}else{
ERR(std::format("WARNING! Invalid Animation Style specified: {}",int(style)));
}
int frameCount=data.GetInt(0);
vf2d frameSize=vf2d{float(DATA["NPCs"][NPCName]["SheetFrameSize"].GetInt(0)),float(DATA["NPCs"][NPCName]["SheetFrameSize"].GetInt(1))};
CreateHorizontalAnimationSequence(*MonsterData::imgs[NPCName],frameCount,frameSize,std::format("{}_{}",NPCName,animationName),animationRow,AnimationData{float(data.GetReal(1)),style});
animations.push_back(animationName);
animationRow++;
}
std::vector<MonsterDropData>drops;
//Add drop items to monster data from the config.
int dropDataCounter=0;
while(DATA["NPCs"][NPCName].HasProperty("DROP["+std::to_string(dropDataCounter)+"]")){
datafile drop=DATA["NPCs"][NPCName]["DROP["+std::to_string(dropDataCounter)+"]"];
if(!ITEM_DATA.count(drop.GetString(0))){
ERR("Could not add drop "<<drop.GetString(0)<<" to "<<NPCName<<"'s drop table! Item does not exist!");
}
drops.push_back(MonsterDropData{drop.GetString(0),float(drop.GetReal(1)),drop.GetInt(2),drop.GetInt(3)});
dropDataCounter++;
}
const std::string&strategyName=DATA["NPCs"][NPCName]["Strategy"].GetString();
if(!STRATEGY_DATA.count(strategyName)){
ERR("WARNING! Strategy for "<<NPCName<<" does not exist in strategy database!");
}
MonsterData monster(NPCName,NPCName,health,attack,xp,drops,moveSpd,size/100,strategyName,collisionDmg);
for(size_t animationRow=0;const std::string&animationName:animations){
if(!monster.animations.insert(animationName).second)ERR(std::format("WARNING! The Animation {} for Monster {} already exists! Animations should have unique names!",animationName,NPCName));
switch(animationRow){
case 0:monster.idleAnimation=animationName;break;
case 1:monster.jumpAnimation=animationName;break;
case 2:monster.shootAnimation=animationName;break;
case 3:monster.deathAnimation=animationName;break;
}
animationRow++;
}
monster.hurtSound=hurtSound;
monster.deathSound=deathSound;
monster.walkSound=walkSound;
monster.isNPC=true; //If we read any data from this config file, it's definitely considered an NPC.
MONSTER_DATA[NPCName]=monster;
}
}
int MonsterData::GetHealth(){
return hp;
}
int MonsterData::GetAttack(){
return atk;
}
float MonsterData::GetMoveSpdMult(){
return moveSpd;
}
float MonsterData::GetSizeMult()const{
return size;
}
int MonsterData::GetCollisionDmg(){
return collisionDmg;
}
const std::string&MonsterData::GetAIStrategy()const{
return strategy;
}
const std::string&MonsterData::GetInternalName()const{
return name;
}
const std::string&MonsterData::GetDisplayName()const{
return displayName;
}
const std::string MonsterData::GetIdleAnimation(const Direction&dir)const{
if(HasFourWaySprites())return std::format("{}_{}",idleAnimation,int(dir));
else return idleAnimation;
}
const std::string MonsterData::GetJumpAnimation(const Direction&dir)const{
if(HasFourWaySprites())return std::format("{}_{}",jumpAnimation,int(dir));
else return jumpAnimation;
}
const std::string MonsterData::GetShootAnimation(const Direction&dir)const{
if(HasFourWaySprites())return std::format("{}_{}",shootAnimation,int(dir));
else return shootAnimation;
}
const std::string MonsterData::GetDeathAnimation(const Direction&dir)const{
if(HasFourWaySprites())return std::format("{}_{}",deathAnimation,int(dir));
else return deathAnimation;
}
const std::vector<MonsterDropData>&MonsterData::GetDropData(){
return dropData;
}
const EventName&MonsterData::GetHurtSound(){
return hurtSound;
}
const EventName&MonsterData::GetDeathSound(){
return deathSound;
}
const EventName&MonsterData::GetWalkSound(){
return walkSound;
}
const bool MonsterData::HasFourWaySprites()const{
return fourWayDirectionalSprites;
}
void MonsterData::SetUsesFourWaySprites(){
fourWayDirectionalSprites=true;
}
const std::string MonsterData::GetDefaultIdleAnimation()const{
return GetIdleAnimation(Direction::SOUTH);
}
const std::string MonsterData::GetDefaultJumpAnimation()const{
return GetJumpAnimation(Direction::SOUTH);
}
const std::string MonsterData::GetDefaultShootAnimation()const{
return GetShootAnimation(Direction::SOUTH);
}
const std::string MonsterData::GetDefaultDeathAnimation()const{
return GetDeathAnimation(Direction::SOUTH);
}
const bool MonsterData::HasMountedAnimation()const{
return mountedAnimName.has_value();
}
const std::optional<const std::string>MonsterData::GetMountedAnimation()const{
if(!HasMountedAnimation())ERR("WARNING! Trying to get a mounted animation for a monster that doesn't have a mounted animation to begin with!");
return mountedAnimName.value();
}
const vf2d&MonsterData::GetMountedAnimationOffset()const{
if(!HasMountedAnimation())ERR("WARNING! Trying to get a mounted animation offset for a monster that doesn't have a mounted animation to begin with!");
return mountedAnimationOffset;
}
const bool MonsterData::IgnoresTerrainCollision()const{
return ignoresCollision;
}
const bool MonsterData::Immovable()const{
return immovable;
}
const bool MonsterData::Invulnerable()const{
return invulnerable;
}
const std::optional<float>MonsterData::GetLifetime()const{
return lifetime;
}
const float MonsterData::GetCollisionRadius()const{
return collisionRadius*0.6f;
}
const bool MonsterData::HasArrowIndicator()const{
return hasArrowIndicator;
}
const std::optional<geom2d::rect<float>>&MonsterData::GetRectangleCollision()const{
return rectCollision;
}
const bool MonsterData::FadeoutWhenStandingBehind()const{
return fadeout;
}
const bool MonsterData::FaceTarget()const{
return !noFacing;
}