# 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 "DEFINES.h"
# include "Item.h"
# include "Direction.h"
# include <unordered_set>
INCLUDE_ITEM_DATA
struct MonsterDropData {
const ItemInfo & item ;
float dropChance ;
int minQty = 1 ;
int maxQty = 1 ;
//Drop Chance is between 0-100 (NOT a percentage (Like 1.0f does not mean 100% here)!!)
MonsterDropData ( std : : string itemName , float dropChance , int minQty = 1 , int maxQty = 1 )
: item ( ITEM_DATA . at ( itemName ) ) , dropChance ( dropChance ) , minQty ( minQty ) , maxQty ( maxQty ) { }
//Drop Chance is between 0-100 (NOT a percentage (Like 1.0f does not mean 100% here)!!)
MonsterDropData ( const ItemInfo & item , float dropChance , int minQty = 1 , int maxQty = 1 )
: item ( item ) , dropChance ( dropChance ) , minQty ( minQty ) , maxQty ( maxQty ) { }
MonsterDropData ( const MonsterDropData & ref ) = default ;
MonsterDropData operator = ( const MonsterDropData & ref ) {
return { ref . item , ref . dropChance , ref . minQty , ref . maxQty } ;
}
} ;
struct MonsterData {
public :
MonsterData ( ) ;
MonsterData ( std : : string name , std : : string displayName , int hp , int atk , const uint32_t xp , std : : vector < MonsterDropData > drops , float moveSpd = 100.f , float size = 1.0f , std : : string strategy = " Run Towards " , int collisionDmg = 0 ) ;
int GetHealth ( ) ;
int GetAttack ( ) ;
const uint32_t GetXP ( ) const ;
float GetMoveSpdMult ( ) ;
float GetSizeMult ( ) const ;
const std : : string & GetAIStrategy ( ) const ;
int GetCollisionDmg ( ) ;
const std : : string GetDefaultIdleAnimation ( ) const ;
const std : : string GetDefaultJumpAnimation ( ) const ;
const std : : string GetDefaultShootAnimation ( ) const ;
const std : : string GetDefaultDeathAnimation ( ) const ;
const std : : string GetIdleAnimation ( const Direction & dir ) const ;
const std : : string GetJumpAnimation ( const Direction & dir ) const ;
const std : : string GetShootAnimation ( const Direction & dir ) const ;
const std : : string GetDeathAnimation ( const Direction & dir ) const ;
const EventName & GetHurtSound ( ) ;
const EventName & GetDeathSound ( ) ;
const EventName & GetWalkSound ( ) ;
const bool IsNPC ( ) const ;
std : : unordered_set < std : : string > GetAnimations ( ) {
return animations ;
}
const std : : vector < MonsterDropData > & GetDropData ( ) ;
const std : : string & GetInternalName ( ) const ;
const std : : string & GetDisplayName ( ) const ;
static void InitializeMonsterData ( ) ;
static void InitializeNPCData ( ) ;
static std : : unordered_map < std : : string , Renderable * > imgs ;
const bool HasFourWaySprites ( ) const ;
void SetUsesFourWaySprites ( ) ;
const bool HasMountedAnimation ( ) const ;
const std : : optional < const std : : string > GetMountedAnimation ( ) const ;
const vf2d & GetMountedAnimationOffset ( ) const ;
const bool IgnoresTerrainCollision ( ) const ;
const bool Immovable ( ) const ;
const bool Invulnerable ( ) const ;
//If an object has a lifetime set, returns it.
const std : : optional < float > GetLifetime ( ) const ;
//If an object has a collision radius, returns it.
const float GetCollisionRadius ( ) const ;
const bool HasArrowIndicator ( ) const ;
const std : : optional < geom2d : : rect < float > > & GetRectangleCollision ( ) const ;
const bool FadeoutWhenStandingBehind ( ) const ;
const bool FaceTarget ( ) const ;
private :
std : : string name ;
int hp ;
int atk ;
uint32_t xp ;
float moveSpd ; //1.0=100%
float size ;
std : : unordered_set < std : : string > animations ;
std : : string displayName ;
std : : string idleAnimation = " WARRIOR_IDLE_S " ; //Represents the basic animation name, not the full animation name that ANIMATION_DATA indexes into!! (Ex. Not GREEN_SLIME_IDLE, but IDLE)
std : : string jumpAnimation = " WARRIOR_IDLE_S " ; //Represents the basic animation name, not the full animation name that ANIMATION_DATA indexes into!! (Ex. Not GREEN_SLIME_JUMP, but JUMP)
std : : string shootAnimation = " WARRIOR_IDLE_S " ; //Represents the basic animation name, not the full animation name that ANIMATION_DATA indexes into!! (Ex. Not GREEN_SLIME_SHOOT, but SHOOT)
std : : string deathAnimation = " WARRIOR_IDLE_S " ; //Represents the basic animation name, not the full animation name that ANIMATION_DATA indexes into!! (Ex. Not GREEN_SLIME_DEATH, but DEATH)
std : : string strategy ;
int collisionDmg ;
EventName hurtSound = " " ;
EventName deathSound = " " ;
EventName walkSound = " " ;
std : : vector < MonsterDropData > dropData ;
bool isNPC = false ;
bool fourWayDirectionalSprites = false ; //When this flag is set, a monster has 4-way animations instead of the default 1-direction animation.
std : : optional < std : : string > mountedAnimName ;
vf2d mountedAnimationOffset { } ;
bool ignoresCollision { false } ; //If set to true, this monster does not run into terrain.
bool immovable { false } ;
bool invulnerable { false } ;
bool fadeout { false } ;
bool noFacing { false } ;
std : : optional < float > lifetime { } ;
float collisionRadius { } ;
bool hasArrowIndicator { false } ;
std : : optional < geom2d : : rect < float > > rectCollision ;
} ;