#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 notEnoughManaDisplay={"",0}; float teleportAttemptWaitTime=0; //If a teleport fails, we wait awhile before trying again, it's expensive. State state=State::NORMAL; Animate2D::Animationanimation; Animate2D::AnimationState internal_animState; Key lastReleasedMovementKey; void Update(float fElapsedTime); void AddAnimation(AnimationState state); std::vectorbuffList; 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 notificationDisplay={"",0}; bool upperLevel=false; vf2d vel={0,0}; float attack_range=1.5f; Key facingDirection; 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::vectorGetBuffs(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; };