#pragma region License /* License (OLC-3) ~~~~~~~~~~~~~~~ Copyright 2024 Joshua Sigona 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 #pragma once #include "DEFINES.h" #include "Item.h" #include "Direction.h" #include 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::vectordrops,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_setGetAnimations(){ return animations; } const std::vector&GetDropData(); const std::string&GetInternalName()const; const std::string&GetDisplayName()const; static void InitializeMonsterData(); static void InitializeNPCData(); static std::unordered_mapimgs; const bool HasFourWaySprites()const; void SetUsesFourWaySprites(); const bool HasMountedAnimation()const; const std::optionalGetMountedAnimation()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::optionalGetLifetime()const; //If an object has a collision radius, returns it. const float GetCollisionRadius()const; const bool HasArrowIndicator()const; const std::optional>&GetRectangleCollision()const; const bool FadeoutWhenStandingBehind()const; const bool FaceTarget()const; const float UnconsciousTime()const; private: std::string name; int hp; int atk; uint32_t xp; float moveSpd;//1.0=100% float size; std::unordered_setanimations; 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 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::optionalmountedAnimName; 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::optionallifetime{}; float collisionRadius{}; bool hasArrowIndicator{false}; std::optional>rectCollision; float totalUnconsciousTime{}; };