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/DEFINES.h

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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
#pragma once
#include <string>
using BackdropName=std::string;
using MonsterSpawnerID=int;
#define INCLUDE_ANIMATION_DATA extern safemap<std::string,Animate2D::FrameSequence>ANIMATION_DATA;
#define INCLUDE_MONSTER_LIST extern std::vector<std::shared_ptr<Monster>>MONSTER_LIST;
#define INCLUDE_SPAWNER_LIST extern std::unordered_map<MonsterSpawnerID,MonsterSpawner>SPAWNER_LIST;
#define INCLUDE_SPAWNER_CONTROLLER extern std::optional<std::queue<MonsterSpawnerID>>SPAWNER_CONTROLLER;
#define INCLUDE_DAMAGENUMBER_LIST extern std::vector<std::shared_ptr<DamageNumber>>DAMAGENUMBER_LIST;
#define INCLUDE_game extern AiL*game;
#define INCLUDE_MONSTER_DATA extern std::map<std::string,MonsterData>MONSTER_DATA;
#define INCLUDE_BULLET_LIST extern std::vector<std::unique_ptr<IBullet>>BULLET_LIST;
#define INCLUDE_EMITTER_LIST extern std::vector<std::unique_ptr<Emitter>>EMITTER_LIST;
#define INCLUDE_DATA extern utils::datafile DATA;
#define INCLUDE_STRATEGY_DATA extern safemap<std::string,std::function<void(Monster&,float,std::string)>>STRATEGY_DATA;
#define INCLUDE_TILE_ANIMATION_DATA extern std::map<int,std::vector<std::pair<int,float>>>TILE_ANIMATION_DATA;
#define INCLUDE_GFX extern safemap<std::string,Renderable>GFX;
#define INCLUDE_ITEM_DATA extern safemap<std::string,ItemInfo>ITEM_DATA;
#define INCLUDE_ITEM_CATEGORIES extern safemap<std::string,std::set<std::string>>ITEM_CATEGORIES;
#define DO_NOTHING [](MenuFuncData data){return true;}
#define INCLUDE_WINDOW_SIZE extern vi2d WINDOW_SIZE;
#define INCLUDE_ITEM_CONVERSIONS extern safemap<std::string,IT>ITEM_CONVERSIONS;
#define INCLUDE_ADMIN_MODE extern bool ADMIN_MODE;
#define INCLUDE_PACK_KEY extern std::string PACK_KEY;
#define INCLUDE_BACKDROP_DATA extern std::map<BackdropName,Renderable>BACKDROP_DATA;
#define INCLUDE_FOREDROP_DATA extern std::map<BackdropName,Renderable>FOREDROP_DATA;
#define INCLUDE_CENTERED extern const vf2d Menu::CENTERED;
#define ACCESS_PLAYER Player*p=game->GetPlayer();
#define INCLUDE_INITIALIZEGAMECONFIGURATIONS extern void InitializeGameConfigurations();
#define VARIANTS float,int,std::string,bool,vf2d,std::vector<std::any>,size_t
#undef INFINITE
#define INFINITE 999999
#define SETUP_CLASS(class) \
class::class() \
:Player::Player(){} \
class::class(Player*player) \
:Player::Player(player){} \
Class class::GetClass(){return cl;} \
void class::CreateOriginalCopies(){ \
original_rightClickAbility=rightClickAbility; \
original_ability1=ability1; \
original_ability2=ability2; \
original_ability3=ability3; \
original_ability4=ability4; \
original_rightClickAbility.isOriginalAbility=true; \
original_ability1.isOriginalAbility=true; \
original_ability2.isOriginalAbility=true; \
original_ability3.isOriginalAbility=true; \
original_ability4.isOriginalAbility=true; \
} \
void class::ResetToOriginalAbilities(){ \
rightClickAbility.COOLDOWN_TIME=original_rightClickAbility.COOLDOWN_TIME; \
ability1.COOLDOWN_TIME=original_ability1.COOLDOWN_TIME; \
ability2.COOLDOWN_TIME=original_ability2.COOLDOWN_TIME; \
ability3.COOLDOWN_TIME=original_ability3.COOLDOWN_TIME; \
ability4.COOLDOWN_TIME=original_ability4.COOLDOWN_TIME; \
rightClickAbility.MAX_CHARGES=original_rightClickAbility.MAX_CHARGES; \
ability1.MAX_CHARGES=original_ability1.MAX_CHARGES; \
ability2.MAX_CHARGES=original_ability2.MAX_CHARGES; \
ability3.MAX_CHARGES=original_ability3.MAX_CHARGES; \
ability4.MAX_CHARGES=original_ability4.MAX_CHARGES; \
rightClickAbility.precastInfo=original_rightClickAbility.precastInfo; \
ability1.precastInfo=original_ability1.precastInfo; \
ability2.precastInfo=original_ability2.precastInfo; \
ability3.precastInfo=original_ability3.precastInfo; \
ability4.precastInfo=original_ability4.precastInfo; \
} \
const std::string&class::GetClassName(){return name;} \
Ability&class::GetRightClickAbility(){return rightClickAbility;}; \
Ability&class::GetAbility1(){return ability1;}; \
Ability&class::GetAbility2(){return ability2;}; \
Ability&class::GetAbility3(){return ability3;}; \
Ability&class::GetAbility4(){return ability4;}; \
Ability&class::GetOriginalAbility1(){return original_ability1;}; \
Ability&class::GetOriginalAbility2(){return original_ability2;}; \
Ability&class::GetOriginalAbility3(){return original_ability3;}; \
Ability&class::GetOriginalRightClickAbility(){return original_rightClickAbility;}; \
void class::SetAbility4(const Ability&originalAbility){ \
auto it=std::find(Player::ABILITY_LIST.begin(),Player::ABILITY_LIST.end(),originalAbility); \
if(it==Player::ABILITY_LIST.end())ERR(std::format("WARNING! Could not find ability {} in original ability list! This function MUST be supplied with an original ability. Was original ability: {}",originalAbility.name,originalAbility.isOriginalAbility)); \
class::original_ability4=class::ability4=originalAbility; \
} \
std::string&class::GetWalkNAnimation(){return walk_n;}; \
std::string&class::GetWalkEAnimation(){return walk_e;}; \
std::string&class::GetWalkSAnimation(){return walk_s;}; \
std::string&class::GetWalkWAnimation(){return walk_w;}; \
std::string&class::GetIdleNAnimation(){return idle_n;}; \
std::string&class::GetIdleEAnimation(){return idle_e;}; \
std::string&class::GetIdleSAnimation(){return idle_s;}; \
std::string&class::GetIdleWAnimation(){return idle_w;}; \
std::string class::name=""; \
Class class::cl=ANY; \
Ability class::rightClickAbility=Ability(); \
Ability class::ability1=Ability(); \
Ability class::ability2=Ability(); \
Ability class::ability3=Ability(); \
Ability class::ability4=Ability(); \
Ability class::original_rightClickAbility=Ability(); \
Ability class::original_ability1=Ability(); \
Ability class::original_ability2=Ability(); \
Ability class::original_ability3=Ability(); \
Ability class::original_ability4=Ability(); \
std::string class::idle_n="WARRIOR_IDLE_N"; \
std::string class::idle_e="WARRIOR_IDLE_E"; \
std::string class::idle_s="WARRIOR_IDLE_S"; \
std::string class::idle_w="WARRIOR_IDLE_W"; \
std::string class::walk_n="WARRIOR_WALK_N"; \
std::string class::walk_e="WARRIOR_WALK_E"; \
std::string class::walk_s="WARRIOR_WALK_S"; \
std::string class::walk_w="WARRIOR_WALK_W";