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/Wizard.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 "Class.h"
#include "DEFINES.h"
#include "Player.h"
#include "Effect.h"
#include "AdventuresInLestoria.h"
#include "BulletTypes.h"
#include "config.h"
#include "util.h"
#include "SoundEffect.h"
INCLUDE_MONSTER_LIST
INCLUDE_BULLET_LIST
INCLUDE_game
void Wizard::Initialize(){
READFROMCONFIG(Wizard,WIZARD);
Wizard::idle_n="WIZARD_IDLE_N";
Wizard::idle_e="WIZARD_IDLE_E";
Wizard::idle_s="WIZARD_IDLE_S";
Wizard::idle_w="WIZARD_IDLE_W";
Wizard::walk_n="WIZARD_WALK_N";
Wizard::walk_e="WIZARD_WALK_E";
Wizard::walk_s="WIZARD_WALK_S";
Wizard::walk_w="WIZARD_WALK_W";
Wizard::ability4={};
}
SETUP_CLASS(Wizard)
void Wizard::OnUpdate(float fElapsedTime){
if(attack_cooldown_timer>0){
idle_n="WIZARD_IDLE_ATTACK_N";
idle_e="WIZARD_IDLE_ATTACK_E";
idle_s="WIZARD_IDLE_ATTACK_S";
idle_w="WIZARD_IDLE_ATTACK_W";
walk_n="WIZARD_ATTACK_N";
walk_e="WIZARD_ATTACK_E";
walk_s="WIZARD_ATTACK_S";
walk_w="WIZARD_ATTACK_W";
} else {
idle_n="WIZARD_IDLE_N";
idle_e="WIZARD_IDLE_E";
idle_s="WIZARD_IDLE_S";
idle_w="WIZARD_IDLE_W";
walk_n="WIZARD_WALK_N";
walk_e="WIZARD_WALK_E";
walk_s="WIZARD_WALK_S";
walk_w="WIZARD_WALK_W";
}
if(GetState()==State::CASTING){
switch(GetFacingDirection()){
case UP:{
UpdateAnimation("WIZARD_CAST_N",WIZARD|WITCH);
}break;
case DOWN:{
UpdateAnimation("WIZARD_CAST_S",WIZARD|WITCH);
}break;
case LEFT:{
UpdateAnimation("WIZARD_CAST_W",WIZARD|WITCH);
}break;
case RIGHT:{
UpdateAnimation("WIZARD_CAST_E",WIZARD|WITCH);
}break;
}
}
}
bool Wizard::AutoAttack(){
attack_cooldown_timer=MAGIC_ATTACK_COOLDOWN-GetAttackRecoveryRateReduction();
float angleToCursor=atan2(GetWorldAimingLocation().y-GetPos().y,GetWorldAimingLocation().x-GetPos().x);
CreateBullet(EnergyBolt)(GetPos(),{cos(angleToCursor)*"Wizard.Auto Attack.Speed"_F,sin(angleToCursor)*"Wizard.Auto Attack.Speed"_F},"Wizard.Auto Attack.Radius"_F/100*12,int(GetAttack()*"Wizard.Auto Attack.DamageMult"_F),upperLevel,true,WHITE)EndBullet;
BULLET_LIST.back()->SetIsPlayerAutoAttackProjectile();
SoundEffect::PlaySFX("Wizard Auto Attack",SoundEffect::CENTERED);
return true;
}
void Wizard::InitializeClassAbilities(){
#pragma region Wizard Right-click Ability (Teleport)
Wizard::rightClickAbility.action=
[](Player*p,vf2d pos={}){
float pointMouseDirection=atan2(p->GetWorldAimingLocation(Player::USE_WALK_DIR,Player::INVERTED).y-p->GetPos().y,p->GetWorldAimingLocation(Player::USE_WALK_DIR,Player::INVERTED).x-p->GetPos().x);
vf2d pointTowardsMouse={cos(pointMouseDirection),sin(pointMouseDirection)};
float dist=std::clamp(geom2d::line<float>{p->GetPos(),p->GetWorldAimingLocation(Player::USE_WALK_DIR,Player::INVERTED)}.length(),0.f,"Wizard.Right Click Ability.TeleportRange"_F/100*24);
if(dist<"Wizard.Right Click Ability.TilesMin"_I*12)return false;
vf2d teleportPoint=p->GetPos()+pointTowardsMouse*dist;
while(dist>0&&game->HasTileCollision(game->GetCurrentLevel(),teleportPoint)&&p->CanPathfindTo(p->GetPos(),teleportPoint,float("Wizard.Right Click Ability.TilesMax"_I))){
dist-=4;
teleportPoint=p->GetPos()+pointTowardsMouse*dist;
}
vi2d tilePos=vi2d(teleportPoint/float(game->GetCurrentMapData().tilewidth))*game->GetCurrentMapData().tilewidth;
geom2d::rect<float>collisionRect=game->GetTileCollision(game->GetCurrentLevel(),teleportPoint,p->OnUpperLevel());
#pragma region lambdas
auto NoTileCollisionExistsHere=[&](){return collisionRect==game->NO_COLLISION;};
#pragma endregion
collisionRect.pos+=tilePos;
#pragma region lambdas
auto NoPlayerCollisionWithTile=[&](){return !geom2d::overlaps(geom2d::circle<float>(teleportPoint,4),collisionRect);};
#pragma endregion
if(p->lastPathfindingCooldown==0.f){
if(dist>0&&p->CanPathfindTo(p->GetPos(),teleportPoint,float("Wizard.Right Click Ability.TilesMax"_I))
&&(NoTileCollisionExistsHere()||NoPlayerCollisionWithTile())){
p->SetState(State::TELEPORT);
p->teleportAnimationTimer="Wizard.Right Click Ability.AnimationTime"_F;
p->teleportTarget=teleportPoint;
p->teleportStartPosition=p->GetPos();
p->ApplyIframes("Wizard.Right Click Ability.IframeTime"_F);
for(int i=0;i<"Wizard.Right Click Ability.ParticleCount"_I;i++){
game->AddEffect(std::make_unique<Effect>(p->GetPos()+vf2d{(util::random("Wizard.Right Click Ability.ParticleRange"_F/100*2)-"Wizard.Right Click Ability.ParticleRange"_F/100)*12,(util::random("Wizard.Right Click Ability.ParticleRange"_F/100*2)-"Wizard.Right Click Ability.ParticleRange"_F/100)*12},util::random("Wizard.Right Click Ability.ParticleLifetimeMax"_F)+"Wizard.Right Click Ability.ParticleLifetimeMin"_F,"circle.png",p->upperLevel,"Wizard.Right Click Ability.ParticleSize"_F,"Wizard.Right Click Ability.ParticleFadetime"_F,vf2d{util::random("Wizard.Right Click Ability.ParticleSpeedMax"_F*2)+"Wizard.Right Click Ability.ParticleSpeedMin"_F,util::random("Wizard.Right Click Ability.ParticleSpeedMax"_F*2)+"Wizard.Right Click Ability.ParticleSpeedMin"_F},"Wizard.Right Click Ability.ParticleColor"_Pixel));
}
SoundEffect::PlaySFX("Wizard Teleport",SoundEffect::CENTERED);
p->lastPathfindingCooldown=0.1f;
return true;
} else {
p->notificationDisplay={"Cannot Teleport to that location!",0.5};
p->lastPathfindingCooldown=0.1f;
return false;
}
}
return false;
};
#pragma endregion
#pragma region Wizard Ability 1 (Fire Bolt)
Wizard::ability1.action=
[](Player*p,vf2d pos={}){
float angleToCursor=atan2(p->GetWorldAimingLocation().y-p->GetPos().y,p->GetWorldAimingLocation().x-p->GetPos().x);
CreateBullet(FireBolt)(p->GetPos(),{cos(angleToCursor)*"Wizard.Ability 1.BulletSpeed"_F,sin(angleToCursor)*"Wizard.Ability 1.BulletSpeed"_F},"Wizard.Ability 1.Radius"_F/100*12,int(p->GetAttack()*"Wizard.Ability 1.InitialDamageMult"_F),p->upperLevel,true,"Wizard.Ability 1.BulletColor"_Pixel)EndBullet;
SoundEffect::PlaySFX("Wizard Fire Bolt Shoot",SoundEffect::CENTERED);
return true;
};
#pragma endregion
#pragma region Wizard Ability 2 (Lightning Bolt)
Wizard::ability2.action=
[](Player*p,vf2d pos={}){
float angleToCursor=atan2(p->GetWorldAimingLocation().y-p->GetPos().y,p->GetWorldAimingLocation().x-p->GetPos().x);
CreateBullet(LightningBolt)(p->GetPos(),{cos(angleToCursor)*"Wizard.Ability 2.BulletSpeed"_F,sin(angleToCursor)*"Wizard.Ability 2.BulletSpeed"_F},"Wizard.Ability 2.Radius"_F/100*12,int(p->GetAttack()*"Wizard.Ability 2.DamageMult"_F),p->upperLevel,true,"Wizard.Ability 2.BulletColor"_Pixel)EndBullet;
SoundEffect::PlaySFX("Wizard Lightning Bolt Shoot",SoundEffect::CENTERED);
return true;
};
#pragma endregion
#pragma region Wizard Ability 3 (Meteor)
Wizard::ability3.action=
[](Player*p,vf2d pos={}){
game->AddEffect(std::make_unique<Meteor>(pos,3,"meteor.png",p->OnUpperLevel(),vf2d{"Wizard.Ability 3.MeteorRadius"_F/100/4,"Wizard.Ability 3.MeteorRadius"_F/100/4},"Wizard.Ability 3.MeteorFadeoutTime"_F));
return true;
};
#pragma endregion
}