The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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80 lines
3.4 KiB
80 lines
3.4 KiB
#pragma region License
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/*
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License (OLC-3)
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~~~~~~~~~~~~~~~
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Copyright 2018 - 2023 OneLoneCoder.com
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Redistribution and use in source and binary forms, with or without modification,
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are permitted provided that the following conditions are met:
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1. Redistributions or derivations of source code must retain the above copyright
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notice, this list of conditions and the following disclaimer.
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2. Redistributions or derivative works in binary form must reproduce the above
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copyright notice. This list of conditions and the following disclaimer must be
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reproduced in the documentation and/or other materials provided with the distribution.
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3. Neither the name of the copyright holder nor the names of its contributors may
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be used to endorse or promote products derived from this software without specific
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prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
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EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
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SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
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INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
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TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
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BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
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ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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SUCH DAMAGE.
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Portions of this software are copyright © 2023 The FreeType
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Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
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All rights reserved.
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*/
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#pragma endregion
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#pragma once
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#include "olcPixelGameEngine.h"
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#include "Key.h"
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struct Player;
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struct PrecastData{
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float castTime;
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float range;
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float size;
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//Whether or not this ability requires precasting (automatically set to true when precast time is greater than zero)
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bool precastTargetingRequired=false;
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PrecastData();
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//Cast an ability without a targeting indicator, just starts the cast.
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PrecastData(float castTime);
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PrecastData(float castTime,float range,float size);
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};
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//Abilities are tied to class data which is defined in Class.cpp.
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struct Ability{
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std::string name="";
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std::string shortName="";
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std::string description="";
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float cooldown=0;
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float COOLDOWN_TIME=0;
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int manaCost=0;
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Pixel barColor1,barColor2;
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PrecastData precastInfo;
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bool canCancelCast=false;
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InputGroup*input;
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std::string icon;
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//If set to true, this ability instead activates immediately when a cast occurs. When the cast finishes, nothing happens instead.
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bool actionPerformedDuringCast=false;
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bool waitForRelease=false;
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//Ability action function, returns true if the ability can be casted, otherwise returns false.
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// Argument 1: Player* - player pointer
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// Argument 2: vf2d - The returned precast target position (if the ability needs to be aimed, otherwise {})
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std::function<bool(Player*,vf2d)>action=[](Player*,vf2d){return false;};
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static InputGroup DEFAULT;
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Ability();
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//NOTE: icon expects the actual name relative to the "Ability Icons" directory for this constructor!
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Ability(std::string name,std::string shortName,std::string description,float cooldownTime,int manaCost,InputGroup*input,std::string icon,Pixel barColor1=VERY_DARK_RED,Pixel barColor2=DARK_RED,PrecastData precastInfo={},bool canCancelCast=false);
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}; |