The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
https://forums.lestoria.net
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
107 lines
3.7 KiB
107 lines
3.7 KiB
#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>
|
|
#define F(attr) GetFloat(attr)
|
|
#define I(attr) GetInt(attr)
|
|
#define S(attr) GetString(attr)
|
|
#define B(attr) GetBool(attr)
|
|
#define V(attr) GetVf2d(attr)
|
|
#define VEC(attr) GetVec(attr)
|
|
|
|
enum class Attribute{
|
|
IFRAME_TIME_UPON_HIT, //When this is set, the monster gains iframes if they take damage based on the value this is set to.
|
|
SHOOT_RING_TIMER,
|
|
SHOOT_RING_DELAY,
|
|
SHOOT_RING_COUNTER,
|
|
SHOOT_RING_RIGHT,
|
|
SHOOT_RING_OFFSET,
|
|
PATTERN_REPEAT_COUNT,
|
|
JUMP_ORIGINAL_LANDING_TIMER,
|
|
JUMP_LANDING_TIMER,
|
|
JUMP_TARGET_POS,
|
|
RECOVERY_TIME,
|
|
SHOOT_ANIMATION_TIME,
|
|
SHOOT_TIMER,
|
|
JUMP_MOVE_SPD,
|
|
JUMP_COUNT,
|
|
CASTING_TIMER,
|
|
RUN_AWAY_TIMER,
|
|
PHASE_REPEAT_COUNT,
|
|
JUMP_TOWARDS_PLAYER,
|
|
HITS_UNTIL_DEATH, //When this is set, it is reduced by 1 each time the monster is hit.
|
|
INDEXED_THEME,
|
|
CLASS_SELECTION, //A class name that represents what the menu's class is.
|
|
LOADOUT_SLOT, //Which loadout slot we are selecting an item for.
|
|
ALLOW_DRAGGING, //Whether or not to allow inventory dragging.
|
|
EQUIP_TYPE,
|
|
BASE_TEXT,
|
|
CATEGORY_NAME,
|
|
DRAW_OFFSET,
|
|
ITEM_NAME,
|
|
ITEM_QUANTITY,
|
|
LAST_INVENTORY_TYPE_OPENED,
|
|
NEXT_MENU, //Set to 0 for New Game, Set to 1 for Load Game Menu. This is used for the username checks
|
|
PHASE,
|
|
LOCKON_WAITTIME,
|
|
LOCKON_POS,
|
|
TARGET_TIMER,
|
|
DISENGAGE_PATH,
|
|
PATH_INDEX,
|
|
PATH_DIR,
|
|
PREV_POS,
|
|
WISP_PATTERN_LIST,
|
|
ENVIRONMENT_TIMER,
|
|
ENVIRONMENT_PHASE,
|
|
CHARGE_COOLDOWN,
|
|
BULLETS_REMOVED,
|
|
BEAR_STOMP_COUNT,
|
|
PREVIOUS_PHASE,
|
|
COLLIDED_WITH_PLAYER, //A boolean flag that is set to true when an enemy makes contact with the player.
|
|
LAST_BGM_VOLUME,
|
|
LAST_SFX_VOLUME,
|
|
IS_KEYBOARD,
|
|
KEYBIND,
|
|
ITEM_SLOT,
|
|
MERCHANT_ITEM_SLOT,
|
|
RUMBLE_TIMER, //NOTE: This timer automatically counts down inside of Menu.cpp!! Stops controller rumble when the timer ends.
|
|
ATTACK_COUNT,
|
|
ABILITY_COUNT,
|
|
DEFENSIVE_COUNT,
|
|
ITEM_USE_COUNT,
|
|
}; |