The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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645 lines
26 KiB
645 lines
26 KiB
#pragma region License
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/*
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License (OLC-3)
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~~~~~~~~~~~~~~~
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Copyright 2024 Joshua Sigona <sigonasr2@gmail.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 © 2024 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 "olcUTIL_Animate2D.h"
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#include "Animation.h"
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#include "Monster.h"
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#include "State.h"
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#include "Ability.h"
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#include "Buff.h"
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#include "Pathfinding.h"
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#include "config.h"
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#include "Key.h"
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#include "Class.h"
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#include "Item.h"
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#include "AttributableStat.h"
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#undef GetClassName
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struct DamageNumber;
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class MenuComponent;
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struct Ability;
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struct CastInfo{
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std::string name="???";
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float castTimer=0.f;
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float castTotalTime=0.f;
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vf2d castPos{};
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};
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namespace MoveFlag{
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enum MoveFlag{
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NONE = 0b0,
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PREVENT_CAST_CANCELLING = 0b1,
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};
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};
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namespace PlayerTest{
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class PlayerTests;
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}
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class EntityStats{
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friend class Inventory;
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ItemAttributable equipStats; //The stats after gear calculations are applied.
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ItemAttributable baseStats;
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public:
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void RecalculateEquipStats(); //Called when equipment is updated.
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const ItemAttributable&GetStats()const;
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const ItemAttributable&GetBaseStats()const;
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//Get stats with equipment applied.
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const float&GetEquipStat(ItemAttribute stat)const;
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//Get stats with equipment applied.
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const float&GetEquipStat(std::string_view stat)const;
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const float&GetBaseStat(ItemAttribute stat)const;
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const float&GetBaseStat(std::string_view stat)const;
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void SetBaseStat(ItemAttribute a,float val);
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void SetBaseStat(std::string_view a,float val);
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void Reset();
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};
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class Player{
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friend class AiL;
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friend class sig::Animation;
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friend struct Warrior;
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friend struct Thief;
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friend struct Ranger;
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friend struct Trapper;
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friend struct Wizard;
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friend struct Witch;
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friend class State_GameRun;
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friend class Inventory;
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friend void ItemOverlay::Draw();
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friend class PlayerTests::PlayerTest;
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friend class ItemTests::ItemTest;
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public:
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Player();
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//So this is rather fascinating and only exists because we have the ability to change classes which means we need to initialize a class
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//using a new object type... Because of that we'll take the pointer reference to the old object and copy some of its properties to this new
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//one. It's hackish but it means we can reduce the amount of extra boilerplate when class changing...I don't know how to feel about this.
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Player(Player*player);
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static float GROUND_SLAM_SPIN_TIME;
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vf2d&GetPos()const;
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float GetX();
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float GetY();
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float GetZ();
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const float&GetEquipStat(ItemAttribute a)const;
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const float&GetEquipStat(std::string_view a)const;
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const float&GetBaseStat(ItemAttribute a)const;
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const float&GetBaseStat(std::string_view a)const;
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void SetBaseStat(std::string_view a,float val);
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void SetBaseStat(ItemAttribute a,float val);
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const int GetMaxHealth()const;
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const int GetHealth()const;
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const int GetMana()const;
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const int GetMaxMana()const;
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const int GetAttack()const;
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const int GetDefense()const;
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const float GetDamageReductionFromBuffs()const;
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const float GetDamageReductionFromArmor()const;
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float GetMoveSpdMult();
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float GetSizeMult()const;
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const float GetCooldownReductionPct()const;
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const float GetCritRatePct()const;
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const float GetCritDmgPct()const;
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const float GetHPRecoveryPct()const;
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const float GetHP6RecoveryPct()const;
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const float GetHP4RecoveryPct()const;
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const float GetDamageReductionPct()const;
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const float GetAttackRecoveryRateReduction()const;
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void SetSizeMult(float size);
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float GetAttackRangeMult();
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float GetSpinAngle();
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State::State GetState();
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Key GetFacingDirection();
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vf2d GetVelocity();
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bool HasIframes();
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void Update(float fElapsedTime);
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void UpdateWalkingAnimation(Key direction, const float frameMult=1.f);
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void UpdateIdleAnimation(Key direction);
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//The range is the search range in tiles.
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bool CanPathfindTo(vf2d pos,vf2d targetPos,float range=8);
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bool CanMove();
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bool CanAct();
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const bool CanAct(const Ability&ability);
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void Knockback(vf2d vel);
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void ProximityKnockback(const vf2d centerPoint,const float knockbackFactor);
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void ApplyIframes(float duration);
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//NOTE: Will directly override the iframe timer for the player, as opposed to _ApplyIframes which actually keeps the longest current iframe time.
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void _SetIframes(float duration);
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void RestoreMana(int amt,bool suppressDamageNumber=false);
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void ConsumeMana(int amt);
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//Returns true if the move was valid and successful.
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bool SetX(float x,MoveFlag::MoveFlag flags=MoveFlag::NONE);
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//Returns true if the move was valid and successful.
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bool SetY(float y,MoveFlag::MoveFlag flags=MoveFlag::NONE);
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void SetZ(float z);
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//Returns true if the move was valid and successful.
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bool SetPos(vf2d pos,MoveFlag::MoveFlag flags=MoveFlag::NONE);
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//Ignores collision checking and sets the player at the given position.
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void ForceSetPos(vf2d pos);
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void SetState(State::State newState);
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void AddBuff(BuffType type,float duration,float intensity);
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//NOTE: If adding a % increase stat, please use the percentage version! 100% = 1!!
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void AddBuff(BuffType type,float duration,float intensity,std::set<ItemAttribute>attr);
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//NOTE: If adding a % increase stat, please use the percentage version! 100% = 1!!
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void AddBuff(BuffType type,float duration,float intensity,std::set<std::string>attr);
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void AddBuff(BuffType type,float duration,float intensity,float timeBetweenTicks,std::function<void(AiL*,int)>repeatAction);
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const std::vector<Buff>GetBuffs(BuffType buff)const;
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const std::vector<Buff>GetStatBuffs(const std::vector<std::string>&attr)const;
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//Removes the first buff found.
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void RemoveBuff(BuffType type);
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//Removes all buffs of a certain type.
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void RemoveAllBuffs(BuffType type);
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//Remove every buff.
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void RemoveAllBuffs();
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void UpdateHealthAndMana();
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void RecalculateEquipStats();
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bool Hurt(int damage,bool onUpperLevel,float z);
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//Return false if healing was not possible.
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bool Heal(int damage,bool suppressDamageNumber=false);
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//specificClass is a bitwise-combination of classes from the Class enum. It makes sure certain animations only play if you are a certain class.=
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void UpdateAnimation(std::string animState,int specificClass=ANY,const float frameMult=1.f);
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Animate2D::Frame GetFrame();
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Key GetLastReleasedMovementKey();
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float GetSwordSwingTimer();
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bool OnUpperLevel();
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void ResetLastCombatTime();
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bool IsOutOfCombat();
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float GetEndZoneStandTime();
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//Triggers when the player has moved.
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void Moved(MoveFlag::MoveFlag flags=MoveFlag::NONE);
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virtual ~Player()=default;
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virtual Class GetClass()=0;
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virtual bool AutoAttack()=0;
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virtual void OnUpdate(float fElapsedTime)=0;
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virtual const std::string&GetClassName()=0;
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virtual Ability&GetRightClickAbility()=0;
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virtual Ability&GetAbility1()=0;
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virtual Ability&GetAbility2()=0;
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virtual Ability&GetAbility3()=0;
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virtual Ability&GetAbility4()=0;
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virtual std::string&GetWalkNAnimation()=0;
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virtual std::string&GetWalkEAnimation()=0;
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virtual std::string&GetWalkSAnimation()=0;
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virtual std::string&GetWalkWAnimation()=0;
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virtual std::string&GetIdleNAnimation()=0;
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virtual std::string&GetIdleEAnimation()=0;
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virtual std::string&GetIdleSAnimation()=0;
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virtual std::string&GetIdleWAnimation()=0;
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geom2d::circle<float>Hitbox();
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void CheckEndZoneCollision();
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CastInfo&GetCastInfo();
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//Provide the base animation name and this function does the rest. Ex. If you want WARRIOR_SWINGSWORD_S, use SWINGSWORD
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void SetAnimationBasedOnTargetingDirection(const std::string_view animation_name,float targetDirection);
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void SetAnimationBasedOnTarget(const std::string_view animation_name,const vf2d&target);
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void SetItem1UseFunc(Ability a);
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void SetItem2UseFunc(Ability a);
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void SetItem3UseFunc(Ability a);
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void PerformHPRecovery();
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static InputGroup KEY_ABILITY1, KEY_ABILITY2, KEY_ABILITY3, KEY_ABILITY4, KEY_DEFENSIVE, KEY_ITEM1, KEY_ITEM2, KEY_ITEM3;
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static std::vector<std::weak_ptr<MenuComponent>>moneyListeners;
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static void AddMoneyListener(std::weak_ptr<MenuComponent>component);
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uint32_t GetMoney()const;
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void SetMoney(uint32_t newMoney);
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void AddXP(const uint32_t xpGain);
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void OnLevelUp();
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const uint8_t LevelCap()const;
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const uint8_t Level()const;
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const uint32_t CurrentXP()const;
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const uint32_t TotalXP()const;
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const uint32_t NextLevelXPRequired()const;
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void CancelCast();
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const ItemAttributable&GetStats()const;
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const ItemAttributable&GetBaseStats()const;
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void ResetAccumulatedXP();
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const uint32_t GetAccumulatedXP()const;
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void AddAccumulatedXP(const uint32_t xpGain);
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//Knockup the player for duration amount of seconds, and Zamt pixels.
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void Knockup(float duration);
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static const bool INVERTED,USE_WALK_DIR;
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const vf2d GetAimingLocation(bool useWalkDir=false,bool invert=false);
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const vf2d GetWorldAimingLocation(bool useWalkDir=false,bool invert=false);
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void SetXP(const uint32_t xp);
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void SetTotalXPEarned(const uint32_t totalXP);
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void SetLevel(uint8_t newLevel);
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void SetInvisible(const bool invisibleState);
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const bool IsInvisible()const;
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void ResetVelocity();
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const float GetHealthGrowthRate()const;
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const float GetAtkGrowthRate()const;
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const float GetIframeTime()const;
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const Renderable&GetMinimapImage()const;
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void AddVelocity(vf2d vel);
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const float GetHealthRatio()const;
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const bool IsAlive()const;
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//An all-in-one function that applies a stat plus any % modifiers the stat may have as well.
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const float GetModdedStatBonuses(std::string_view stat)const;
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//An all-in-one function that applies a stat plus any % modifiers the stat may have as well.
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const float GetModdedStatBonuses(ItemAttribute stat)const;
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private:
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int hp="Warrior.BaseHealth"_I;
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int mana="Player.BaseMana"_I;
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float hpGrowthRate="Warrior.HealthGrowthRate"_F;
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float atkGrowthRate="Warrior.AtkGrowthRate"_F;
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vf2d pos;
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uint8_t level=1;
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uint8_t levelCap=1;
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uint32_t totalXPEarned=0;
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uint32_t currentLevelXP=0;
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uint32_t accumulatedXP=0;
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float z=0;
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float size=1.0f;
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float spin_attack_timer=0;
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float rolling_timer{};
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float spin_spd=0;
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float spin_angle=0;
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float lastAnimationFlip=0;
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float manaTickTimer=0;
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float hpRecoveryTimer=0;
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float hp6RecoveryTimer=0;
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float hp4RecoveryTimer=0;
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float knockUpTimer=0.f;
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float totalKnockupTime=0.f;
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float knockUpZAmt=0.f;
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//angle in polar coords.
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vf2d aimingAngle{};
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std::pair<std::string,float> notEnoughManaDisplay={"",0.f};
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float teleportAttemptWaitTime=0; //If a teleport fails, we wait awhile before trying again, it's expensive.
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State::State state=State::NORMAL;
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Animate2D::Animation<std::string>animation;
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Animate2D::AnimationState internal_animState;
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Key lastReleasedMovementKey;
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void AddAnimation(std::string state);
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std::vector<Buff>buffList;
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CastInfo castInfo={"",0};
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vf2d movementVelocity={};//This tells us if the player is moving (mostly controlled by user input) since their velocity is not used for regular movement.
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float lastHitTimer=0; //When this is greater than zero, if we get hit again it adds to our displayed combo number.
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std::shared_ptr<DamageNumber>damageNumberPtr;
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void Initialize();
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float iframe_time=0;
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float lastCombatTime=0;
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float hurtRumbleTime=0.0f;
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Ability useItem1;
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Ability useItem2;
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Ability useItem3;
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uint32_t money="Player.Starting Money"_I;
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EntityStats stats;
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//So this is kind of a stupid one...
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//If the attr provided is a % modifier, it will take the lhs in a += operation and multiply it by the % modifier from player's actual stats.
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//If the attr provided is not a % modifier, it will add in a +=/+ operation...
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const ItemAttribute&GetBonusStat(std::string_view attr)const;
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bool rendered=false;
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bool invisibility=false;
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//Returns true if the move was valid and successful.
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//If playerInvoked is true, this means the player was the one that instantiated this input, and it's not an extra movement done via collision.
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//Set playerInvoked to false when you don't want a movement loop due to collisions.
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//Typical usage is playerInvoked is true on first call, and playerInvoked is false on all subsequent chained calls.
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bool _SetX(float x,MoveFlag::MoveFlag flags=MoveFlag::NONE,const bool playerInvoked=true);
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//Returns true if the move was valid and successful.
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//If playerInvoked is true, this means the player was the one that instantiated this input, and it's not an extra movement done via collision.
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//Set playerInvoked to false when you don't want a movement loop due to collisions.
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//Typical usage is playerInvoked is true on first call, and playerInvoked is false on all subsequent chained calls.
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bool _SetY(float y,MoveFlag::MoveFlag flags=MoveFlag::NONE,const bool playerInvoked=true);
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const bool UsingAutoAim()const;
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void InitializeMinimapImage();
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bool lowHealthSoundPlayed=false;
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float lowHealthSoundPlayedTimer=0.f;
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float rangerShootAnimationTimer=0.f;
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Renderable minimapImg; //An image of the character represented on a minimap. Should be 12x12 and generally be a circle.
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void CheckAndPerformAbility(Ability&ability,InputGroup key);
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float deadlyDashWaitTimer{};
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float deadlyDashAfterDashTimer{};
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vf2d deadlyDashEndingPos{};
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protected:
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const float ATTACK_COOLDOWN="Warrior.Auto Attack.Cooldown"_F;
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const float MAGIC_ATTACK_COOLDOWN="Wizard.Auto Attack.Cooldown"_F;
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float ARROW_ATTACK_COOLDOWN="Ranger.Auto Attack.Cooldown"_F;
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void SetSwordSwingTimer(float val);
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void SetFacingDirection(Key direction);
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void SetLastReleasedMovementKey(Key k);
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void Spin(float duration,float spinSpd);
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float friction="Player.Friction"_F;
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float attack_cooldown_timer=0;
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float teleportAnimationTimer=0;
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vf2d teleportTarget={};
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vf2d teleportStartPosition={};
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std::pair<std::string,float> notificationDisplay={"",0.f};
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bool upperLevel=false;
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vf2d vel={0,0};
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float attack_range="Warrior.Auto Attack.Range"_F/100.f;
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Key facingDirection=DOWN;
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float swordSwingTimer=0;
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void CastSpell(Ability&ability);
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Ability*castPrepAbility;
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void PrepareCast(Ability&ability);
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vf2d precastLocation={};
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void SetVelocity(vf2d vel);
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const float RETREAT_DISTANCE=24*"Ranger.Right Click Ability.RetreatDistance"_F/100;
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float RETREAT_TIME="Ranger.Right Click Ability.RetreatTime"_F; //How long the Retreat ability takes.
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const int RETREAT_GHOST_FRAMES=8;
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const float RETREAT_GHOST_FRAME_DELAY=0.025f;
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float ghostFrameTimer=0;
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float ghostRemoveTimer=0;
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float blockTimer=0;
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float retreatTimer=0;
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std::vector<vf2d>ghostPositions;
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float rapidFireTimer=0;
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int remainingRapidFireShots=0;
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float endZoneStandTime=0;
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float lastPathfindingCooldown=0.f;
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const float RAPID_FIRE_SHOOT_DELAY="Ranger.Ability 1.ArrowDelay"_F;
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const int RAPID_FIRE_SHOOT_AMOUNT="Ranger.Ability 1.ArrowCount"_I;
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float footstepTimer=0.f;
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float ySquishFactor{1.f};
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size_t cooldownSoundInstance=std::numeric_limits<size_t>::max();
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};
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#pragma region Warrior
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struct Warrior:Player{
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static std::string name;
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static Class cl;
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static Ability rightClickAbility,ability1,ability2,ability3,ability4;
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static std::string walk_n,walk_e,walk_s,walk_w,idle_n,idle_e,idle_s,idle_w;
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static void Initialize();
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Warrior();
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Warrior(Player*player);
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Class GetClass()override;
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bool AutoAttack()override;
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//Include only WARRIOR-specific implementations!
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void OnUpdate(float fElapsedTime)override;
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static void InitializeClassAbilities();
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const std::string&GetClassName()override;
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Ability&GetRightClickAbility()override;
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Ability&GetAbility1()override;
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Ability&GetAbility2()override;
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Ability&GetAbility3()override;
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Ability&GetAbility4()override;
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std::string&GetWalkNAnimation()override;
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std::string&GetWalkEAnimation()override;
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std::string&GetWalkSAnimation()override;
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std::string&GetWalkWAnimation()override;
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std::string&GetIdleNAnimation()override;
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std::string&GetIdleEAnimation()override;
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std::string&GetIdleSAnimation()override;
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std::string&GetIdleWAnimation()override;
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};
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#pragma endregion
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#pragma region Thief
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struct Thief:Player{
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static std::string name;
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static Class cl;
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static Ability rightClickAbility,ability1,ability2,ability3,ability4;
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static std::string walk_n,walk_e,walk_s,walk_w,idle_n,idle_e,idle_s,idle_w;
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static void Initialize();
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Thief();
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Thief(Player*player);
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Class GetClass()override;
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bool AutoAttack()override;
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//Include only THIEF-specific implementations!
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void OnUpdate(float fElapsedTime)override;
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static void InitializeClassAbilities();
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const std::string&GetClassName()override;
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Ability&GetRightClickAbility()override;
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Ability&GetAbility1()override;
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Ability&GetAbility2()override;
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Ability&GetAbility3()override;
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Ability&GetAbility4()override;
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std::string&GetWalkNAnimation()override;
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std::string&GetWalkEAnimation()override;
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std::string&GetWalkSAnimation()override;
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std::string&GetWalkWAnimation()override;
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std::string&GetIdleNAnimation()override;
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std::string&GetIdleEAnimation()override;
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std::string&GetIdleSAnimation()override;
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std::string&GetIdleWAnimation()override;
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};
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#pragma endregion
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#pragma region Ranger
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struct Ranger:Player{
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static std::string name;
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static Class cl;
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static Ability rightClickAbility,ability1,ability2,ability3,ability4;
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static std::string walk_n,walk_e,walk_s,walk_w,idle_n,idle_e,idle_s,idle_w;
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static void Initialize();
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Ranger();
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Ranger(Player*player);
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Class GetClass()override;
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bool AutoAttack()override;
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//Include only RANGER-specific implementations!
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void OnUpdate(float fElapsedTime)override;
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static void InitializeClassAbilities();
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const std::string&GetClassName()override;
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Ability&GetRightClickAbility()override;
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Ability&GetAbility1()override;
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Ability&GetAbility2()override;
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Ability&GetAbility3()override;
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Ability&GetAbility4()override;
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std::string&GetWalkNAnimation()override;
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std::string&GetWalkEAnimation()override;
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std::string&GetWalkSAnimation()override;
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std::string&GetWalkWAnimation()override;
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std::string&GetIdleNAnimation()override;
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std::string&GetIdleEAnimation()override;
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std::string&GetIdleSAnimation()override;
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std::string&GetIdleWAnimation()override;
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};
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#pragma endregion
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#pragma region Trapper
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struct Trapper:Player{
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static std::string name;
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static Class cl;
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static Ability rightClickAbility,ability1,ability2,ability3,ability4;
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static std::string walk_n,walk_e,walk_s,walk_w,idle_n,idle_e,idle_s,idle_w;
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static void Initialize();
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Trapper();
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Trapper(Player*player);
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Class GetClass()override;
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bool AutoAttack()override;
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//Include only TRAPPER-specific implementations!
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void OnUpdate(float fElapsedTime)override;
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static void InitializeClassAbilities();
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const std::string&GetClassName()override;
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Ability&GetRightClickAbility()override;
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Ability&GetAbility1()override;
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Ability&GetAbility2()override;
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Ability&GetAbility3()override;
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Ability&GetAbility4()override;
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std::string&GetWalkNAnimation()override;
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std::string&GetWalkEAnimation()override;
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std::string&GetWalkSAnimation()override;
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std::string&GetWalkWAnimation()override;
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std::string&GetIdleNAnimation()override;
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std::string&GetIdleEAnimation()override;
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std::string&GetIdleSAnimation()override;
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std::string&GetIdleWAnimation()override;
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};
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#pragma endregion
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#pragma region Wizard
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struct Wizard:Player{
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static std::string name;
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static Class cl;
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static Ability rightClickAbility,ability1,ability2,ability3,ability4;
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static std::string walk_n,walk_e,walk_s,walk_w,idle_n,idle_e,idle_s,idle_w;
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static void Initialize();
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Wizard();
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Wizard(Player*player);
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Class GetClass()override;
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bool AutoAttack()override;
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//Include only WIZARD-specific implementations!
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void OnUpdate(float fElapsedTime)override;
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static void InitializeClassAbilities();
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const std::string&GetClassName()override;
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Ability&GetRightClickAbility()override;
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Ability&GetAbility1()override;
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Ability&GetAbility2()override;
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Ability&GetAbility3()override;
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Ability&GetAbility4()override;
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std::string&GetWalkNAnimation()override;
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std::string&GetWalkEAnimation()override;
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std::string&GetWalkSAnimation()override;
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std::string&GetWalkWAnimation()override;
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std::string&GetIdleNAnimation()override;
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std::string&GetIdleEAnimation()override;
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std::string&GetIdleSAnimation()override;
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std::string&GetIdleWAnimation()override;
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};
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#pragma endregion
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#pragma region Witch
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struct Witch:Player{
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static std::string name;
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static Class cl;
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static Ability rightClickAbility,ability1,ability2,ability3,ability4;
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static std::string walk_n,walk_e,walk_s,walk_w,idle_n,idle_e,idle_s,idle_w;
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static void Initialize();
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Witch();
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Witch(Player*player);
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Class GetClass()override;
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bool AutoAttack()override;
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//Include only WITCHs-specific implementations!
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void OnUpdate(float fElapsedTime)override;
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static void InitializeClassAbilities();
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const std::string&GetClassName()override;
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Ability&GetRightClickAbility()override;
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Ability&GetAbility1()override;
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Ability&GetAbility2()override;
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Ability&GetAbility3()override;
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Ability&GetAbility4()override;
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std::string&GetWalkNAnimation()override;
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std::string&GetWalkEAnimation()override;
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std::string&GetWalkSAnimation()override;
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std::string&GetWalkWAnimation()override;
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std::string&GetIdleNAnimation()override;
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std::string&GetIdleEAnimation()override;
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std::string&GetIdleSAnimation()override;
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std::string&GetIdleWAnimation()override;
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};
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#pragma endregion
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#define READFROMCONFIG(class,enum) \
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class::name=#class".ClassName"_S; \
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class::cl=enum; \
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class::rightClickAbility={ \
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#class".Right Click Ability.Name"_S, \
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#class".Right Click Ability.Short Name"_S, \
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#class".Right Click Ability.Description"_s.concat(), \
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#class".Right Click Ability.Cooldown"_F, \
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#class".Right Click Ability.Mana Cost"_I, \
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&KEY_DEFENSIVE, \
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"Ability Icons/"+#class".Right Click Ability.Icon"_S, \
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{uint8_t(#class".Right Click Ability.Cooldown Bar Color 1"_f[0]),uint8_t(#class".Right Click Ability.Cooldown Bar Color 1"_f[1]),uint8_t(#class".Right Click Ability.Cooldown Bar Color 1"_f[2]),uint8_t(#class".Right Click Ability.Cooldown Bar Color 1"_f[3]==0?255:#class".Right Click Ability.Cooldown Bar Color 1"_f[3])}, \
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{uint8_t(#class".Right Click Ability.Cooldown Bar Color 2"_f[0]),uint8_t(#class".Right Click Ability.Cooldown Bar Color 2"_f[1]),uint8_t(#class".Right Click Ability.Cooldown Bar Color 2"_f[2]),uint8_t(#class".Right Click Ability.Cooldown Bar Color 2"_f[3]==0?255:#class".Right Click Ability.Cooldown Bar Color 2"_f[3])}, \
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{#class".Right Click Ability.Precast Time"_F,#class".Right Click Ability.Casting Range"_I/100.f*24,#class".Right Click Ability.Casting Size"_I/100.f*24}, \
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bool( #class".Right Click Ability.CancelCast"_I ) \
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}; \
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class::ability1={ \
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#class".Ability 1.Name"_S, \
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#class".Ability 1.Short Name"_S, \
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#class".Ability 1.Description"_s.concat(), \
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#class".Ability 1.Cooldown"_F, \
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#class".Ability 1.Mana Cost"_I, \
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&KEY_ABILITY1, \
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"Ability Icons/"+#class".Ability 1.Icon"_S, \
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{uint8_t(#class".Ability 1.Cooldown Bar Color 1"_f[0]),uint8_t(#class".Ability 1.Cooldown Bar Color 1"_f[1]),uint8_t(#class".Ability 1.Cooldown Bar Color 1"_f[2]),uint8_t(#class".Ability 1.Cooldown Bar Color 1"_f[3]==0?255:#class".Ability 1.Cooldown Bar Color 1"_f[3])}, \
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{uint8_t(#class".Ability 1.Cooldown Bar Color 2"_f[0]),uint8_t(#class".Ability 1.Cooldown Bar Color 2"_f[1]),uint8_t(#class".Ability 1.Cooldown Bar Color 2"_f[2]),uint8_t(#class".Ability 1.Cooldown Bar Color 2"_f[3]==0?255:#class".Ability 1.Cooldown Bar Color 2"_f[3])}, \
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{#class".Ability 1.Precast Time"_F,#class".Ability 1.Casting Range"_I/100.f*24,#class".Ability 1.Casting Size"_I/100.f*24}, \
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bool(#class".Ability 1.CancelCast"_I) \
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}; \
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class::ability2={ \
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#class".Ability 2.Name"_S, \
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#class".Ability 2.Short Name"_S, \
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#class".Ability 2.Description"_s.concat(), \
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#class".Ability 2.Cooldown"_F, \
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#class".Ability 2.Mana Cost"_I, \
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&KEY_ABILITY2, \
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"Ability Icons/"+#class".Ability 2.Icon"_S, \
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{uint8_t(#class".Ability 2.Cooldown Bar Color 1"_f[0]),uint8_t(#class".Ability 2.Cooldown Bar Color 1"_f[1]),uint8_t(#class".Ability 2.Cooldown Bar Color 1"_f[2]),uint8_t(#class".Ability 2.Cooldown Bar Color 1"_f[3]==0?255:#class".Ability 2.Cooldown Bar Color 1"_f[3])}, \
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{uint8_t(#class".Ability 2.Cooldown Bar Color 2"_f[0]),uint8_t(#class".Ability 2.Cooldown Bar Color 2"_f[1]),uint8_t(#class".Ability 2.Cooldown Bar Color 2"_f[2]),uint8_t(#class".Ability 2.Cooldown Bar Color 2"_f[3]==0?255:#class".Ability 2.Cooldown Bar Color 2"_f[3])}, \
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{#class".Ability 2.Precast Time"_F,#class".Ability 2.Casting Range"_I/100.f*24,#class".Ability 2.Casting Size"_I/100.f*24}, \
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bool(#class".Ability 2.CancelCast"_I) \
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}; \
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class::ability3={ \
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#class".Ability 3.Name"_S, \
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#class".Ability 3.Short Name"_S, \
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#class".Ability 3.Description"_s.concat(), \
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#class".Ability 3.Cooldown"_F, \
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#class".Ability 3.Mana Cost"_I, \
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&KEY_ABILITY3, \
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"Ability Icons/"+#class".Ability 3.Icon"_S, \
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{uint8_t(#class".Ability 3.Cooldown Bar Color 1"_f[0]),uint8_t(#class".Ability 3.Cooldown Bar Color 1"_f[1]),uint8_t(#class".Ability 3.Cooldown Bar Color 1"_f[2]),uint8_t(#class".Ability 3.Cooldown Bar Color 1"_f[3]==0?255:#class".Ability 3.Cooldown Bar Color 1"_f[3])}, \
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{uint8_t(#class".Ability 3.Cooldown Bar Color 2"_f[0]),uint8_t(#class".Ability 3.Cooldown Bar Color 2"_f[1]),uint8_t(#class".Ability 3.Cooldown Bar Color 2"_f[2]),uint8_t(#class".Ability 3.Cooldown Bar Color 2"_f[3]==0?255:#class".Ability 3.Cooldown Bar Color 2"_f[3])}, \
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{#class".Ability 3.Precast Time"_F,#class".Ability 3.Casting Range"_I/100.f*24,#class".Ability 3.Casting Size"_I/100.f*24}, \
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bool(#class".Ability 3.CancelCast"_I) \
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}; \
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class::ability4; |