The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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375 lines
15 KiB
375 lines
15 KiB
#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 "Class.h"
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#include "Buff.h"
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#include "Pathfinding.h"
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#include "DamageNumber.h"
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#include "config.h"
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struct CastInfo{
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std::string name;
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float castTimer;
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float castTotalTime;
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vf2d castPos;
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};
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struct Player{
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friend class Crawler;
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friend class sig::Animation;
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friend class Warrior;
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friend class Thief;
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friend class Ranger;
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friend class Trapper;
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friend class Wizard;
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friend class Witch;
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private:
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int hp=100,maxhp=hp;
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int mana=100,maxmana=mana;
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int atk=10;
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vf2d pos;
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float z=0;
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float moveSpd=1.0f;
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float size=1.0f;
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float spin_attack_timer=0;
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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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std::pair<std::string,float> notEnoughManaDisplay={"",0};
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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::NORMAL;
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Animate2D::Animation<AnimationState>animation;
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Animate2D::AnimationState internal_animState;
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Key lastReleasedMovementKey;
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void Update(float fElapsedTime);
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void AddAnimation(AnimationState 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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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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const float ARROW_ATTACK_COOLDOWN=0.6f;
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void SetSwordSwingTimer(float val);
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void SetState(State newState);
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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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//Returns true if the move was valid and successful.
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bool SetX(float x);
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//Returns true if the move was valid and successful.
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bool SetY(float y);
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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);
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float friction=400;
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float attack_cooldown_timer=0;
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float iframe_time=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};
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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*2.5;
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const float RETREAT_TIME=0.2; //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=0.025;
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float ghostFrameTimer=0;
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float ghostRemoveTimer=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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const float RAPID_FIRE_SHOOT_DELAY=0.1;
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const int RAPID_FIRE_SHOOT_AMOUNT=4;
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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();
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float GetX();
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float GetY();
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float GetZ();
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int GetHealth();
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int GetMaxHealth();
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int GetMana();
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int GetMaxMana();
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int GetAttack();
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float GetMoveSpdMult();
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float GetSizeMult();
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float GetAttackRangeMult();
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float GetSpinAngle();
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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 UpdateWalkingAnimation(Key direction);
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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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void AddBuff(BuffType type,float duration,float intensity);
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std::vector<Buff>GetBuffs(BuffType buff);
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bool Hurt(int damage,bool onUpperLevel);
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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(AnimationState animState,int specificClass=ANY);
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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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//Triggers when the player has moved.
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void Moved();
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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 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 AnimationState&GetWalkNAnimation()=0;
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virtual AnimationState&GetWalkEAnimation()=0;
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virtual AnimationState&GetWalkSAnimation()=0;
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virtual AnimationState&GetWalkWAnimation()=0;
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virtual AnimationState&GetIdleNAnimation()=0;
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virtual AnimationState&GetIdleEAnimation()=0;
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virtual AnimationState&GetIdleSAnimation()=0;
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virtual AnimationState&GetIdleWAnimation()=0;
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CastInfo&GetCastInfo();
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void SetAnimationBasedOnTargetingDirection(float targetDirection);
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};
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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 AnimationState 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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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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AnimationState&GetWalkNAnimation()override;
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AnimationState&GetWalkEAnimation()override;
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AnimationState&GetWalkSAnimation()override;
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AnimationState&GetWalkWAnimation()override;
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AnimationState&GetIdleNAnimation()override;
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AnimationState&GetIdleEAnimation()override;
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AnimationState&GetIdleSAnimation()override;
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AnimationState&GetIdleWAnimation()override;
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};
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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 AnimationState 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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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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AnimationState&GetWalkNAnimation()override;
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AnimationState&GetWalkEAnimation()override;
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AnimationState&GetWalkSAnimation()override;
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AnimationState&GetWalkWAnimation()override;
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AnimationState&GetIdleNAnimation()override;
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AnimationState&GetIdleEAnimation()override;
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AnimationState&GetIdleSAnimation()override;
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AnimationState&GetIdleWAnimation()override;
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};
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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 AnimationState 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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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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AnimationState&GetWalkNAnimation()override;
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AnimationState&GetWalkEAnimation()override;
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AnimationState&GetWalkSAnimation()override;
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AnimationState&GetWalkWAnimation()override;
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AnimationState&GetIdleNAnimation()override;
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AnimationState&GetIdleEAnimation()override;
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AnimationState&GetIdleSAnimation()override;
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AnimationState&GetIdleWAnimation()override;
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};
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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 AnimationState 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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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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AnimationState&GetWalkNAnimation()override;
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AnimationState&GetWalkEAnimation()override;
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AnimationState&GetWalkSAnimation()override;
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AnimationState&GetWalkWAnimation()override;
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AnimationState&GetIdleNAnimation()override;
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AnimationState&GetIdleEAnimation()override;
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AnimationState&GetIdleSAnimation()override;
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AnimationState&GetIdleWAnimation()override;
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};
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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 AnimationState 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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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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AnimationState&GetWalkNAnimation()override;
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AnimationState&GetWalkEAnimation()override;
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AnimationState&GetWalkSAnimation()override;
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AnimationState&GetWalkWAnimation()override;
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AnimationState&GetIdleNAnimation()override;
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AnimationState&GetIdleEAnimation()override;
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AnimationState&GetIdleSAnimation()override;
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AnimationState&GetIdleWAnimation()override;
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};
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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 AnimationState 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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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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AnimationState&GetWalkNAnimation()override;
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AnimationState&GetWalkEAnimation()override;
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AnimationState&GetWalkSAnimation()override;
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AnimationState&GetWalkWAnimation()override;
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AnimationState&GetIdleNAnimation()override;
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AnimationState&GetIdleEAnimation()override;
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AnimationState&GetIdleSAnimation()override;
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AnimationState&GetIdleWAnimation()override;
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};
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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.Cooldown"_F, \
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#class".Right Click Ability.Mana Cost"_I, \
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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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}; \
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class::ability1={ \
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#class".Ability 1.Name"_S, \
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#class".Ability 1.Cooldown"_F, \
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#class".Ability 1.Mana Cost"_I, \
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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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}; \
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class::ability2={ \
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#class".Ability 2.Name"_S, \
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#class".Ability 2.Cooldown"_F, \
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#class".Ability 2.Mana Cost"_I, \
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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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}; \
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class::ability3={ \
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#class".Ability 3.Name"_S, \
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#class".Ability 3.Cooldown"_F, \
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#class".Ability 3.Mana Cost"_I, \
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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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}; \
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class::ability4={"???",0,0}; |