The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'! https://forums.lestoria.net
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 
AdventuresInLestoria/Crawler/Player.cpp

854 lines
25 KiB

#pragma region License
/*
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2018 - 2023 OneLoneCoder.com
Redistribution and use in source and binary forms, with or without modification,
are permitted provided that the following conditions are met:
1. Redistributions or derivations of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
2. Redistributions or derivative works in binary form must reproduce the above
copyright notice. This list of conditions and the following disclaimer must be
reproduced in the documentation and/or other materials provided with the distribution.
3. Neither the name of the copyright holder nor the names of its contributors may
be used to endorse or promote products derived from this software without specific
prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
SUCH DAMAGE.
Portions of this software are copyright © 2023 The FreeType
Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
All rights reserved.
*/
#pragma endregion
#include "Monster.h"
#include "Player.h"
#include "Crawler.h"
#include "DamageNumber.h"
#include "Bullet.h"
#include "BulletTypes.h"
#include "DEFINES.h"
#include "safemap.h"
#include "util.h"
#include "Key.h"
#include "Menu.h"
#include "GameState.h"
INCLUDE_MONSTER_DATA
INCLUDE_MONSTER_LIST
INCLUDE_ANIMATION_DATA
INCLUDE_SPAWNER_LIST
INCLUDE_BULLET_LIST
INCLUDE_DAMAGENUMBER_LIST
INCLUDE_game
INCLUDE_DATA
float Player::GROUND_SLAM_SPIN_TIME=0.6f;
InputGroup Player::KEY_ABILITY1;
InputGroup Player::KEY_ABILITY2;
InputGroup Player::KEY_ABILITY3;
InputGroup Player::KEY_ABILITY4;
InputGroup Player::KEY_DEFENSIVE;
InputGroup Player::KEY_ITEM1;
InputGroup Player::KEY_ITEM2;
InputGroup Player::KEY_ITEM3;
Player::Player()
:lastReleasedMovementKey(DOWN),facingDirection(DOWN),state(State::NORMAL){
Initialize();
}
Player::Player(Player*player)
:pos(player->GetPos()),vel(player->GetVelocity()),iframe_time(player->iframe_time),lastReleasedMovementKey(DOWN),
facingDirection(DOWN),state(State::NORMAL){
player->copyTo(*this);
Initialize();
}
void Player::Initialize(){
Player::GROUND_SLAM_SPIN_TIME="Warrior.Ability 2.SpinTime"_F;
A(ItemAttribute::health)=hp;
A(ItemAttribute::defense)=0;
A(ItemAttribute::attack)="Warrior.BaseAtk"_I;
A(ItemAttribute::moveSpdPct)=100;
A(ItemAttribute::cdrPct)=0;
A(ItemAttribute::critPct)=0;
A(ItemAttribute::critDmgPct)=0;
A(ItemAttribute::healthPct)=0;
A(ItemAttribute::healthPctRecoveryPer6sec)=0;
}
bool Player::SetX(float x){
vf2d newPos={x,pos.y};
vi2d tilePos=vi2d(newPos/float(game->GetCurrentMap().tilewidth))*game->GetCurrentMap().tilewidth;
geom2d::rect<int>collisionRect=game->GetTileCollision(game->GetCurrentLevel(),newPos,upperLevel);
#pragma region lambdas
auto NoTileCollisionExistsHere=[&](){return collisionRect.pos==game->NO_COLLISION.pos&&collisionRect.size==game->NO_COLLISION.size;};
#pragma endregion
if(NoTileCollisionExistsHere()){
pos.x=std::clamp(x,game->GetCurrentMap().tilewidth/2.f*GetSizeMult(),float(game->GetCurrentMap().width*game->GetCurrentMap().tilewidth-game->GetCurrentMap().tilewidth/2.f*GetSizeMult()));
Moved();
return true;
} else {
geom2d::rect<float>collision={collisionRect.pos,collisionRect.size};
#pragma region lambdas
auto NoPlayerCollisionWithTile=[&](){return !geom2d::overlaps(newPos,collision);};
#pragma endregion
collision.pos+=tilePos;
if(NoPlayerCollisionWithTile()){
pos.x=std::clamp(x,game->GetCurrentMap().tilewidth/2.f*GetSizeMult(),float(game->GetCurrentMap().width*game->GetCurrentMap().tilewidth-game->GetCurrentMap().tilewidth/2.f*GetSizeMult()));
Moved();
return true;
}
}
return false;
};
bool Player::SetY(float y){
vf2d newPos={pos.x,y};
vi2d tilePos=vi2d(newPos/float(game->GetCurrentMap().tilewidth))*game->GetCurrentMap().tilewidth;
geom2d::rect<int>collisionRect=game->GetTileCollision(game->GetCurrentLevel(),newPos,upperLevel);
#pragma region lambdas
auto NoTileCollisionExistsHere=[&](){return collisionRect.pos==game->NO_COLLISION.pos&&collisionRect.size==game->NO_COLLISION.size;};
#pragma endregion
if(NoTileCollisionExistsHere()){
pos.y=std::clamp(y,game->GetCurrentMap().tilewidth/2.f*GetSizeMult(),float(game->GetCurrentMap().height*game->GetCurrentMap().tilewidth-game->GetCurrentMap().tilewidth/2.f*GetSizeMult()));
Moved();
return true;
} else {
geom2d::rect<float>collision={collisionRect.pos,collisionRect.size};
#pragma region lambdas
auto NoPlayerCollisionWithTile=[&](){return !geom2d::overlaps(newPos,collision);};
#pragma endregion
collision.pos+=tilePos;
if(NoPlayerCollisionWithTile()){
pos.y=std::clamp(y,game->GetCurrentMap().tilewidth/2.f*GetSizeMult(),float(game->GetCurrentMap().height*game->GetCurrentMap().tilewidth-game->GetCurrentMap().tilewidth/2.f*GetSizeMult()));
Moved();
return true;
}
}
return false;
}
void Player::SetZ(float z){
this->z=z;
}
bool Player::SetPos(vf2d pos){
bool resultX=SetX(pos.x);
bool resultY=SetY(pos.y);
if(resultY&&!resultX){
resultX=SetX(pos.x);
}
return resultX||resultY;
}
vf2d&Player::GetPos(){
return pos;
}
float Player::GetX(){
return pos.x;
}
float Player::GetY(){
return pos.y;
}
float Player::GetZ(){
return z;
}
int Player::GetHealth(){
return hp;
}
int Player::GetMaxHealth(){
return A(ItemAttribute::health);
}
int Player::GetMana(){
return mana;
}
int Player::GetMaxMana() {
return maxmana;
}
int Player::GetAttack(){
float mod_atk=float(A(ItemAttribute::attack));
for(Buff&b:GetBuffs(BuffType::ATTACK_UP)){
mod_atk+=A(ItemAttribute::attack)*b.intensity;
}
return int(mod_atk);
}
float Player::GetMoveSpdMult(){
float mod_moveSpd=A(ItemAttribute::moveSpdPct)/100.f;
for(Buff&b:GetBuffs(BuffType::SLOWDOWN)){
mod_moveSpd-=mod_moveSpd*b.intensity;
}
for(Buff&b:GetBuffs(BuffType::BLOCK_SLOWDOWN)){
mod_moveSpd-=mod_moveSpd*b.intensity;
}
return mod_moveSpd;
}
float Player::GetSizeMult(){
return size;
}
float Player::GetAttackRangeMult(){
return attack_range;
}
float Player::GetSpinAngle(){
return spin_angle;
}
State::State Player::GetState(){
return state;
}
void Player::Knockback(vf2d vel){
this->vel+=vel;
}
void Player::Update(float fElapsedTime){
Ability&rightClickAbility=GetRightClickAbility(),
&ability=GetAbility1(),
&ability2=GetAbility2(),
&ability3=GetAbility3(),
&ability4=GetAbility4(),
&item1=useItem1,
&item2=useItem2,
&item3=useItem3;
attack_cooldown_timer=std::max(0.f,attack_cooldown_timer-fElapsedTime);
iframe_time=std::max(0.f,iframe_time-fElapsedTime);
notEnoughManaDisplay.second=std::max(0.f,notEnoughManaDisplay.second-fElapsedTime);
notificationDisplay.second=std::max(0.f,notificationDisplay.second-fElapsedTime);
lastHitTimer=std::max(0.f,lastHitTimer-fElapsedTime);
blockTimer=std::max(0.f,blockTimer-fElapsedTime);
lastCombatTime=lastCombatTime+fElapsedTime;
manaTickTimer-=fElapsedTime;
CheckEndZoneCollision();
if(castInfo.castTimer>0){
castInfo.castTimer-=fElapsedTime;
if(castInfo.castTimer<=0){
if(castPrepAbility->action(this,castInfo.castPos)){
castPrepAbility->cooldown=castPrepAbility->COOLDOWN_TIME;
ConsumeMana(castPrepAbility->manaCost);
}
castInfo.castTimer=0;
SetState(State::NORMAL);
}
}
while(manaTickTimer<=0){
manaTickTimer+=0.2f;
RestoreMana(1,true);
}
for(std::vector<Buff>::iterator it=buffList.begin();it!=buffList.end();++it){
Buff&b=*it;
b.duration-=fElapsedTime;
if(b.duration<=0){
it=buffList.erase(it);
if(it==buffList.end())break;
}
}
//Class-specific update events.
OnUpdate(fElapsedTime);
switch(state){
case State::SPIN:{
switch(facingDirection){
case UP:{
if(lastAnimationFlip==0){
lastAnimationFlip=0.03f;
facingDirection=DOWN;
animation.ChangeState(internal_animState,"WARRIOR_WALK_S");
}
}break;
case DOWN:{
if(lastAnimationFlip==0){
lastAnimationFlip=0.03f;
facingDirection=UP;
animation.ChangeState(internal_animState,"WARRIOR_WALK_N");
}
}break;
}
if(facingDirection==RIGHT){
spin_angle+=spin_spd*fElapsedTime;
} else {
spin_angle-=spin_spd*fElapsedTime;
}
if(spin_attack_timer>0){
z=float("Warrior.Ability 2.SpinMaxHeight"_I)*sin(3.3f*(GROUND_SLAM_SPIN_TIME-spin_attack_timer)/GROUND_SLAM_SPIN_TIME);
spin_attack_timer=std::max(0.f,spin_attack_timer-fElapsedTime);
} else {
SetState(State::NORMAL);
spin_angle=0;
z=0;
float numb=4;
game->HurtEnemies(pos,"Warrior.Ability 2.Range"_F/100*12,int(GetAttack()*"Warrior.Ability 2.DamageMult"_F),OnUpperLevel(),0);
game->AddEffect(std::make_unique<Effect>(GetPos(),"Warrior.Ability 2.EffectLifetime"_F,"ground-slam-attack-front.png",upperLevel,"Warrior.Ability 2.Range"_F/300*1.33f,"Warrior.Ability 2.EffectFadetime"_F),std::make_unique<Effect>(GetPos(),"Warrior.Ability 2.EffectLifetime"_F,"ground-slam-attack-back.png",upperLevel,"Warrior.Ability 2.Range"_F/300*1.33f,"Warrior.Ability 2.EffectFadetime"_F));
}
if(lastAnimationFlip>0){
lastAnimationFlip=std::max(0.f,lastAnimationFlip-fElapsedTime);
}
animation.UpdateState(internal_animState,fElapsedTime);
}break;
case State::BLOCK:{
if(blockTimer<=0){
SetState(State::NORMAL);
}
}break;
case State::SWING_SONIC_SWORD:{
if(ability3.COOLDOWN_TIME-ability3.cooldown>0.5){
SetState(State::NORMAL);
switch(facingDirection){
case DOWN:{
UpdateAnimation("WARRIOR_IDLE_S");
}break;
case RIGHT:{
UpdateAnimation("WARRIOR_IDLE_E");
}break;
case LEFT:{
UpdateAnimation("WARRIOR_IDLE_W");
}break;
case UP:{
UpdateAnimation("WARRIOR_IDLE_N");
}break;
}
}
animation.UpdateState(internal_animState,fElapsedTime);
}break;
case State::TELEPORT:{
teleportAnimationTimer=std::max(0.f,teleportAnimationTimer-fElapsedTime);
if(teleportAnimationTimer<=0){
SetPos(teleportTarget);
SetState(State::NORMAL);
}
animation.UpdateState(internal_animState,fElapsedTime);
}break;
default:{
//Update animations normally.
animation.UpdateState(internal_animState,fElapsedTime);
}
}
rightClickAbility.cooldown-=fElapsedTime;
ability.cooldown-=fElapsedTime;
ability2.cooldown-=fElapsedTime;
ability3.cooldown-=fElapsedTime;
ability4.cooldown-=fElapsedTime;
item1.cooldown-=fElapsedTime;
item2.cooldown-=fElapsedTime;
item3.cooldown-=fElapsedTime;
if(rightClickAbility.cooldown<0){
rightClickAbility.cooldown=0;
}
if(ability.cooldown<0){
ability.cooldown=0;
}
if(ability2.cooldown<0){
ability2.cooldown=0;
}
if(ability3.cooldown<0){
ability3.cooldown=0;
}
if(ability4.cooldown<0){
ability4.cooldown=0;
}
if(item1.cooldown<0){
item1.cooldown=0;
}
if(item2.cooldown<0){
item2.cooldown=0;
}
if(item3.cooldown<0){
item3.cooldown=0;
}
for(Monster&m:MONSTER_LIST){
if(!HasIframes()&&abs(m.GetZ()-GetZ())<=1&&OnUpperLevel()==m.OnUpperLevel()&&geom2d::overlaps(geom2d::circle(pos,12*size/2),geom2d::circle(m.GetPos(),12*m.GetSizeMult()/2))){
if(m.IsAlive()){
m.Collision(this);
}
geom2d::line line(pos,m.GetPos());
float dist = line.length();
if(dist<=0.001){
m.SetPos(m.GetPos()+vf2d{util::random(2)-1,util::random(2)-1});
}else{
m.SetPos(line.rpoint(dist*1.1f));
}
if(m.IsAlive()){
vel=line.vector().norm()*-128;
}
}
}
if(vel.x>0){
vel.x=std::max(0.f,vel.x-friction*fElapsedTime);
} else {
vel.x=std::min(0.f,vel.x+friction*fElapsedTime);
}
if(vel.y>0){
vel.y=std::max(0.f,vel.y-friction*fElapsedTime);
} else {
vel.y=std::min(0.f,vel.y+friction*fElapsedTime);
}
if(vel!=vf2d{0,0}){
float newX=pos.x+vel.x*fElapsedTime;
float newY=pos.y+vel.y*fElapsedTime;
SetX(newX);
SetY(newY);
}
if(Menu::stack.empty()){
if(CanAct()&&attack_cooldown_timer==0&&Crawler::KEY_ATTACK.Held()){
AutoAttack();
}
auto AllowedToCast=[&](Ability&ability){return !ability.precastInfo.precastTargetingRequired&&GetState()!=State::ANIMATION_LOCK;};
//If pressed is set to false, uses held instead.
auto CheckAndPerformAbility=[&](Ability&ability,InputGroup key){
if(ability.name!="???"){
if(CanAct(ability)){
if(ability.cooldown==0&&GetMana()>=ability.manaCost){
if(key.Held()||key.Released()&&&ability==castPrepAbility&&GetState()==State::PREP_CAST){
if(GetState()==State::CASTING){
SetState(State::NORMAL);
castInfo.castTimer=castInfo.castTotalTime=0;
}
if(AllowedToCast(ability)&&ability.action(this,{})){
ability.cooldown=ability.COOLDOWN_TIME;
ConsumeMana(ability.manaCost);
}else
if(ability.precastInfo.precastTargetingRequired&&GetState()==State::NORMAL){
PrepareCast(ability);
}
}
} else
if(ability.cooldown==0&&GetMana()<ability.manaCost&&key.Pressed()){
notEnoughManaDisplay={ability.name,1.f};
}
}else
if(key.Released()||!key.Held())ability.waitForRelease=false;
}
};
CheckAndPerformAbility(rightClickAbility,Player::KEY_DEFENSIVE);
CheckAndPerformAbility(ability,Player::KEY_ABILITY1);
CheckAndPerformAbility(ability2,Player::KEY_ABILITY2);
CheckAndPerformAbility(ability3,Player::KEY_ABILITY3);
CheckAndPerformAbility(ability4,Player::KEY_ABILITY4);
CheckAndPerformAbility(item1,Player::KEY_ITEM1);
CheckAndPerformAbility(item2,Player::KEY_ITEM2);
CheckAndPerformAbility(item3,Player::KEY_ITEM3);
if(GetState()==State::PREP_CAST){
#define CheckAbilityKeyReleasedAndCastSpell(ability,releaseState) \
if(&ability==castPrepAbility&&releaseState){CastSpell(ability);}
CheckAbilityKeyReleasedAndCastSpell(rightClickAbility,Player::KEY_DEFENSIVE.Released())
else
CheckAbilityKeyReleasedAndCastSpell(ability,Player::KEY_ABILITY1.Released())
else
CheckAbilityKeyReleasedAndCastSpell(ability2,Player::KEY_ABILITY2.Released())
else
CheckAbilityKeyReleasedAndCastSpell(ability3,Player::KEY_ABILITY3.Released())
else
CheckAbilityKeyReleasedAndCastSpell(ability4,Player::KEY_ABILITY4.Released())
else
CheckAbilityKeyReleasedAndCastSpell(item1,Player::KEY_ITEM1.Released())
else
CheckAbilityKeyReleasedAndCastSpell(item2,Player::KEY_ITEM2.Released())
else
CheckAbilityKeyReleasedAndCastSpell(item3,Player::KEY_ITEM3.Released())
}
}
#pragma region Warrior
switch(GetState()){
case State::SWING_SWORD:{
switch(GetFacingDirection()){
case UP:{
UpdateAnimation("WARRIOR_SWINGSWORD_N");
}break;
case DOWN:{
UpdateAnimation("WARRIOR_SWINGSWORD_S");
}break;
case LEFT:{
UpdateAnimation("WARRIOR_SWINGSWORD_W");
}break;
case RIGHT:{
UpdateAnimation("WARRIOR_SWINGSWORD_E");
}break;
}
SetSwordSwingTimer(GetSwordSwingTimer()-fElapsedTime);
if(GetSwordSwingTimer()<=0){
SetSwordSwingTimer(0);
SetState(State::NORMAL);
}
}break;
}
#pragma endregion
#pragma region Ranger
if(GetState()==State::SHOOT_ARROW){
if(attack_cooldown_timer<=ARROW_ATTACK_COOLDOWN-0.3){
SetState(State::NORMAL);
}
}
if(retreatTimer>0){
SetZ(6*sin(PI/RETREAT_TIME*retreatTimer));
retreatTimer-=fElapsedTime;
if(retreatTimer<=0){
SetVelocity({});
SetZ(0);
SetState(State::NORMAL);
}
}
if(ghostRemoveTimer>0){
ghostRemoveTimer-=fElapsedTime;
if(ghostRemoveTimer<=0){
if(ghostPositions.size()>0){
ghostPositions.erase(ghostPositions.begin());
if(ghostPositions.size()>0){
ghostRemoveTimer=RETREAT_GHOST_FRAME_DELAY;
}
}
}
}
if(ghostFrameTimer>0){
ghostFrameTimer-=fElapsedTime;
if(ghostFrameTimer<=0&&GetState()==State::RETREAT){
ghostPositions.push_back(GetPos()+vf2d{0,-GetZ()});
ghostFrameTimer=RETREAT_GHOST_FRAME_DELAY;
}
}
if(rapidFireTimer>0){
rapidFireTimer-=fElapsedTime;
if(rapidFireTimer<=0){
if(remainingRapidFireShots>0){
remainingRapidFireShots--;
geom2d::line pointTowardsCursor(GetPos(),game->GetWorldMousePos());
vf2d extendedLine=pointTowardsCursor.upoint(1.1f);
float angleToCursor=atan2(extendedLine.y-GetPos().y,extendedLine.x-GetPos().x);
attack_cooldown_timer=ARROW_ATTACK_COOLDOWN;
BULLET_LIST.push_back(std::make_unique<Arrow>(Arrow(GetPos(),extendedLine,vf2d{cos(angleToCursor)*"Ranger.Ability 1.ArrowSpd"_F,float(sin(angleToCursor)*"Ranger.Ability 1.ArrowSpd"_F-PI/8*"Ranger.Ability 1.ArrowSpd"_F)}+movementVelocity,12*"Ranger.Ability 1.ArrowRadius"_F/100,int(GetAttack()*"Ranger.Ability 1.DamageMult"_F),OnUpperLevel(),true)));
SetAnimationBasedOnTargetingDirection(angleToCursor);
rapidFireTimer=RAPID_FIRE_SHOOT_DELAY;
}else{
SetState(State::NORMAL);
}
}
}
#pragma endregion
}
float Player::GetSwordSwingTimer(){
return swordSwingTimer;
}
void Player::SetSwordSwingTimer(float val){
swordSwingTimer=val;
}
void Player::SetState(State::State newState){
if(GetState()==State::BLOCK){
RemoveAllBuffs(BuffType::BLOCK_SLOWDOWN);
}
state=newState;
}
vf2d Player::GetVelocity(){
return vel;
}
bool Player::CanMove(){
return state!=State::ANIMATION_LOCK;
}
bool Player::CanAct(){
Ability dummyAbility;
return CanAct(dummyAbility);
}
bool Player::CanAct(Ability&ability){
return !ability.waitForRelease&&(ability.canCancelCast||state!=State::CASTING)&&state!=State::ANIMATION_LOCK&&GameState::STATE==GameState::states[States::GAME_RUN];
}
bool Player::HasIframes(){
return iframe_time>0;
}
bool Player::Hurt(int damage,bool onUpperLevel,float z){
if(hp<=0||HasIframes()||OnUpperLevel()!=onUpperLevel||abs(GetZ()-z)>1) return false;
if(GetState()==State::BLOCK)damage*=int(1-"Warrior.Right Click Ability.DamageReduction"_F);
float mod_dmg=float(damage);
lastCombatTime=0;
for(Buff&b:GetBuffs(BuffType::DAMAGE_REDUCTION)){
mod_dmg-=damage*b.intensity;
}
hp=std::max(0,hp-int(mod_dmg));
if(lastHitTimer>0){
damageNumberPtr.get()->damage+=int(mod_dmg);
damageNumberPtr.get()->pauseTime=0.4f;
} else {
damageNumberPtr=std::make_shared<DamageNumber>(pos,int(mod_dmg),true);
DAMAGENUMBER_LIST.push_back(damageNumberPtr);
}
lastHitTimer=0.05f;
return true;
}
void Player::AddAnimation(std::string state){
animation.AddState(state,ANIMATION_DATA.at(state));
}
void Player::UpdateAnimation(std::string animState,int specificClass){
if(specificClass==ANY||specificClass&GetClass()){
animation.ChangeState(internal_animState,animState);
}
}
Animate2D::Frame Player::GetFrame(){
return animation.GetFrame(internal_animState);
}
void Player::SetLastReleasedMovementKey(Key k){
lastReleasedMovementKey=k;
}
Key Player::GetLastReleasedMovementKey(){
return lastReleasedMovementKey;
}
void Player::SetFacingDirection(Key direction){
facingDirection=direction;
}
Key Player::GetFacingDirection(){
return facingDirection;
}
void Player::Moved(){
if(state==State::CASTING){
state=State::NORMAL;
castPrepAbility->waitForRelease=true;
castInfo={"",0};
DAMAGENUMBER_LIST.push_back(std::make_shared<DamageNumber>(GetPos(),0,true,INTERRUPT));
}
for(MonsterSpawner&spawner:SPAWNER_LIST){
if(!spawner.SpawnTriggered()&&spawner.DoesUpperLevelSpawning()==OnUpperLevel()&&geom2d::contains(geom2d::rect<float>{spawner.GetPos(),spawner.GetRange()},pos)){
spawner.SetTriggered(true);
}
}
std::map<std::string,std::vector<ZoneData>>&zoneData=game->GetZoneData(game->GetCurrentLevel());
for(ZoneData&upperLevelZone:zoneData["UpperZone"]){
if(geom2d::overlaps(upperLevelZone.zone,pos)){
upperLevel=true;
}
}
for(ZoneData&lowerLevelZone:zoneData["LowerZone"]){
if(geom2d::overlaps(lowerLevelZone.zone,pos)){
upperLevel=false;
}
}
}
void Player::Spin(float duration,float spinSpd){
SetState(State::SPIN);
spin_attack_timer=duration;
spin_spd=spinSpd;
spin_angle=0;
}
void Player::UpdateWalkingAnimation(Key direction){
std::string anim;
switch(direction){
case UP:anim=GetWalkNAnimation();break;
case RIGHT:anim=GetWalkEAnimation();break;
case DOWN:anim=GetWalkSAnimation();break;
case LEFT:anim=GetWalkWAnimation();break;
}
UpdateAnimation(anim);
}
void Player::UpdateIdleAnimation(Key direction){
std::string anim;
switch(direction){
case UP:anim=GetIdleNAnimation();break;
case RIGHT:anim=GetIdleEAnimation();break;
case DOWN:anim=GetIdleSAnimation();break;
case LEFT:anim=GetIdleWAnimation();break;
}
UpdateAnimation(anim);
}
void Player::AddBuff(BuffType type,float duration,float intensity){
buffList.push_back(Buff{type,duration,intensity});
}
bool Player::OnUpperLevel(){
return upperLevel;
}
std::vector<Buff>Player::GetBuffs(BuffType buff){
std::vector<Buff>filteredBuffs;
std::copy_if(buffList.begin(),buffList.end(),std::back_inserter(filteredBuffs),[buff](Buff&b){return b.type==buff;});
return filteredBuffs;
}
void Player::RemoveBuff(BuffType buff){
for(auto it=buffList.begin();it!=buffList.end();++it){
Buff&b=*it;
if(b.type==buff){
buffList.erase(it);
return;
}
}
}
void Player::RemoveAllBuffs(BuffType buff){
std::erase_if(buffList,[&](Buff&b){return b.type==buff;});
}
void Player::RemoveAllBuffs(){
buffList.clear();
}
void Player::CastSpell(Ability&ability){
vf2d castPosition=game->GetWorldMousePos();
float distance=float(sqrt(pow(GetX()-game->GetWorldMousePos().x,2)+pow(GetY()-game->GetWorldMousePos().y,2)));
if(distance>ability.precastInfo.range){//Clamp the distance.
vf2d pointToCursor = {game->GetWorldMousePos().x-GetX(),game->GetWorldMousePos().y-GetY()};
pointToCursor=pointToCursor.norm()*ability.precastInfo.range;
castPosition=GetPos()+pointToCursor;
}
castInfo={ability.name,ability.precastInfo.castTime,ability.precastInfo.castTime,castPosition};
SetState(State::CASTING);
}
CastInfo&Player::GetCastInfo(){
return castInfo;
}
bool Player::CanPathfindTo(vf2d pos,vf2d targetPos,float range){
if(targetPos.x<0||targetPos.y<0||targetPos.x>game->GetCurrentMap().width*game->GetCurrentMap().tilewidth||targetPos.y>game->GetCurrentMap().height*game->GetCurrentMap().tileheight)return false;
std::vector<vf2d>pathing=game->pathfinder.Solve_AStar(pos,targetPos,range,upperLevel);
return pathing.size()>0&&pathing.size()<range;//We'll say 7 tiles or less is close enough to 650 range. Have a little bit of wiggle room.
}
void Player::PrepareCast(Ability&ability){
castPrepAbility=&ability;
if(ability.precastInfo.range>0){
SetState(State::PREP_CAST);
}else{
CastSpell(ability);
}
}
void Player::SetVelocity(vf2d vel){
this->vel=vel;
}
void Player::SetAnimationBasedOnTargetingDirection(float targetDirection){
if(GetClass()==Class::RANGER){
if(targetDirection<=PI/4&&targetDirection>-PI/4){
UpdateAnimation("RANGER_SHOOT_E");
} else
if(targetDirection>=3*PI/4||targetDirection<-3*PI/4){
UpdateAnimation("RANGER_SHOOT_W");
} else
if(targetDirection<=3*PI/4&&targetDirection>PI/4){
UpdateAnimation("RANGER_SHOOT_S");
} else
if(targetDirection>=-3*PI/4&&targetDirection<-PI/4){
UpdateAnimation("RANGER_SHOOT_N");
}
}
}
void Player::SetIframes(float duration){
iframe_time=duration;
}
bool Player::Heal(int damage){
hp=std::clamp(hp+damage,0,A(ItemAttribute::health));
if(damage>0){
DAMAGENUMBER_LIST.push_back(std::make_shared<DamageNumber>(GetPos(),damage,true,HEALTH_GAIN));
}
return true;
}
void Player::RestoreMana(int amt,bool suppressDamageNumber){
mana=std::clamp(mana+amt,0,maxmana);
if(amt>0&&!suppressDamageNumber){
DAMAGENUMBER_LIST.push_back(std::make_shared<DamageNumber>(GetPos(),amt,true,MANA_GAIN));
}
}
void Player::ConsumeMana(int amt){
mana=std::clamp(mana-amt,0,maxmana);
}
void Player::SetSizeMult(float size){
this->size=size;
}
void Player::ResetLastCombatTime(){
lastCombatTime=0;
}
bool Player::IsOutOfCombat(){
return lastCombatTime>="Player.Out of Combat Time"_F;
}
float Player::GetEndZoneStandTime(){
return endZoneStandTime;
}
void Player::CheckEndZoneCollision(){
auto HasZoneData=[&](){
return game->MAP_DATA[game->GetCurrentLevel()].ZoneData.count("EndZone");
};
if(IsOutOfCombat()&&HasZoneData()){
for(ZoneData&zone:game->MAP_DATA[game->GetCurrentLevel()].ZoneData.at("EndZone")){
if(zone.isUpper==upperLevel&&geom2d::overlaps(GetPos(),zone.zone)){
endZoneStandTime+=game->GetElapsedTime();
if(endZoneStandTime>="Player.End Zone Wait Time"_F){
GameState::ChangeState(States::LEVEL_COMPLETE);
}
return;
}
}
}
endZoneStandTime=0;
}
void Player::SetItem1UseFunc(Ability a){
useItem1=a;
};
void Player::SetItem2UseFunc(Ability a){
useItem2=a;
};
void Player::SetItem3UseFunc(Ability a){
useItem3=a;
};