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268 lines
9.0 KiB
268 lines
9.0 KiB
#ifndef ENTITY_H
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#define ENTITY_H
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#include "pixelGameEngine.h"
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#include "object.h"
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extern std::vector<Item*>PARTY_INVENTORY;
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using namespace olc;
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namespace boost{
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enum{
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ATK,
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HP,
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PP,
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SPD
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};
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}
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class Entity{
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struct pstats_t{
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public:
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int HP=0;
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int maxHP=0;
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int PP=0;
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int maxPP=0;
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int targetHP=0;
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int targetPP=0;
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int baseAtk=0;
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int speed=0;
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std::array<int,4>resistances={0,0,0,0};
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int damageReduction=0; //A percentage of how much damage to reduce.
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bool smart=false;
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bool dumb=false;
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};
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struct stats_t{
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private:
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int HP=0;
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public:
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int maxHP=0;
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private:
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int PP=0;
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public:
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int maxPP=0;
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private:
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int targetHP=0;
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int targetPP=0;
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public:
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int baseAtk=0;
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int speed=0;
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std::array<int,4>resistances={0,0,0,0};
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int damageReduction=0; //A percentage of how much damage to reduce.
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bool smart=false;
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bool dumb=false;
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stats_t(pstats_t stats) {
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this->HP=stats.HP;
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this->maxHP=stats.maxHP;
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this->PP=stats.PP;
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this->maxPP=stats.maxPP;
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this->targetHP=stats.targetHP;
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this->targetPP=stats.targetPP;
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this->baseAtk=stats.baseAtk;
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this->speed=stats.speed;
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this->resistances=stats.resistances;
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this->damageReduction=stats.damageReduction;
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this->smart=stats.smart;
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this->dumb=stats.dumb;
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};
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//Get the HP that the rolling counter is moving towards.
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int GetTargetHP() {
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return targetHP;
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}
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//Gets the current actual health of the target.
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int GetHP() {
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return HP;
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}
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//Get the PP that the rolling counter is moving towards.
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int GetTargetPP() {
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return targetPP;
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}
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//Gets the current actual pp of the target.
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int GetPP() {
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return PP;
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}
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//Sets the rolling counter target to this health value.
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void SetTargetHP(int hp) {
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targetHP=hp;
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}
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//Sets the rolling counter target to this pp value.
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void SetTargetPP(int pp) {
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targetPP=pp;
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}
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//Subtracts from the rolling counter target from this health value.
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void SubtractHP(int hp) {
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targetHP-=hp;
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}
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//Adds to the rolling counter target from this health value.
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void AddHP(int hp) {
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targetHP=std::clamp(targetHP+hp,0,maxHP);
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}
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//Subtracts from the rolling counter target from this pp value.
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void SubtractPP(int pp) {
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targetPP=std::clamp(targetPP-pp,0,maxPP);
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}
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//Adds to the rolling counter target from this pp value.
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void AddPP(int pp) {
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targetPP=std::clamp(targetPP+pp,0,maxPP);
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}
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//THIS IS FOR SPECIAL USE CASES ONLY! Normally you want to touch the rolling counter amount instead using SetTargetHP()!
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void _SetDirectHP(int hp) {
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HP=hp;
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}
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//THIS IS FOR SPECIAL USE CASES ONLY! Normally you want to touch the rolling counter amount instead using SetTargetPP()!
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void _SetDirectPP(int pp) {
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PP=pp;
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}
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};
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private:
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pstats_t pstats;
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public:
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stats_t stats;
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int atb=0; //When this value reaches 1000, it's this entity's turn.
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public:
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Object* obj;
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std::vector<Battle::Move*> moveSet;
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std::map<Property,int> statusEffects;
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int selectedTarget = NO_TARGET;
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Battle::Move*selectedMove = nullptr; //The index of the selected move.
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int channelTimeRemaining = 0; //The amount of channel time left until move can be performed.
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vd2d channelPos = DEFAULT_CHANNELPOS; //Where our channel is happening.
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std::vector<Item*> inventory; //Used mostly for enemy spoils.
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int money=0; //Amount of money this entity will drop when defeated.
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std::array<Item*,3> equipment = {nullptr,nullptr,nullptr}; //Equipment this character is using.
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bool isPlayer=false; //Whether or not this is a player entity.
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std::array<int,4> boosts = {0,0,0,0}; //Values to indicate how much the boosts of each stat ended up being. Order is ATK,HP,PP,SPD.
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//Used for initializing players.
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Entity(pstats_t stats,std::vector<Battle::Move*>moveSet,std::vector<Item*>items={},int money=0,std::array<Item*,3>equipment={})
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:Entity(nullptr,stats,moveSet,items,money,equipment){
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isPlayer=true;
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}
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//Use this for initializing enemies as it lets you specify an object.
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Entity(Object*obj,pstats_t stats,std::vector<Battle::Move*>moveSet,std::vector<Item*>items={},int money=0,std::array<Item*,3>equipment={})
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:obj(obj),stats({HP:stats.HP,maxHP:stats.maxHP,PP:stats.PP,maxPP:stats.maxPP,targetHP:stats.targetHP,targetPP:stats.targetPP,baseAtk:stats.baseAtk,speed:stats.speed,resistances:stats.resistances,damageReduction:stats.damageReduction,smart:stats.smart,dumb:stats.dumb}),equipment(equipment),moveSet(moveSet),inventory(items),money(money){
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for (int i=0;i<4;i++) {
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this->stats.resistances[i]=stats.resistances[i];
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}
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this->stats.SetTargetHP(stats.HP);
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this->stats.SetTargetPP(stats.PP);
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}
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//Get the HP that the rolling counter is moving towards.
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int GetTargetHP() {
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return stats.GetTargetHP();
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}
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//Gets the current actual health of the target.
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int GetHP() {
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return stats.GetHP();
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}
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//Get the PP that the rolling counter is moving towards.
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int GetTargetPP() {
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return stats.GetTargetPP();
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}
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//Gets the current actual pp of the target.
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int GetPP() {
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return stats.GetPP();
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}
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//Sets the rolling counter target to this health value.
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void SetTargetHP(int hp) {
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stats.SetTargetHP(hp);
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}
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//Sets the rolling counter target to this pp value.
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void SetTargetPP(int pp) {
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stats.SetTargetPP(pp);
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}
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//Subtracts from the rolling counter target from this health value.
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void SubtractHP(int hp) {
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stats.SubtractHP(hp);
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}
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//Adds to the rolling counter target from this health value.
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void AddHP(int hp) {
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stats.AddHP(hp);
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}
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//Subtracts from the rolling counter target from this pp value.
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void SubtractPP(int pp) {
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stats.SubtractPP(pp);
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}
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//Adds to the rolling counter target from this pp value.
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void AddPP(int pp) {
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stats.AddPP(pp);
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}
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//THIS IS FOR SPECIAL USE CASES ONLY! Normally you want to touch the rolling counter amount instead using SetTargetHP()!
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void _SetDirectHP(int hp) {
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stats._SetDirectHP(hp);
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}
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//THIS IS FOR SPECIAL USE CASES ONLY! Normally you want to touch the rolling counter amount instead using SetTargetPP()!
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void _SetDirectPP(int pp) {
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stats._SetDirectPP(pp);
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}
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Property GetPrimaryStatusEffect() {
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for (std::map<Property,int>::iterator it = statusEffects.begin();it!=statusEffects.end();++it) {
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if (it->second!=0) {
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return it->first;
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}
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}
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return Property::NONE;
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}
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void RemoveItem(int index) {
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if (isPlayer) {
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PARTY_INVENTORY.erase(PARTY_INVENTORY.begin()+index);
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} else {
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inventory.erase(inventory.begin()+index);
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}
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}
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//If index is -1, the item is inserted at the end of the list. Otherwise it's going to overwrite a certain slot. Be certain you swap the item before doing this!
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void RemoveEquip(EquipSlot::Equip slot,int index=-1) {
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Item*CurrentEquip=equipment[slot];
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if (CurrentEquip==nullptr) {
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return;
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}
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if (isPlayer) {
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if (index==-1) {
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PARTY_INVENTORY.push_back(CurrentEquip);
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} else {
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PARTY_INVENTORY[index]=CurrentEquip;
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}
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equipment[slot]=nullptr;
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} else {
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if (index==-1) {
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inventory.push_back(CurrentEquip);
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} else {
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inventory[index]=CurrentEquip;
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}
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equipment[slot]=nullptr;
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}
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}
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//Will automatically swap items with current equipment so no need to call remove first.
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void EquipItem(int index) {
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Item*equip=nullptr;
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if (isPlayer) {
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equip=PARTY_INVENTORY[index];
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} else {
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equip=inventory[index];
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}
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if (equip==nullptr) {
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return;
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}
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if (equip->stats.equip==EquipSlot::NONE) {
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printf("Cannot equip %s! Does not have a valid Equip slot!\n",equip->name.c_str());
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return;
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}
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Item*CurrentEquip=equipment[equip->stats.equip];
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if (CurrentEquip==nullptr) {
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if (isPlayer) {
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PARTY_INVENTORY.erase(PARTY_INVENTORY.begin()+index);
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} else {
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inventory.erase(inventory.begin()+index);
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}
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} else {
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RemoveEquip(CurrentEquip->stats.equip,index);
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}
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equipment[equip->stats.equip]=equip;
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}
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};
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#endif |