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SeasonI/entity.h

297 lines
10 KiB

#ifndef ENTITY_H
#define ENTITY_H
#include "pixelGameEngine.h"
#include "item.h"
#include <cassert>
extern std::vector<Item*>PARTY_INVENTORY;
extern int INVENTORY_CONSUMABLE_OFFSET[4];
extern int ITEM_SELECTION_CURSOR;
extern int ITEM_SELECTION_OFFSET;
using namespace olc;
class Object;
namespace boost{
enum{
ATK,
HP,
PP,
SPD
};
}
class Entity{
public:
struct pstats_t{
public:
int HP=0;
int maxHP=0;
int PP=0;
int maxPP=0;
int targetHP=0;
int targetPP=0;
int baseAtk=0;
int speed=0;
std::array<int,4>resistances={0,0,0,0};
int damageReduction=0; //A percentage of how much damage to reduce.
bool smart=false;
bool dumb=false;
};
struct stats_t{
private:
int HP=0;
public:
int maxHP=0;
private:
int PP=0;
public:
int maxPP=0;
private:
int targetHP=0;
int targetPP=0;
public:
int baseAtk=0;
int speed=0;
std::array<int,4>resistances={0,0,0,0};
int damageReduction=0; //A percentage of how much damage to reduce.
bool smart=false;
bool dumb=false;
stats_t(pstats_t stats) {
this->HP=stats.HP;
this->maxHP=stats.maxHP;
this->PP=stats.PP;
this->maxPP=stats.maxPP;
this->targetHP=stats.targetHP;
this->targetPP=stats.targetPP;
this->baseAtk=stats.baseAtk;
this->speed=stats.speed;
this->resistances=stats.resistances;
this->damageReduction=stats.damageReduction;
this->smart=stats.smart;
this->dumb=stats.dumb;
};
bool operator==(const stats_t&t)const{
return HP==t.HP&&
maxHP==t.maxHP&&
PP==t.PP&&
maxPP==t.maxPP&&
baseAtk==t.baseAtk&&
speed==t.speed&&
resistances==t.resistances&&
damageReduction==t.damageReduction&&
smart==t.smart&&
dumb==t.dumb;
}
//Get the HP that the rolling counter is moving towards.
int GetTargetHP() {
return targetHP;
}
//Gets the current actual health of the target.
int GetHP() {
return HP;
}
//Get the PP that the rolling counter is moving towards.
int GetTargetPP() {
return targetPP;
}
//Gets the current actual pp of the target.
int GetPP() {
return PP;
}
//Sets the rolling counter target to this health value.
void SetTargetHP(int hp) {
targetHP=hp;
}
//Sets the rolling counter target to this pp value.
void SetTargetPP(int pp) {
targetPP=pp;
}
//Subtracts from the rolling counter target from this health value.
void SubtractHP(int hp) {
targetHP-=hp;
}
//Adds to the rolling counter target from this health value.
void AddHP(int hp) {
targetHP=std::clamp(targetHP+hp,0,maxHP);
}
//Subtracts from the rolling counter target from this pp value.
void SubtractPP(int pp) {
targetPP=std::clamp(targetPP-pp,0,maxPP);
}
//Adds to the rolling counter target from this pp value.
void AddPP(int pp) {
targetPP=std::clamp(targetPP+pp,0,maxPP);
}
//THIS IS FOR SPECIAL USE CASES ONLY! Normally you want to touch the rolling counter amount instead using SetTargetHP()!
void _SetDirectHP(int hp) {
HP=hp;
}
//THIS IS FOR SPECIAL USE CASES ONLY! Normally you want to touch the rolling counter amount instead using SetTargetPP()!
void _SetDirectPP(int pp) {
PP=pp;
}
};
private:
pstats_t pstats;
public:
stats_t stats;
int atb=0; //When this value reaches 1000, it's this entity's turn.
public:
Object* obj;
std::vector<Battle::Move*> moveSet;
std::map<Property,int> statusEffects;
int selectedTarget = NO_TARGET;
Battle::Move*selectedMove = nullptr; //The index of the selected move.
int channelTimeRemaining = 0; //The amount of channel time left until move can be performed.
vd2d channelPos = DEFAULT_CHANNELPOS; //Where our channel is happening.
std::vector<Item*> inventory; //Used mostly for enemy spoils.
int money=0; //Amount of money this entity will drop when defeated.
std::array<Item*,3> equipment = {nullptr,nullptr,nullptr}; //Equipment this character is using.
bool isPlayer=false; //Whether or not this is a player entity.
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.
//Used for initializing players.
Entity(pstats_t stats,std::vector<Battle::Move*>moveSet,std::vector<Item*>items={},int money=0,std::array<Item*,3>equipment={})
:Entity(nullptr,stats,moveSet,items,money,equipment){
isPlayer=true;
}
//Use this for initializing enemies as it lets you specify an object.
Entity(Object*obj,pstats_t stats,std::vector<Battle::Move*>moveSet,std::vector<Item*>items={},int money=0,std::array<Item*,3>equipment={})
: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){
for (int i=0;i<4;i++) {
this->stats.resistances[i]=stats.resistances[i];
}
this->stats.SetTargetHP(stats.HP);
this->stats.SetTargetPP(stats.PP);
}
//Get the HP that the rolling counter is moving towards.
int GetTargetHP() {
return stats.GetTargetHP();
}
//Gets the current actual health of the target.
int GetHP() {
return stats.GetHP();
}
//Get the PP that the rolling counter is moving towards.
int GetTargetPP() {
return stats.GetTargetPP();
}
//Gets the current actual pp of the target.
int GetPP() {
return stats.GetPP();
}
//Sets the rolling counter target to this health value.
void SetTargetHP(int hp) {
stats.SetTargetHP(hp);
}
//Sets the rolling counter target to this pp value.
void SetTargetPP(int pp) {
stats.SetTargetPP(pp);
}
//Subtracts from the rolling counter target from this health value.
void SubtractHP(int hp) {
stats.SubtractHP(hp);
}
//Adds to the rolling counter target from this health value.
void AddHP(int hp) {
stats.AddHP(hp);
}
//Subtracts from the rolling counter target from this pp value.
void SubtractPP(int pp) {
stats.SubtractPP(pp);
}
//Adds to the rolling counter target from this pp value.
void AddPP(int pp) {
stats.AddPP(pp);
}
//THIS IS FOR SPECIAL USE CASES ONLY! Normally you want to touch the rolling counter amount instead using SetTargetHP()!
void _SetDirectHP(int hp) {
stats._SetDirectHP(hp);
}
//THIS IS FOR SPECIAL USE CASES ONLY! Normally you want to touch the rolling counter amount instead using SetTargetPP()!
void _SetDirectPP(int pp) {
stats._SetDirectPP(pp);
}
Property GetPrimaryStatusEffect() {
for (std::map<Property,int>::iterator it = statusEffects.begin();it!=statusEffects.end();++it) {
if (it->second!=0) {
return it->first;
}
}
return Property::NONE;
}
void RemoveItem(int index) {
int prevPartyInvenSize=PARTY_INVENTORY.size();
if (isPlayer) {
for (int i=0;i<4;i++) {
if (index<INVENTORY_CONSUMABLE_OFFSET[i]) {
INVENTORY_CONSUMABLE_OFFSET[i]--; //Items
}
}
PARTY_INVENTORY.erase(PARTY_INVENTORY.begin()+index);
} else {
inventory.erase(inventory.begin()+index);
}
if (ITEM_SELECTION_CURSOR>=PARTY_INVENTORY.size()&&prevPartyInvenSize&1&&PARTY_INVENTORY.size()==prevPartyInvenSize-1) {
ITEM_SELECTION_OFFSET-=2;
}
ITEM_SELECTION_CURSOR=std::clamp(ITEM_SELECTION_CURSOR,0,(int)PARTY_INVENTORY.size()-1);
}
//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!
void RemoveEquip(EquipSlot::Equip slot,int index=-1) {
Item*CurrentEquip=equipment[slot];
if (CurrentEquip==nullptr) {
return;
}
if (isPlayer) {
if (index==-1) {
PARTY_INVENTORY.push_back(CurrentEquip);
} else {
PARTY_INVENTORY[index]=CurrentEquip;
}
equipment[slot]=nullptr;
} else {
if (index==-1) {
inventory.push_back(CurrentEquip);
} else {
inventory[index]=CurrentEquip;
}
equipment[slot]=nullptr;
}
}
//Will automatically swap items with current equipment so no need to call remove first.
void EquipItem(int index) {
Item*equip=nullptr;
if (isPlayer) {
equip=PARTY_INVENTORY[index];
} else {
equip=inventory[index];
}
if (equip==nullptr) {
return;
}
if (equip->stats.equip==EquipSlot::NONE) {
printf("Cannot equip %s! Does not have a valid Equip slot!\n",equip->name.c_str());
return;
}
Item*CurrentEquip=equipment[equip->stats.equip];
if (CurrentEquip==nullptr) {
if (isPlayer) {
PARTY_INVENTORY.erase(PARTY_INVENTORY.begin()+index);
} else {
inventory.erase(inventory.begin()+index);
}
} else {
RemoveEquip(CurrentEquip->stats.equip,index);
}
equipment[equip->stats.equip]=equip;
}
};
#endif