The official distribution of olcConsoleGameEngine, a tool used in javidx9's YouTube videos and projects
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videos/olcRolePlayingGame/RPG_Dynamics.h

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5.9 KiB

/*
+-------------------------------------------------------------+
| OneLoneCoder RPG Game Engine |
| "The Legend of WittyBit, Fantasy Quest VI" - javidx9 |
+-------------------------------------------------------------+
What is this?
~~~~~~~~~~~~~
This is the code I created as part of my
"Code-It-Yourself! Role Playing Game" series on YouTube. This is
NOT a game. The project will compile and demonstrate several
systems developed as part of that series. My original intention
was to develop a small yet complete RPG, alas real life got in
the way. After several months, I've decided to just open the source
"as is", so it will contain bugs, be confusing and all round not
up to the usual "quality" I strive for.
Part 1: https://youtu.be/xXXt3htgDok
Part 2: https://youtu.be/AWY_ITpldRk
Part 3: https://youtu.be/UcNSb-m4YQU
Part 4: https://youtu.be/AnyoUfeNZ1Y
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2018, 2019 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.
Links
~~~~~
YouTube: https://www.youtube.com/javidx9
Discord: https://discord.gg/WhwHUMV
Twitter: https://www.twitter.com/javidx9
Twitch: https://www.twitch.tv/javidx9
GitHub: https://www.github.com/onelonecoder
Homepage: https://www.onelonecoder.com
Patreon: https://www.patreon.com/javidx9
Author
~~~~~~
David Barr, aka javidx9, <EFBFBD>OneLoneCoder 2018, 2019
*/
#pragma once
#include "RPG_Assets.h"
#include "olcConsoleGameEngineOOP.h"
class RPG_Engine;
class cItem;
class cWeapon;
class cDynamic
{
public:
cDynamic(string n);
~cDynamic();
public:
float px, py;
float vx, vy;
bool bSolidVsMap;
bool bSolidVsDyn;
bool bFriendly;
bool bRedundant;
bool bIsProjectile;
bool bIsAttackable;
string sName;
public:
virtual void DrawSelf(olcConsoleGameEngineOOP *gfx, float ox, float oy) {}
virtual void Update(float fElapsedTime, cDynamic* player = nullptr) {}
virtual void OnInteract(cDynamic* player = nullptr) {}
static RPG_Engine* g_engine;
};
class cDynamic_Creature : public cDynamic
{
public:
cDynamic_Creature(string n, olcSprite *sprite);
protected:
olcSprite *m_pSprite;
float m_fTimer;
int m_nGraphicCounter;
enum { SOUTH = 0, WEST = 1, NORTH = 2, EAST = 3 } m_nFacingDirection;
enum { STANDING, WALKING, CELEBRATING, DEAD } m_nGraphicState;
public:
int nHealth;
int nHealthMax;
int bControllable = true;
public:
void DrawSelf(olcConsoleGameEngineOOP *gfx, float ox, float oy) override;
void Update(float fElapsedTime, cDynamic* player = nullptr) override;
virtual void Behaviour(float fElapsedTime, cDynamic* player = nullptr);
int GetFacingDirection() { return m_nFacingDirection; };
virtual void PerformAttack() {};
void KnockBack(float dx, float dy, float dist);
cWeapon *pEquipedWeapon = nullptr;
protected:
float m_fStateTick;
float m_fKnockBackTimer = 0.0f;
float m_fKnockBackDX = 0.0f;
float m_fKnockBackDY = 0.0f;
};
class cDynamic_Creature_Skelly : public cDynamic_Creature
{
public:
cDynamic_Creature_Skelly();
void Behaviour(float fElapsedTime, cDynamic* player = nullptr) override;
void PerformAttack() override;
};
class cDynamic_Creature_Witty : public cDynamic_Creature
{
public:
cDynamic_Creature_Witty();
public:
void PerformAttack() override;
};
class cDynamic_Teleport : public cDynamic
{
public:
cDynamic_Teleport(float x, float y, string sMapName, float tx, float ty);
void DrawSelf(olcConsoleGameEngineOOP *gfx, float ox, float oy) override;
void Update(float fElapsedTime, cDynamic* player = nullptr) override;
public:
string sMapName;
float fMapPosX;
float fMapPosY;
};
class cDynamic_Item : public cDynamic
{
public:
cDynamic_Item(float x, float y, cItem* item);
void DrawSelf(olcConsoleGameEngineOOP *gfx, float ox, float oy) override;
void OnInteract(cDynamic* player = nullptr) override;
public:
cItem * item;
bool bCollected = false;
};
class cDynamic_Projectile : public cDynamic
{
public:
cDynamic_Projectile(float ox, float oy, bool bFriend, float velx, float vely, float duration, olcSprite *sprite, float tx, float ty);
void DrawSelf(olcConsoleGameEngineOOP *gfx, float ox, float oy) override;
void Update(float fElapsedTime, cDynamic* player = nullptr) override;
public:
olcSprite * pSprite = nullptr;
float fSpriteX;
float fSpriteY;
float fDuration;
bool bOneHit = true;
int nDamage = 0;
};