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/*
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+-------------------------------------------------------------+
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| OneLoneCoder RPG Game Engine |
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| "The Legend of WittyBit, Fantasy Quest VI" - javidx9 |
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+-------------------------------------------------------------+
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What is this?
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~~~~~~~~~~~~~
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This is the code I created as part of my
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"Code-It-Yourself! Role Playing Game" series on YouTube. This is
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NOT a game. The project will compile and demonstrate several
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systems developed as part of that series. My original intention
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was to develop a small yet complete RPG, alas real life got in
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the way. After several months, I've decided to just open the source
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"as is", so it will contain bugs, be confusing and all round not
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up to the usual "quality" I strive for.
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Part 1: https://youtu.be/xXXt3htgDok
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Part 2: https://youtu.be/AWY_ITpldRk
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Part 3: https://youtu.be/UcNSb-m4YQU
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Part 4: https://youtu.be/AnyoUfeNZ1Y
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License (OLC-3)
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~~~~~~~~~~~~~~~
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Copyright 2018, 2019 OneLoneCoder.com
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Redistribution and use in source and binary forms, with or without
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modification, are permitted provided that the following conditions
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are met:
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1. Redistributions or derivations of source code must retain the above
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copyright notice, this list of conditions and the following disclaimer.
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2. Redistributions or derivative works in binary form must reproduce
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the above copyright notice. This list of conditions and the following
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disclaimer must be reproduced in the documentation and/or other
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materials provided with the distribution.
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3. Neither the name of the copyright holder nor the names of its
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contributors may be used to endorse or promote products derived
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from this software without specific prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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Links
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~~~~~
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YouTube: https://www.youtube.com/javidx9
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Discord: https://discord.gg/WhwHUMV
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Twitter: https://www.twitter.com/javidx9
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Twitch: https://www.twitch.tv/javidx9
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GitHub: https://www.github.com/onelonecoder
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Homepage: https://www.onelonecoder.com
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Patreon: https://www.patreon.com/javidx9
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Author
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~~~~~~
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David Barr, aka javidx9, <EFBFBD>OneLoneCoder 2018, 2019
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*/
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#include "RPG_Items.h"
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#include "RPG_Engine.h"
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RPG_Engine* cItem::g_engine = nullptr;
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cItem::cItem(string name, olcSprite* sprite, string desc)
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{
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sName = name; pSprite = sprite; sDescription = desc;
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}
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cItem_Health::cItem_Health() : cItem("Small Health", RPG_Assets::get().GetSprite("health"), "Restores 10 health")
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{
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}
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bool cItem_Health::OnInteract(cDynamic *object)
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{
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OnUse(object);
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return false; // Just absorb
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}
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bool cItem_Health::OnUse(cDynamic *object)
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{
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if (object != nullptr)
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{
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cDynamic_Creature* dyn = (cDynamic_Creature*)object;
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dyn->nHealth = min(dyn->nHealth + 10, dyn->nHealthMax);
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}
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return true;
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}
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cItem_HealthBoost::cItem_HealthBoost() :
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cItem("Health Boost", RPG_Assets::get().GetSprite("healthboost"), "Increases Max Health by 10")
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{}
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bool cItem_HealthBoost::OnInteract(cDynamic *object)
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{
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return true; // Add to inventory
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}
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bool cItem_HealthBoost::OnUse(cDynamic *object)
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{
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if (object != nullptr)
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{
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cDynamic_Creature* dyn = (cDynamic_Creature*)object;
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dyn->nHealthMax += 10;
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dyn->nHealth = dyn->nHealthMax;
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}
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return true; // Remove from inventory
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}
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cWeapon::cWeapon(string name, olcSprite* sprite, string desc, int dmg) : cItem(name, sprite, desc)
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{
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nDamage = dmg;
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}
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bool cWeapon::OnInteract(cDynamic *object)
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{
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return false;
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}
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bool cWeapon::OnUse(cDynamic *object)
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{
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return false;
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}
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cWeapon_Sword::cWeapon_Sword() :
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cWeapon("Basic Sword", RPG_Assets::get().GetSprite("Basic Sword"), "A wooden sword, 5 dmg", 5)
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{
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}
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bool cWeapon_Sword::OnUse(cDynamic *object)
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{
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// When weapons are used, they are used on the object that owns the weapon, i.e.
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// the attacker. However this does not imply the attacker attacks themselves
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// Get direction of attacker
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cDynamic_Creature* aggressor = (cDynamic_Creature*)object;
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// Determine attack origin
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float x, y, vx, vy;
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if (aggressor->GetFacingDirection() == 0) // South
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{
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x = aggressor->px;
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y = aggressor->py + 1.0f;
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vx = 0.0f; vy = 1.0f;
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}
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if (aggressor->GetFacingDirection() == 1) // East
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{
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x = aggressor->px - 1.0f;
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y = aggressor->py;
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vx = -1.0f; vy = 0.0f;
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}
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if (aggressor->GetFacingDirection() == 2) // North
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{
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x = aggressor->px;
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y = aggressor->py - 1.0f;
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vx = 0.0f; vy = -1.0f;
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}
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if (aggressor->GetFacingDirection() == 3) // West
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{
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x = aggressor->px + 1.0f;
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y = aggressor->py;
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vx = 1.0f; vy = 0.0f;
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}
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if (aggressor->nHealth == aggressor->nHealthMax)
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{
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// Beam sword
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cDynamic_Projectile *p = new cDynamic_Projectile(x, y, aggressor->bFriendly, vx * 15.0f, vy * 15.0f, 1.0f, RPG_Assets::get().GetSprite("Basic Sword"), (aggressor->GetFacingDirection() + 3) % 4 + 1, 1.0f);
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p->bSolidVsMap = true;
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p->bSolidVsDyn = false;
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p->nDamage = 5;
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p->bOneHit = false;
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g_engine->AddProjectile(p);
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}
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cDynamic_Projectile *p = new cDynamic_Projectile(x, y, aggressor->bFriendly, aggressor->vx, aggressor->vy, 0.1f, RPG_Assets::get().GetSprite("Basic Sword"), (aggressor->GetFacingDirection() + 3) % 4 + 1, 0.0f);
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p->bSolidVsMap = false;
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p->bSolidVsDyn = false;
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p->nDamage = 5;
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p->bOneHit = true;
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g_engine->AddProjectile(p);
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return false;
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} |