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BaseCreatureEntity.h
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BaseCreatureEntity.h

#ifndef BASECREATUREENTITY_H
#define BASECREATUREENTITY_H
#include "sfml_game/CollidingSpriteEntity.h"
#include "TextEntity.h"
#include "Constants.h"
enum enemyTypeEnum
{
// normal
EnemyTypeBat,
EnemyTypeRat,
EnemyTypeRatBlack,
EnemyTypeRatHelmet,
EnemyTypeRatBlackHelmet,
EnemyTypeEvilFlower,
EnemyTypeEvilFlowerIce,
EnemyTypeEvilFlowerFire,
EnemyTypeSnake,
EnemyTypeSnakeBlood,
EnemyTypeSlime,
EnemyTypeSlimeRed,
EnemyTypeSlimeBlue,
EnemyTypeSlimeViolet,
EnemyTypeImpBlue,
EnemyTypeImpRed,
EnemyTypePumpkin,
EnemyTypeWitch,
EnemyTypeWitchRed,
EnemyTypeCauldron,
EnemyTypeSpiderEgg,
EnemyTypeSpiderLittle,
EnemyTypeGhost,
EnemyTypeZombie,
EnemyTypeZombieDark,
EnemyTypeSlimeLarge,
EnemyTypeSlimeRedLarge,
EnemyTypeSlimeBlueLarge,
// mini boss
EnemyTypeBubble,
EnemyTypeBubbleIce,
EnemyTypeBubbleGreater,
// boss
EnemyTypeButcher,
EnemyTypeSlimeBoss,
EnemyTypeCyclops,
EnemyTypeRatKing,
EnemyTypeSpiderGiant,
EnemyTypeFrancky,
EnemyTypeVampire,
// invocated
EnemyTypeBat_invocated,
EnemyTypeRat_invocated,
EnemyTypeRatGreen,
EnemyTypeRatHelmet_invocated,
EnemyTypeSnake_invocated,
EnemyTypeSnakeBlood_invocated,
EnemyTypeSlime_invocated,
EnemyTypeSlimeRed_invocated,
EnemyTypeSlimeBlue_invocated,
EnemyTypeSlimeViolet_invocated,
EnemyTypePumpkin_invocated,
EnemyTypeSpiderEgg_invocated,
EnemyTypeSpiderLittle_invocated,
EnemyTypeZombie_invocated,
EnemyTypeRockFalling,
EnemyTypeRockMissile,
EnemyTypeSpiderWeb,
EnemyTypeFranckyHead,
EnemyTypeFranckyHand,
EnemyTypeFranckyFoot,
EnemyTypeNone, // player of fairy
NB_ENEMY // = no enemy
};
enum sourceTypeEnum
{
SourceTypeMelee,
SourceTypeBolt,
SourceTypeExplosion,
SourceTypePoison
};
struct StructHurt
{
int damage;
enumShotType hurtingType;
int level;
bool critical;
sourceTypeEnum sourceType;
enemyTypeEnum enemyType;
bool goThrough;
};
class BaseCreatureEntity : public CollidingSpriteEntity
{
public:
BaseCreatureEntity(sf::Texture* image, float x, float y, int spriteWidth, int spriteHeight);
int getHp();
int getHpMax();
void setHp(int hp);
void setHpMax(int hpMax);
int getHpDisplay();
float getCreatureSpeed();
IntCoord getCurrentTile();
virtual void animate(float delay);
virtual float animateStates(float delay);
virtual void animateColors(float delay);
virtual void animateRecoil(float delay);
virtual void animatePhysics(float delay);
virtual void render(sf::RenderTarget* app);
virtual void calculateBB();
virtual bool collideWithMap(int direction);
virtual int hurt(StructHurt hurtParam);
virtual void prepareDying();
virtual void dying();
enum enumMovingStyle { movWalking, movFlying};
virtual enumMovingStyle getMovingStyle();
enum enumBloodColor { BloodNone = -1, BloodRed, BloodGreen, BloodRock, BloodEgg, BloodBubble, BloodBubbleIce};
enum enumSpecialState
{
SpecialStateIce, // = 0
SpecialStateSlow,
SpecialStatePoison,
SpecialStateConfused,
DivineStateProtection,
DivineStateSpeed,
DivineStateFireRate,
DivineStateFireDamage,
NB_SPECIAL_STATES
};
enum enumStateResistance { ResistanceImmune, ResistanceVeryHigh, ResistanceHigh, ResistanceStandard, ResistanceLow, ResistanceVeryLow};
struct specialStateStuct
{
enumSpecialState type;
bool active;
float timer;
float param1;
float param2;
float param3;
};
specialStateStuct specialState[NB_SPECIAL_STATES];
virtual void setSpecialState(enumSpecialState state, bool active, float timer, float param1, float param2);
enum enumResistances
{
ResistanceIce, // = 0
ResistanceFire,
ResistanceStone,
ResistanceLightning,
ResistanceIllusion,
ResistancePoison,
ResistanceRecoil,
ResistanceFrozen,
NB_RESISTANCES
};
enumStateResistance resistance[NB_RESISTANCES];
bool isSpecialStateActive(enumSpecialState state);
specialStateStuct getSpecialState(enumSpecialState state);
virtual void giveRecoil(bool stun, Vector2D velocity, float timer);
virtual void inflictsRecoilTo(BaseCreatureEntity* targetEntity);
virtual void computeFacingDirection();
virtual void dyingFromAge();
virtual bool canCollide();
bool canSee(float xf, float yf);
bool canWalkTo(float xf, float yf);
void heal(int healPoints);
static StructHurt getHurtParams(int damage,
enumShotType hurtingType,
int level,
bool critical,
sourceTypeEnum sourceType,
enemyTypeEnum enemyType,
bool goThrough)
{
StructHurt hurtParams;
hurtParams.damage = damage;
hurtParams.hurtingType = hurtingType;
hurtParams.level = level;
hurtParams.critical = critical;
hurtParams.sourceType = sourceType;
hurtParams.enemyType = enemyType;
hurtParams.goThrough = goThrough;
return hurtParams;
}
bool intersectsSegments(Vector2D a1, Vector2D a2, Vector2D b1, Vector2D b2);
bool intersectsTile(Vector2D a1, Vector2D a2, int xTile, int yTile);
protected:
int hp;
int hpMax;
int hpDisplay;
float creatureSpeed;
int shadowFrame;
int facingDirection;
float armor;
bool canExplode; // true if the monster can explode with a fire attack
bool hurting;
float hurtingDelay;
enumShotType hurtingType;
enumBloodColor bloodColor;
enumMovingStyle movingStyle;
struct recoilStruct
{
bool active;
Vector2D velocity;
bool stun;
float timer;
} recoil;
void generateStar(sf::Color starColor);
virtual void makeExplode();
private:
bool determineSatusChance(enumStateResistance resistance, int level);
int determineDamageBonus(enumStateResistance resistance, int level);
bool textTooClose(TextEntity* textEntity, float xDistMin, float yDistMin);
};
#endif // BASECREATUREENTITY_H

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