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10 Commits

Author SHA1 Message Date
c008ffc6a3 Update menu background 2025-04-22 22:25:54 +10:00
965a76000b fix render mouselook 2025-04-22 14:44:05 +10:00
15075e33af Fix pickatile & some warnings 2025-04-22 14:40:12 +10:00
a8ab13f978 add more monsters 2025-04-22 12:31:58 +10:00
4d7183f380 Tweak CMakeLists 2025-04-22 12:08:18 +10:00
ef522be8ef Improvements 2025-04-22 11:38:20 +10:00
843606bcbf finished tutorial 2025-04-21 22:47:44 +10:00
89b4bce734 menu 2025-04-21 17:03:26 +10:00
25ba63cea9 Persistance 2025-04-21 15:55:46 +10:00
35dcee85a0 Spells pt3 2025-04-21 13:04:27 +10:00
31 changed files with 966 additions and 117 deletions

View File

@ -14,7 +14,8 @@ int main(int argc, char **argv)
{
auto console = tcod::Console(80, 50);
auto params = TCOD_ContextParams{};
auto tileset = tcod::load_tilesheet("imgs/terminal10x16_gs_ro.png", { 16, 16 }, tcod::CHARMAP_CP437);
params.tileset = tileset.get();
params.console = console.get();
params.window_title = "Andrew's Dungeon Game 5";
params.sdl_window_flags = SDL_WINDOW_RESIZABLE;
@ -24,12 +25,14 @@ int main(int argc, char **argv)
auto context = tcod::Context(params);
engine = new Engine(80, 50, &context, &console);
engine->init();
engine->load();
while (engine->update()) {
engine->render();
}
engine->save();
delete engine;
return 0;

View File

@ -11,12 +11,17 @@
Actor::Actor(int x, int y, std::string_view ch, std::string name, const TCOD_ColorRGB& col) :
x(x), y(y), ch(ch), col(col), name(name),
blocks(true), attacker(nullptr), destructible(nullptr), ai(nullptr), pickable(nullptr), container(nullptr) {
blocks(true), attacker(nullptr), destructible(nullptr), ai(nullptr), pickable(nullptr), container(nullptr), fovOnly(true) {
}
void Actor::render(TCOD_Console& cons) const {
tcod::print(cons, { x, y }, ch, col, std::nullopt);
int offset_x = engine->player->x - Engine::VIEW_WIDTH / 2;
int offset_y = engine->player->y - Engine::VIEW_HEIGHT / 2;
if (offset_x > x || Engine::VIEW_WIDTH + offset_x < x || offset_y > y || Engine::VIEW_HEIGHT + offset_y < y) {
return;
}
tcod::print(cons, { x - offset_x, y - offset_y}, ch, col, std::nullopt);
}
void Actor::update() {
@ -36,5 +41,57 @@ Actor::~Actor() {
float Actor::getDistance(int cx, int cy) const {
int dx = x - cx;
int dy = y - cy;
return sqrtf(dx * dx + dy * dy);
return sqrtf((float)(dx * dx + dy * dy));
}
void Actor::save(TCODZip& zip) {
zip.putInt(x);
zip.putInt(y);
zip.putString(std::string(ch).c_str());
zip.putInt(col.r);
zip.putInt(col.g);
zip.putInt(col.b);
zip.putString(name.c_str());
zip.putInt(blocks);
zip.putInt(attacker != NULL);
zip.putInt(destructible != NULL);
zip.putInt(ai != NULL);
zip.putInt(pickable != NULL);
zip.putInt(container != NULL);
if (attacker) attacker->save(zip);
if (destructible) destructible->save(zip);
if (ai) ai->save(zip);
if (pickable) pickable->save(zip);
if (container) container->save(zip);
}
void Actor::load(TCODZip& zip) {
x = zip.getInt();
y = zip.getInt();
ch = std::string(zip.getString());
col = TCOD_ColorRGB(zip.getInt(), zip.getInt(), zip.getInt());
name = zip.getString();
blocks = zip.getInt();
bool hasAttacker = zip.getInt();
bool hasDestructible = zip.getInt();
bool hasAi = zip.getInt();
bool hasPickable = zip.getInt();
bool hasContainer = zip.getInt();
if (hasAttacker) {
attacker = new Attacker(0.0f);
attacker->load(zip);
}
if (hasDestructible) {
destructible = Destructible::create(zip);
}
if (hasAi) {
ai = Ai::create(zip);
}
if (hasPickable) {
pickable = Pickable::create(zip);
}
if (hasContainer) {
container = new Container(0);
container->load(zip);
}
}

View File

@ -1,6 +1,7 @@
#pragma once
#include "libtcod.hpp"
#include "Persistance.h"
class Attacker;
class Destructible;
@ -8,14 +9,15 @@ class Ai;
class Pickable;
class Container;
class Actor {
class Actor : public Persistent {
public:
int x, y; // position on map
std::string_view ch; // ascii code
std::string ch; // ascii code
TCOD_ColorRGB col; // color
std::string name;
bool blocks;
bool fovOnly; // only display when in fov
Attacker* attacker;
Destructible* destructible;
Ai* ai;
@ -26,4 +28,7 @@ public:
~Actor();
void render(TCOD_Console& cons) const;
void update();
void load(TCODZip& zip);
void save(TCODZip& zip);
};

159
Ai.cpp
View File

@ -1,4 +1,5 @@
#include <SDL3/SDL.h>
#include "libtcod.hpp"
#include "Ai.h"
#include "Actor.h"
#include "Engine.h"
@ -9,16 +10,54 @@
#include "Pickable.h"
#include "Container.h"
PlayerAi::PlayerAi() : xpLevel(1) {
}
const int LEVEL_UP_BASE = 200;
const int LEVEL_UP_FACTOR = 150;
int PlayerAi::getNextLevelXp() {
return LEVEL_UP_BASE + xpLevel * LEVEL_UP_FACTOR;
}
void PlayerAi::update(Actor* owner) {
SDL_Event event;
int dx = 0, dy = 0;
int levelUpXp = getNextLevelXp();
if (owner->destructible->xp >= levelUpXp) {
xpLevel++;
owner->destructible->xp -= levelUpXp;
engine->gui->message(engine->gui->lightYellow, "Your battle skills grow stronger! You reached level %d", xpLevel);
engine->gui->menu.clear();
engine->gui->menu.addItem(Menu::CONSTITUTION, "Constitution (+20HP)");
engine->gui->menu.addItem(Menu::STRENGTH, "Strength (+1 attack)");
engine->gui->menu.addItem(Menu::AGILITY, "Agility (+1 defense)");
Menu::MenuItemCode menuItem = engine->gui->menu.pick(engine->context, engine->console, Menu::PAUSE);
switch (menuItem) {
case Menu::CONSTITUTION:
owner->destructible->maxHp += 20;
owner->destructible->hp += 20;
break;
case Menu::STRENGTH:
owner->attacker->power += 1;
break;
case Menu::AGILITY:
owner->destructible->defense += 1;
break;
default:break;
}
}
if (owner->destructible && owner->destructible->isDead()) {
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_EVENT_QUIT:
engine->gameStatus = Engine::QUIT;
break;
case SDL_EVENT_KEY_DOWN:
if (event.key.key == SDLK_ESCAPE) {
engine->gameStatus = Engine::PAUSE;
}
break;
default:
break;
}
@ -29,8 +68,8 @@ void PlayerAi::update(Actor* owner) {
engine->context->convert_event_coordinates(event);
switch (event.type) {
case SDL_EVENT_MOUSE_MOTION:
engine->mouse.cx = event.motion.x;
engine->mouse.cy = event.motion.y;
engine->mouse.cx = (int)event.motion.x;
engine->mouse.cy = (int)event.motion.y;
break;
case SDL_EVENT_KEY_UP:
switch (event.key.key) {
@ -46,10 +85,11 @@ void PlayerAi::update(Actor* owner) {
case SDLK_RIGHT:
dx = 1;
break;
case SDLK_ESCAPE:
engine->gameStatus = Engine::PAUSE;
break;
default:
if (event.key.key >= SDLK_A && event.key.key <= SDLK_Z) {
handleActionKey(owner, event.key.key);
}
handleActionKey(owner, event.key.key, event.key.mod);
break;
}
break;
@ -68,7 +108,8 @@ void PlayerAi::update(Actor* owner) {
}
}
}
void PlayerAi::handleActionKey(Actor* owner, int sdlkey) {
void PlayerAi::handleActionKey(Actor* owner, int sdlkey, int mod) {
switch (sdlkey) {
case SDLK_G: // pickup item
{
@ -79,29 +120,53 @@ void PlayerAi::handleActionKey(Actor* owner, int sdlkey) {
if (actor->pickable && actor->x == owner->x && actor->y == owner->y) {
if (actor->pickable->pick(actor, owner)) {
found = true;
engine->gui->message(TCOD_ColorRGB(200,200,200), "You pick up the %s.",
engine->gui->message(engine->gui->lightGrey, "You pick up the %s.",
actor->name.c_str());
break;
}
else if (!found) {
found = true;
engine->gui->message(TCOD_ColorRGB(255,0,0), "Your inventory is full.");
engine->gui->message(engine->gui->red, "Your inventory is full.");
}
}
}
if (!found) {
engine->gui->message(TCOD_ColorRGB(200,200,200), "There's nothing here that you can pick up.");
engine->gui->message(engine->gui->lightGrey, "There's nothing here that you can pick up.");
}
engine->gameStatus = Engine::NEW_TURN;
if (engine->gameStatus != Engine::QUIT)
engine->gameStatus = Engine::NEW_TURN;
}
break;
case SDLK_I:
{
Actor* actor = choseFromInventory(owner);
if (actor) {
actor->pickable->use(actor, owner);
engine->gameStatus = Engine::NEW_TURN;
if (engine->gameStatus != Engine::QUIT)
engine->gameStatus = Engine::NEW_TURN;
}
}
break;
case SDLK_D: // drop item
{
Actor* actor = choseFromInventory(owner);
if (actor) {
actor->pickable->drop(actor, owner);
if (engine->gameStatus != Engine::QUIT)
engine->gameStatus = Engine::NEW_TURN;
}
}
break;
case SDLK_PERIOD:
if (mod & SDL_KMOD_SHIFT) {
if (engine->stairs->x == owner->x && engine->stairs->y == owner->y) {
engine->nextLevel();
}
else {
engine->gui->message(engine->gui->lightGrey, "There are no stairs here.");
}
}
break;
}
}
@ -124,7 +189,7 @@ bool PlayerAi::moveOrAttack(Actor* owner, int targetx, int targety) {
|| actor->pickable;
if (corpseOrItem
&& actor->x == targetx && actor->y == targety) {
engine->gui->message(TCOD_ColorRGB(200,200,200), "There's a %s here.", actor->name.c_str());
engine->gui->message(engine->gui->lightGrey, "There's a %s here.", actor->name.c_str());
}
}
owner->x = targetx;
@ -156,7 +221,6 @@ Actor* PlayerAi::choseFromInventory(Actor* owner) {
engine->context->present(*engine->console);
SDL_Event event;
while (1) {
printf("HERE\n");
SDL_WaitEvent(&event);
if (event.type == SDL_EVENT_KEY_UP) {
if (event.key.key >= SDLK_A && event.key.key < SDLK_A + owner->container->inventory.size()) {
@ -213,4 +277,71 @@ void MonsterAi::moveOrAttack(Actor* owner, int targetx, int targety) {
else if (owner->attacker) {
owner->attacker->attack(owner, engine->player);
}
}
ConfusedMonsterAi::ConfusedMonsterAi(int nbTurns, Ai* oldAi)
: nbTurns(nbTurns), oldAi(oldAi) {
}
void ConfusedMonsterAi::update(Actor* owner) {
TCODRandom* rng = TCODRandom::getInstance();
int dx = rng->getInt(-1, 1);
int dy = rng->getInt(-1, 1);
if (dx != 0 || dy != 0) {
int destx = owner->x + dx;
int desty = owner->y + dy;
if (engine->map->canWalk(destx, desty)) {
owner->x = destx;
owner->y = desty;
}
else {
Actor* actor = engine->getActor(destx, desty);
if (actor) {
owner->attacker->attack(owner, actor);
}
}
}
nbTurns--;
if (nbTurns == 0) {
owner->ai = oldAi;
delete this;
}
}
Ai* Ai::create(TCODZip& zip) {
AiType type = (AiType)zip.getInt();
Ai* ai = NULL;
switch (type) {
case PLAYER: ai = new PlayerAi(); break;
case MONSTER: ai = new MonsterAi(); break;
case CONFUSED_MONSTER: ai = new ConfusedMonsterAi(0, NULL); break;
}
ai->load(zip);
return ai;
}
void MonsterAi::load(TCODZip& zip) {
moveCount = zip.getInt();
}
void MonsterAi::save(TCODZip& zip) {
zip.putInt(MONSTER);
zip.putInt(moveCount);
}
void ConfusedMonsterAi::load(TCODZip& zip) {
nbTurns = zip.getInt();
oldAi = Ai::create(zip);
}
void ConfusedMonsterAi::save(TCODZip& zip) {
zip.putInt(CONFUSED_MONSTER);
zip.putInt(nbTurns);
oldAi->save(zip);
}
void PlayerAi::load(TCODZip& zip) {
}
void PlayerAi::save(TCODZip& zip) {
zip.putInt(PLAYER);
}

30
Ai.h
View File

@ -1,28 +1,52 @@
#pragma once
#include "libtcod.hpp"
#include "Persistance.h"
class Actor;
class Ai {
class Ai : public Persistent {
public:
virtual void update(Actor* owner) = 0;
virtual ~Ai() {};
static Ai* create(TCODZip& zip);
protected:
enum AiType {
MONSTER, CONFUSED_MONSTER, PLAYER
};
};
class PlayerAi : public Ai {
public:
void update(Actor* owner);
void load(TCODZip& zip);
void save(TCODZip& zip);
int xpLevel;
PlayerAi();
int getNextLevelXp();
protected:
bool moveOrAttack(Actor* owner, int targetx, int targety);
void handleActionKey(Actor* owner, int sdlkey);
void handleActionKey(Actor* owner, int sdlkey, int mod);
Actor* choseFromInventory(Actor* owner);
};
class MonsterAi : public Ai {
public:
void update(Actor* owner);
void load(TCODZip& zip);
void save(TCODZip& zip);
protected:
int moveCount;
void moveOrAttack(Actor* owner, int targetx, int targety);
};
class ConfusedMonsterAi : public Ai {
public:
ConfusedMonsterAi(int nbTurns, Ai* oldAi);
void update(Actor* owner);
void load(TCODZip& zip);
void save(TCODZip& zip);
protected:
int nbTurns;
Ai* oldAi;
};

View File

@ -10,15 +10,23 @@ Attacker::Attacker(float power) : power(power) {
void Attacker::attack(Actor* owner, Actor* target) {
if (target->destructible && !target->destructible->isDead()) {
if (power - target->destructible->defense > 0) {
engine->gui->message(TCOD_ColorRGB(150, 150, 150), "%s attacks %s for %g hit points.\n", owner->name.c_str(), target->name.c_str(),
engine->gui->message(engine->gui->lightGrey, "%s attacks %s for %g hit points.\n", owner->name.c_str(), target->name.c_str(),
power - target->destructible->defense);
}
else {
engine->gui->message(TCOD_ColorRGB(150, 150, 150), "%s attacks %s but it has no effect!\n", owner->name.c_str(), target->name.c_str());
engine->gui->message(engine->gui->lightGrey, "%s attacks %s but it has no effect!\n", owner->name.c_str(), target->name.c_str());
}
target->destructible->takeDamage(target, power);
}
else {
engine->gui->message(TCOD_ColorRGB(150, 150, 150), "%s attacks %s in vain.\n", owner->name.c_str(), target->name.c_str());
engine->gui->message(engine->gui->lightGrey, "%s attacks %s in vain.\n", owner->name.c_str(), target->name.c_str());
}
}
void Attacker::load(TCODZip& zip) {
power = zip.getFloat();
}
void Attacker::save(TCODZip& zip) {
zip.putFloat(power);
}

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@ -1,11 +1,16 @@
#pragma once
#include "libtcod.hpp"
#include "Persistance.h"
class Actor;
class Attacker {
class Attacker : public Persistent {
public:
float power; // hit points given
Attacker(float power);
void attack(Actor* owner, Actor* target);
void load(TCODZip& zip);
void save(TCODZip& zip);
};

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@ -14,7 +14,7 @@ project ("ADG5")
find_package(libtcod CONFIG REQUIRED)
# Add source to this project's executable.
add_executable (ADG5 "ADG5.cpp" "ADG5.h" "Actor.cpp" "Actor.h" "Map.h" "Map.cpp" "Engine.h" "Engine.cpp" "Destructible.h" "Destructible.cpp" "Attacker.h" "Attacker.cpp" "Ai.h" "Ai.cpp" "Gui.h" "Gui.cpp" "Container.h" "Container.cpp" "Pickable.h" "Pickable.cpp" "Healer.h" "Healer.cpp" "Lightningbolt.h" "Lightningbolt.cpp" "Fireball.h" "Fireball.cpp")
add_executable (ADG5 "ADG5.cpp" "ADG5.h" "Actor.cpp" "Actor.h" "Map.h" "Map.cpp" "Engine.h" "Engine.cpp" "Destructible.h" "Destructible.cpp" "Attacker.h" "Attacker.cpp" "Ai.h" "Ai.cpp" "Gui.h" "Gui.cpp" "Container.h" "Container.cpp" "Pickable.h" "Pickable.cpp" "Healer.h" "Healer.cpp" "Lightningbolt.h" "Lightningbolt.cpp" "Fireball.h" "Fireball.cpp" "Confuser.h" "Confuser.cpp" "Persistance.h")
target_link_libraries(ADG5
PRIVATE
@ -25,4 +25,9 @@ if (CMAKE_VERSION VERSION_GREATER 3.12)
set_property(TARGET ADG5 PROPERTY CXX_STANDARD 20)
endif()
add_custom_command(
TARGET ${PROJECT_NAME} POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_directory
${CMAKE_CURRENT_SOURCE_DIR}/imgs
${CMAKE_CURRENT_BINARY_DIR}/imgs)
# TODO: Add tests and install targets if needed.

39
Confuser.cpp Normal file
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@ -0,0 +1,39 @@
#include "libtcod.hpp"
#include "Confuser.h"
#include "Engine.h"
#include "Gui.h"
#include "Ai.h"
#include "Actor.h"
Confuser::Confuser(int nbTurns, float range)
: nbTurns(nbTurns), range(range) {
}
bool Confuser::use(Actor* owner, Actor* wearer) {
engine->gui->message(engine->gui->lightBlue, "Left-click an enemy to confuse it,\nor right-click to cancel.");
int x, y;
if (!engine->pickATile(&x, &y, range)) {
return false;
}
Actor* actor = engine->getActor(x, y);
if (!actor) {
return false;
}
// confuse the monster for <nbTurns> turns
Ai* confusedAi = new ConfusedMonsterAi(nbTurns, actor->ai);
actor->ai = confusedAi;
engine->gui->message(engine->gui->lightGreen, "The eyes of the %s look vacant,\nas he starts to stumble around!",
actor->name.c_str());
return Pickable::use(owner, wearer);
}
void Confuser::load(TCODZip& zip) {
nbTurns = zip.getInt();
range = zip.getFloat();
}
void Confuser::save(TCODZip& zip) {
zip.putInt(CONFUSER);
zip.putInt(nbTurns);
zip.putFloat(range);
}

15
Confuser.h Normal file
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@ -0,0 +1,15 @@
#pragma once
#include "Pickable.h"
class Actor;
class Confuser : public Pickable {
public:
int nbTurns;
float range;
Confuser(int nbTurns, float range);
bool use(Actor* owner, Actor* wearer);
void load(TCODZip& zip);
void save(TCODZip& zip);
};

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@ -1,4 +1,5 @@
#include "Container.h"
#include "Actor.h"
Container::Container(int size) : size(size) {
}
@ -18,4 +19,23 @@ bool Container::add(Actor* actor) {
void Container::remove(Actor* actor) {
inventory.remove(actor);
}
void Container::load(TCODZip& zip) {
size = zip.getInt();
int nbActors = zip.getInt();
while (nbActors > 0) {
Actor* actor = new Actor(0, 0, "?", "", TCOD_ColorRGB(255, 255, 255));
actor->load(zip);
inventory.push(actor);
nbActors--;
}
}
void Container::save(TCODZip& zip) {
zip.putInt(size);
zip.putInt(inventory.size());
for (Actor** it = inventory.begin(); it != inventory.end(); it++) {
(*it)->save(zip);
}
}

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@ -1,9 +1,9 @@
#pragma once
#include "libtcod.hpp"
#include "Persistance.h"
class Actor;
class Container {
class Container : public Persistent {
public:
int size; // maximum number of actors. 0=unlimited
TCODList<Actor*> inventory;
@ -12,4 +12,6 @@ public:
~Container();
bool add(Actor* actor);
void remove(Actor* actor);
void load(TCODZip& zip);
void save(TCODZip& zip);
};

View File

@ -3,8 +3,8 @@
#include "Engine.h"
#include "Gui.h"
Destructible::Destructible(float maxHp, float defense, std::string corpseName) :
maxHp(maxHp), hp(maxHp), defense(defense), corpseName(corpseName) {
Destructible::Destructible(float maxHp, float defense, std::string corpseName, int xp) :
maxHp(maxHp), hp(maxHp), defense(defense), corpseName(corpseName), xp(xp) {
}
float Destructible::takeDamage(Actor* owner, float damage) {
@ -39,23 +39,63 @@ void Destructible::die(Actor* owner) {
engine->sendToBack(owner);
}
MonsterDestructible::MonsterDestructible(float maxHp, float defense, std::string corpseName) :
Destructible(maxHp, defense, corpseName) {
MonsterDestructible::MonsterDestructible(float maxHp, float defense, std::string corpseName, int xp) :
Destructible(maxHp, defense, corpseName, xp) {
}
PlayerDestructible::PlayerDestructible(float maxHp, float defense, std::string corpseName) :
Destructible(maxHp, defense, corpseName) {
Destructible(maxHp, defense, corpseName, 1) {
}
void PlayerDestructible::save(TCODZip& zip) {
zip.putInt(PLAYER);
Destructible::save(zip);
}
void MonsterDestructible::save(TCODZip& zip) {
zip.putInt(MONSTER);
Destructible::save(zip);
}
void MonsterDestructible::die(Actor* owner) {
// transform it into a nasty corpse! it doesn't block, can't be
// attacked and doesn't move
engine->gui->message(TCOD_ColorRGB(150, 150, 150), "%s is dead\n", owner->name.c_str());
engine->gui->message(engine->gui->lightGrey, "%s is dead. You gain %d xp",
owner->name.c_str(), xp);
engine->player->destructible->xp += xp;
Destructible::die(owner);
}
void PlayerDestructible::die(Actor* owner) {
engine->gui->message(TCOD_ColorRGB(150, 0, 0), "You died!\n");
engine->gui->message(engine->gui->red, "You died!\n");
Destructible::die(owner);
engine->gameStatus = Engine::DEFEAT;
}
void Destructible::load(TCODZip& zip) {
maxHp = zip.getFloat();
hp = zip.getFloat();
defense = zip.getFloat();
corpseName = zip.getString();
xp = zip.getInt();
}
void Destructible::save(TCODZip& zip) {
zip.putFloat(maxHp);
zip.putFloat(hp);
zip.putFloat(defense);
zip.putString(corpseName.c_str());
zip.putInt(xp);
}
Destructible* Destructible::create(TCODZip& zip) {
DestructibleType type = (DestructibleType)zip.getInt();
Destructible* destructible = NULL;
switch (type) {
case MONSTER: destructible = new MonsterDestructible(0, 0, "", 0); break;
case PLAYER: destructible = new PlayerDestructible(0, 0, ""); break;
}
destructible->load(zip);
return destructible;
}

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@ -1,32 +1,45 @@
#pragma once
#include <string>
#include "libtcod.hpp"
#include "Persistance.h"
class Actor;
class Destructible {
class Destructible : public Persistent {
public:
float maxHp; // maximum health points
float hp; // current health points
float defense; // hit points deflected
std::string corpseName; // the actor's name once dead/destroyed
Destructible(float maxHp, float defense, std::string corpseName);
Destructible(float maxHp, float defense, std::string corpseName, int xp);
virtual ~Destructible() {};
inline bool isDead() { return hp <= 0; }
float takeDamage(Actor* owner, float damage);
virtual void die(Actor* owner);
float heal(float amount);
void load(TCODZip& zip);
void save(TCODZip& zip);
static Destructible* create(TCODZip& zip);
int xp; // XP gained when killing this monster (or player xp)
protected:
enum DestructibleType {
MONSTER, PLAYER
};
};
class MonsterDestructible : public Destructible {
public:
MonsterDestructible(float maxHp, float defense, std::string corpseName);
MonsterDestructible(float maxHp, float defense, std::string corpseName, int xp);
void save(TCODZip& zip);
void die(Actor* owner);
};
class PlayerDestructible : public Destructible {
public:
PlayerDestructible(float maxHp, float defense, std::string corpseName);
void save(TCODZip& zip);
void die(Actor* owner);
};

View File

@ -14,34 +14,65 @@ Engine::Engine(int screenWidth, int screenHeight, tcod::Context *context, tcod::
this->console = console;
this->screenWidth = screenWidth;
this->screenHeight = screenHeight;
this->level = 1;
gui = nullptr;
map = nullptr;
player = nullptr;
fovRadius = 10;
computeFov = true;
gameStatus = STARTUP;
mouse.cx = 0;
mouse.cy = 0;
mouse.rbutton_pressed = false;
mouse.lbutton_pressed = false;
gameStatus = STARTUP;
stairs = nullptr;
}
void Engine::init() {
gui = new Gui(context, console);
player = new Actor(40, 25, "@", "player", TCOD_ColorRGB(255, 255, 255));
player = new Actor(40, 25, "@", "player", engine->gui->white);
player->destructible = new PlayerDestructible(30, 2, "player corpse");
player->attacker = new Attacker(5);
player->ai = new PlayerAi();
player->container = new Container(26);
actors.push(player);
map = new Map(80, 45);
stairs = new Actor(0, 0, ">", "stairs", TCOD_ColorRGB(255,255,255));
stairs->blocks = false;
stairs->fovOnly = false;
actors.push(stairs);
map = new Map(200, 100);
map->init(true);
gui->message(TCOD_ColorRGB(150,0,0),
"Welcome stranger!\nPrepare to perish in the Tombs of Andrew's Dunegon.");
gameStatus = STARTUP;
}
void Engine::nextLevel() {
level++;
gui->message(engine->gui->lightPurple, "You take a moment to rest, and recover your strength.");
player->destructible->heal(player->destructible->maxHp / 2);
gui->message(engine->gui->lightRed, "After a rare moment of peace, you descend\ndeeper into the heart of the dungeon...");
delete map;
// delete all actors but player and stairs
for (Actor** it = actors.begin(); it != actors.end(); it++) {
if (*it != player && *it != stairs) {
delete* it;
it = actors.remove(it);
}
}
// create a new map
map = new Map(200, 100);
map->init(true);
gameStatus = STARTUP;
}
void Engine::term() {
actors.clearAndDelete();
if (map) delete map;
gui->clear();
}
Engine::~Engine() {
actors.clearAndDelete();
delete map;
term();
delete gui;
}
@ -49,6 +80,7 @@ bool Engine::update() {
if (gameStatus == STARTUP) map->computeFov();
gameStatus = IDLE;
player->update();
if (gameStatus == NEW_TURN) {
for (Actor** iterator = actors.begin(); iterator != actors.end();
iterator++) {
@ -57,10 +89,15 @@ bool Engine::update() {
actor->update();
}
}
}
if (gameStatus == QUIT) {
} else if (gameStatus == QUIT) {
return false;
}
else if (gameStatus == PAUSE) {
save();
load();
}
return true;
}
@ -73,7 +110,9 @@ void Engine::render(bool present) {
for (Actor** iterator = actors.begin();
iterator != actors.end(); iterator++) {
Actor* actor = *iterator;
if (actor != player && map->isInFov(actor->x, actor->y)) {
if (actor != player && ((!actor->fovOnly && map->isExplored(actor->x, actor->y))
|| map->isInFov(actor->x, actor->y))) {
actor->render(*console);
}
}
@ -107,52 +146,155 @@ Actor* Engine::getClosestMonster(int x, int y, float range) const {
}
bool Engine::pickATile(int* x, int* y, float maxRange) {
while (context->get_sdl_window() != nullptr) {
while (true) {
render(false);
int offset_x = engine->player->x - Engine::VIEW_WIDTH / 2;
int offset_y = engine->player->y - Engine::VIEW_HEIGHT / 2;
// highlight the possible range
for (int cx = 0; cx < map->width; cx++) {
for (int cy = 0; cy < map->height; cy++) {
for (int cx = offset_x; cx < offset_x + engine->VIEW_WIDTH; cx++) {
for (int cy = offset_y; cy < offset_y + engine->VIEW_HEIGHT; cy++) {
if (map->isInFov(cx, cy)
&& (maxRange == 0 || player->getDistance(cx, cy) <= maxRange)) {
TCOD_ColorRGBA col = console->at(cx, cy).bg;
TCOD_ColorRGBA col = console->at(cx - offset_x, cy - offset_y).bg;
col.r = col.r * 1.2f;
col.g = col.g * 1.2f;
col.b = col.b * 1.2f;
col.r = (int)((float)col.r * 1.2f);
col.g = (int)((float)col.g * 1.2f);
col.b = (int)((float)col.b * 1.2f);
console->at(cx, cy).bg = col;
console->at(cx - offset_x, cy - offset_y).bg = col;
}
}
}
SDL_Event event;
mouse.lbutton_pressed = false;
mouse.rbutton_pressed = false;
while (SDL_PollEvent(&event)) {
engine->context->convert_event_coordinates(event);
switch (event.type) {
case SDL_EVENT_MOUSE_MOTION:
engine->mouse.cx = event.motion.x;
engine->mouse.cy = event.motion.y;
engine->mouse.cx = (int)event.motion.x;
engine->mouse.cy = (int)event.motion.y;
break;
case SDL_EVENT_MOUSE_BUTTON_DOWN:
engine->mouse.lbutton_pressed = event.button.button == SDL_BUTTON_LEFT;
engine->mouse.rbutton_pressed = event.button.button == SDL_BUTTON_RIGHT;
break;
case SDL_EVENT_QUIT:
engine->gameStatus = Engine::QUIT;
return false;
}
}
if (map->isInFov(mouse.cx, mouse.cy)
&& (maxRange == 0 || player->getDistance(mouse.cx, mouse.cy) <= maxRange)) {
if (map->isInFov(mouse.cx + offset_x, mouse.cy + offset_y)
&& (maxRange == 0 || player->getDistance(mouse.cx + offset_x, mouse.cy + offset_y) <= maxRange)) {
console->at(mouse.cx, mouse.cy).bg = TCOD_ColorRGBA(100, 100, 100, 255);
if (mouse.lbutton_pressed) {
*x = mouse.cx;
*y = mouse.cy;
*x = mouse.cx + offset_x;
*y = mouse.cy + offset_y;
return true;
}
}
if (mouse.rbutton_pressed) {
return false;
}
context->present(*console);
}
return false;
}
Actor* Engine::getActor(int x, int y) const {
for (Actor** iterator = actors.begin();
iterator != actors.end(); iterator++) {
Actor* actor = *iterator;
if (actor->x == x && actor->y == y && actor->destructible
&& !actor->destructible->isDead()) {
return actor;
}
}
return nullptr;
}
void Engine::save() {
if (player->destructible->isDead()) {
TCODSystem::deleteFile("game.sav");
}
else {
TCODZip zip;
// save the map first
zip.putInt(level);
zip.putInt(map->width);
zip.putInt(map->height);
map->save(zip);
// then the player
player->save(zip);
// then the stairs
stairs->save(zip);
// then all the other actors
zip.putInt(actors.size() - 2);
for (Actor** it = actors.begin(); it != actors.end(); it++) {
if (*it != player && *it != stairs) {
(*it)->save(zip);
}
}
// finally the message log
gui->save(zip);
zip.saveToFile("game.sav");
}
}
void Engine::load() {
gui = new Gui(context, console);
gui->menu.clear();
gui->menu.addItem(Menu::NEW_GAME, "New game");
if (TCODSystem::fileExists("game.sav")) {
engine->gui->menu.addItem(Menu::CONTINUE, "Continue");
}
engine->gui->menu.addItem(Menu::EXIT, "Exit");
Menu::MenuItemCode menuItem = engine->gui->menu.pick(context, console);
if (menuItem == Menu::EXIT || menuItem == Menu::NONE) {
// Exit or window closed
exit(0);
}
else if (menuItem == Menu::NEW_GAME) {
// New game
term();
init();
}
else if (menuItem == Menu::CONTINUE) {
// Continue
TCODZip zip;
term();
zip.loadFromFile("game.sav");
// load the map
level = zip.getInt();
int width = zip.getInt();
int height = zip.getInt();
map = new Map(width, height);
map->load(zip);
// then the player
player = new Actor(0, 0, "?", "", TCOD_ColorRGB(255, 255, 255));
player->load(zip);
actors.push(player);
// the stairs
stairs = new Actor(0, 0, "?", "", TCOD_ColorRGB(255, 255, 255));
stairs->load(zip);
actors.push(stairs);
// then all other actors
int nbActors = zip.getInt();
while (nbActors > 0) {
Actor* actor = new Actor(0, 0, "?", "", TCOD_ColorRGB(255, 255, 255));
actor->load(zip);
actors.push(actor);
nbActors--;
}
// finally the message log
gui->load(zip);
gameStatus = STARTUP;
}
}

View File

@ -7,12 +7,15 @@ class Gui;
class Engine {
public:
const static int VIEW_WIDTH = 80;
const static int VIEW_HEIGHT = 43;
enum GameStatus {
STARTUP,
IDLE,
NEW_TURN,
VICTORY,
DEFEAT,
PAUSE,
QUIT
} gameStatus;
@ -21,6 +24,9 @@ public:
TCOD_mouse_t mouse;
TCODList<Actor*> actors;
Actor* player;
Actor* stairs;
int level;
void nextLevel();
Map* map;
Gui* gui;
int fovRadius;
@ -28,12 +34,16 @@ public:
tcod::Console* console;
Engine(int screenWidth, int screenHeight, tcod::Context *context, tcod::Console *console);
void init();
void term();
~Engine();
bool update();
void render(bool present = true);
void sendToBack(Actor* actor);
Actor* getClosestMonster(int x, int y, float range) const;
bool pickATile(int* x, int* y, float maxRange = 0.0f);
Actor* getActor(int x, int y) const;
void load();
void save();
private:
bool computeFov;
};

View File

@ -10,21 +10,27 @@ Fireball::Fireball(float range, float damage)
}
bool Fireball::use(Actor* owner, Actor* wearer) {
engine->gui->message(TCOD_ColorRGB(0, 255, 255), "Left-click a target tile for the fireball,\nor right-click to cancel.");
engine->gui->message(engine->gui->lightBlue, "Left-click a target tile for the fireball,\nor right-click to cancel.");
int x, y;
if (!engine->pickATile(&x, &y)) {
return false;
}
engine->gui->message(TCOD_ColorRGB(255, 255, 100), "The fireball explodes, burning everything within %g tiles!", range);
engine->gui->message(engine->gui->lightYellow, "The fireball explodes, burning everything within %g tiles!", range);
for (Actor** iterator = engine->actors.begin();
iterator != engine->actors.end(); iterator++) {
Actor* actor = *iterator;
if (actor->destructible && !actor->destructible->isDead()
&& actor->getDistance(x, y) <= range) {
engine->gui->message(TCOD_ColorRGB(255, 255, 100), "The %s gets burned for %g hit points.",
engine->gui->message(engine->gui->lightYellow, "The %s gets burned for %g hit points.",
actor->name.c_str(), damage);
actor->destructible->takeDamage(actor, damage);
}
}
return Pickable::use(owner, wearer);
}
void Fireball::save(TCODZip& zip) {
zip.putInt(FIREBALL);
zip.putFloat(range);
zip.putFloat(damage);
}

View File

@ -7,4 +7,5 @@ class Fireball : public LightningBolt {
public:
Fireball(float range, float damage);
bool use(Actor* owner, Actor* wearer);
void save(TCODZip& zip);
};

155
Gui.cpp
View File

@ -1,8 +1,11 @@
#include <SDL3/SDL.h>
#include "libtcod.hpp"
#include "Gui.h"
#include "Engine.h"
#include "Actor.h"
#include "Map.h"
#include "Destructible.h"
#include "Ai.h"
static const int PANEL_HEIGHT = 7;
static const int BAR_WIDTH = 20;
@ -12,10 +15,29 @@ static const int MSG_HEIGHT = PANEL_HEIGHT - 1;
Gui::Gui(tcod::Context *ctx, tcod::Console *root) {
con = ctx->new_console(engine->screenWidth, PANEL_HEIGHT);
this->root = root;
darkGrey = TCOD_ColorRGB(100,100,100);
lightGrey = TCOD_ColorRGB(200,200,200);
white = TCOD_ColorRGB(255,255,255);
red = TCOD_ColorRGB(100, 50, 50);
green = TCOD_ColorRGB(50, 100, 50);
blue = TCOD_ColorRGB(50, 50, 100);
yellow = TCOD_ColorRGB(100, 100, 50);
black = TCOD_ColorRGB(0, 0, 0);
lightBlue = TCOD_ColorRGB(100, 100, 255);
lightGreen = TCOD_ColorRGB(100, 255, 100);
lightRed = TCOD_ColorRGB(255, 100, 100);
lightYellow = TCOD_ColorRGB(255, 255, 100);
lightPurple = TCOD_ColorRGB(255, 100, 255);
purple = TCOD_ColorRGB(100, 50, 100);
}
void Gui::clear() {
log.clearAndDelete();
}
Gui::~Gui() {
log.clearAndDelete();
delete con.release();
clear();
}
void Gui::render() {
@ -24,13 +46,20 @@ void Gui::render() {
renderBar(1, 1, BAR_WIDTH, "HP", engine->player->destructible->hp,
engine->player->destructible->maxHp,
TCOD_ColorRGB(255,100,100), TCOD_ColorRGB(100, 0, 0));
// draw the XP bar
PlayerAi* ai = (PlayerAi*)engine->player->ai;
renderBar(1, 5, BAR_WIDTH, "XP(" + std::to_string(ai->xpLevel) + ")", (float)engine->player->destructible->xp,
(float)ai->getNextLevelXp(),
TCOD_ColorRGB(255, 100, 255), TCOD_ColorRGB(100,0,100));
tcod::print(con, { 3, 3 }, "Dungeon level " + std::to_string(engine->level), TCOD_ColorRGB(255, 255, 255), std::nullopt);
// draw the message log
int y = 1;
float colorCoef = 0.4f;
for (Message** it = log.begin(); it != log.end(); it++) {
Message* message = *it;
tcod::print(con, { MSG_X, y }, message->text, TCOD_ColorRGB(message->col.r * colorCoef, message->col.g * colorCoef, message->col.b * colorCoef), std::nullopt);
tcod::print(con, { MSG_X, y }, message->text, TCOD_ColorRGB((int)((float)message->col.r * colorCoef), (int)((float)message->col.g * colorCoef), (int)((float)message->col.b * colorCoef)), std::nullopt);
y++;
if (colorCoef < 1.0f) {
colorCoef += 0.3f;
@ -68,7 +97,7 @@ void Gui::message(const TCOD_ColorRGB& col, const char* text, ...) {
va_list ap;
char buf[128];
va_start(ap, text);
vsprintf(buf, text, ap);
vsnprintf(buf, 128, text, ap);
va_end(ap);
char* lineBegin = buf;
@ -95,24 +124,132 @@ void Gui::message(const TCOD_ColorRGB& col, const char* text, ...) {
} while (lineEnd);
}
void Gui::renderMouseLook() {
if (!engine->map->isInFov(engine->mouse.cx, engine->mouse.cy)) {
int offset_x = engine->player->x - Engine::VIEW_WIDTH / 2;
int offset_y = engine->player->y - Engine::VIEW_HEIGHT / 2;
if (!engine->map->isInFov(engine->mouse.cx + offset_x, engine->mouse.cy + offset_y)) {
// if mouse is out of fov, nothing to render
return;
}
char buf[128] = "";
bool first = true;
std::stringstream ss;
for (Actor** it = engine->actors.begin(); it != engine->actors.end(); it++) {
Actor* actor = *it;
// find actors under the mouse cursor
if (actor->x == engine->mouse.cx && actor->y == engine->mouse.cy) {
if (actor->x == engine->mouse.cx + offset_x && actor->y == engine->mouse.cy + offset_y) {
if (!first) {
strcat(buf, ", ");
ss << ", ";
}
else {
first = false;
}
strcat(buf, actor->name.c_str());
ss << actor->name;
}
}
tcod::print(con, { 1, 0 }, buf, TCOD_ColorRGB(200, 200, 200), std::nullopt);
}
tcod::print(con, { 1, 0 }, ss.str(), TCOD_ColorRGB(200, 200, 200), std::nullopt);
}
void Gui::save(TCODZip& zip) {
zip.putInt(log.size());
for (Message** it = log.begin(); it != log.end(); it++) {
zip.putString((*it)->text.c_str());
zip.putInt((*it)->col.r);
zip.putInt((*it)->col.g);
zip.putInt((*it)->col.b);
}
}
void Gui::load(TCODZip& zip) {
int nbMessages = zip.getInt();
while (nbMessages > 0) {
const char* text = zip.getString();
TCOD_ColorRGB col(zip.getInt(), zip.getInt(), zip.getInt());
message(col, text);
nbMessages--;
}
}
Menu::~Menu() {
clear();
}
void Menu::clear() {
items.clearAndDelete();
}
void Menu::addItem(MenuItemCode code, std::string label) {
MenuItem* item = new MenuItem();
item->code = code;
item->label = label;
items.push(item);
}
const int PAUSE_MENU_WIDTH = 30;
const int PAUSE_MENU_HEIGHT = 15;
Menu::MenuItemCode Menu::pick(tcod::Context *ctx, tcod::Console *con, DisplayMode mode) {
int selectedItem = 0;
int menux, menuy;
while (true) {
if (mode == PAUSE) {
menux = engine->screenWidth / 2 - PAUSE_MENU_WIDTH / 2;
menuy = engine->screenHeight / 2 - PAUSE_MENU_HEIGHT / 2;
TCOD_ColorRGB fg(200, 180, 50);
TCOD_ColorRGB bg(0, 0, 0);
tcod::print_frame(*con, { menux, menuy, PAUSE_MENU_WIDTH, PAUSE_MENU_HEIGHT }, "Inventory", &fg, &bg, TCOD_BKGND_OVERLAY);
menux += 2;
menuy += 3;
}
else {
static TCODImage img("imgs/menu_background1.png");
tcod::draw_quartergraphics(*con, img);
TCOD_ColorRGB fg(200, 180, 50);
TCOD_ColorRGB bg(0, 0, 0);
menux = 7;
menuy = 30;
}
int currentItem = 0;
for (MenuItem** it = items.begin(); it != items.end(); it++) {
if (currentItem == selectedItem) {
tcod::print(*con, { menux, menuy + currentItem * 3 }, (*it)->label,TCOD_ColorRGB(255, 100, 255), std::nullopt);
}
else {
tcod::print(*con, { menux, menuy + currentItem * 3 }, (*it)->label, TCOD_ColorRGB(200, 200, 200), std::nullopt);
}
currentItem++;
}
ctx->present(*con);
// check key presses
SDL_Event event;
while (SDL_PollEvent(&event)) {
ctx->convert_event_coordinates(event);
switch (event.type) {
case SDL_EVENT_KEY_DOWN:
{
if (event.key.key == SDLK_UP) {
selectedItem--;
if (selectedItem < 0) {
selectedItem = items.size() - 1;
}
}
else if (event.key.key == SDLK_DOWN) {
selectedItem = (selectedItem + 1) % items.size();
}
else if (event.key.key == SDLK_RETURN) {
return items.get(selectedItem)->code;
}
else if (event.key.key == SDLK_ESCAPE) {
return NONE;
}
}
break;
case SDL_EVENT_QUIT:
engine->gameStatus = Engine::QUIT;
return NONE;
}
}
}
}

53
Gui.h
View File

@ -1,14 +1,60 @@
#pragma once
#include "libtcod.hpp"
#include "Persistance.h"
class Gui {
class Menu {
public:
enum MenuItemCode {
NONE,
NEW_GAME,
CONTINUE,
EXIT,
CONSTITUTION,
STRENGTH,
AGILITY
};
enum DisplayMode {
MAIN,
PAUSE
};
~Menu();
void clear();
void addItem(MenuItemCode code, std::string label);
MenuItemCode pick(tcod::Context* ctx, tcod::Console* con, DisplayMode mode = MAIN);
protected:
struct MenuItem {
MenuItemCode code;
std::string label;
};
TCODList<MenuItem*> items;
};
class Gui : public Persistent {
public:
TCOD_ColorRGB darkGrey;
TCOD_ColorRGB lightGrey;
TCOD_ColorRGB white;
TCOD_ColorRGB red;
TCOD_ColorRGB green;
TCOD_ColorRGB blue;
TCOD_ColorRGB yellow;
TCOD_ColorRGB black;
TCOD_ColorRGB lightBlue;
TCOD_ColorRGB lightGreen;
TCOD_ColorRGB lightRed;
TCOD_ColorRGB lightYellow;
TCOD_ColorRGB lightPurple;
TCOD_ColorRGB purple;
Gui(tcod::Context *ctx, tcod::Console *root);
~Gui();
void render();
void message(const TCOD_ColorRGB& col, const char* text, ...);
void load(TCODZip& zip);
void save(TCODZip& zip);
void clear();
Menu menu;
protected:
tcod::Console con;
tcod::Console* root;
@ -24,4 +70,5 @@ protected:
};
TCODList<Message*> log;
};
};

View File

@ -13,4 +13,13 @@ bool Healer::use(Actor* owner, Actor* wearer) {
}
}
return false;
}
void Healer::load(TCODZip& zip) {
amount = zip.getFloat();
}
void Healer::save(TCODZip& zip) {
zip.putInt(HEALER);
zip.putFloat(amount);
}

View File

@ -9,4 +9,6 @@ public:
Healer(float amount);
bool use(Actor* owner, Actor* wearer);
~Healer() {};
void load(TCODZip& zip);
void save(TCODZip& zip);
};

View File

@ -11,14 +11,25 @@ LightningBolt::LightningBolt(float range, float damage)
bool LightningBolt::use(Actor* owner, Actor* wearer) {
Actor* closestMonster = engine->getClosestMonster(wearer->x, wearer->y, range);
if (!closestMonster) {
engine->gui->message(TCOD_ColorRGB(200,200,200), "No enemy is close enough to strike.");
engine->gui->message(engine->gui->white, "No enemy is close enough to strike.");
return false;
}
// hit closest monster for <damage> hit points
engine->gui->message(TCOD_ColorRGB(100, 255, 100),
"A lighting bolt strikes the %s with a loud crack of thunder!\n"
engine->gui->message(engine->gui->lightBlue,
"A lighting bolt strikes the %s with a crack of thunder!\n"
"The damage is %g hit points.",
closestMonster->name.c_str(), damage);
closestMonster->destructible->takeDamage(closestMonster, damage);
return Pickable::use(owner, wearer);
}
void LightningBolt::load(TCODZip& zip) {
range = zip.getFloat();
damage = zip.getFloat();
}
void LightningBolt::save(TCODZip& zip) {
zip.putInt(LIGHTNING_BOLT);
zip.putFloat(range);
zip.putFloat(damage);
}

View File

@ -9,4 +9,6 @@ public:
float range, damage;
LightningBolt(float range, float damage);
bool use(Actor* owner, Actor* wearer);
void load(TCODZip& zip);
void save(TCODZip& zip);
};

124
Map.cpp
View File

@ -8,6 +8,8 @@
#include "Healer.h"
#include "Lightningbolt.h"
#include "Fireball.h"
#include "Confuser.h"
#include "Gui.h"
static const int ROOM_MAX_SIZE = 12;
static const int ROOM_MIN_SIZE = 6;
@ -23,15 +25,16 @@ private:
public:
BspListener(Map& map) : map(map), roomNum(0) {}
bool visitNode(TCODBsp* node, void* userData) {
if (node->isLeaf()) {
int x, y, w, h;
bool withActors = (bool)userData;
// dig a room
TCODRandom* rng = TCODRandom::getInstance();
w = rng->getInt(ROOM_MIN_SIZE, node->w - 2);
h = rng->getInt(ROOM_MIN_SIZE, node->h - 2);
x = rng->getInt(node->x + 1, node->x + node->w - w - 1);
y = rng->getInt(node->y + 1, node->y + node->h - h - 1);
map.createRoom(roomNum == 0, x, y, x + w - 1, y + h - 1);
w = map.rng->getInt(ROOM_MIN_SIZE, node->w - 2);
h = map.rng->getInt(ROOM_MIN_SIZE, node->h - 2);
x = map.rng->getInt(node->x + 1, node->x + node->w - w - 1);
y = map.rng->getInt(node->y + 1, node->y + node->h - h - 1);
map.createRoom(roomNum == 0, x, y, x + w - 1, y + h - 1, withActors);
if (roomNum != 0) {
// dig a corridor from last room
map.dig(lastx, lasty, x + w / 2, lasty);
@ -46,14 +49,17 @@ public:
};
Map::Map(int width, int height) : width(width), height(height) {
seed = TCODRandom::getInstance()->getInt(0, 0x7FFFFFFF);
}
void Map::init(bool withActors) {
rng = new TCODRandom(seed, TCOD_RNG_CMWC);
tiles = new Tile[width * height];
map = new TCODMap(width, height);
TCODBsp bsp(0, 0, width, height);
bsp.splitRecursive(NULL, 8, ROOM_MAX_SIZE, ROOM_MAX_SIZE, 1.5f, 1.5f);
bsp.splitRecursive(rng, 8, ROOM_MAX_SIZE, ROOM_MAX_SIZE, 1.5f, 1.5f);
BspListener listener(*this);
bsp.traverseInvertedLevelOrder(&listener, NULL);
bsp.traverseInvertedLevelOrder(&listener, (void*)withActors);
}
Map::~Map() {
delete[] tiles;
delete map;
@ -109,13 +115,16 @@ void Map::render(TCOD_Console& cons) const {
static const TCOD_ColorRGB lightGround(200, 180, 50);
for (int x = 0; x < width; x++) {
for (int y = 0; y < height; y++) {
int offset_x = engine->player->x - Engine::VIEW_WIDTH / 2;
int offset_y = engine->player->y - Engine::VIEW_HEIGHT / 2;
if (offset_x > x || Engine::VIEW_WIDTH + offset_x < x || offset_y > y || Engine::VIEW_HEIGHT + offset_y < y) {
continue;
}
if (isInFov(x, y)) {
tcod::print(cons, { x, y }, " ", std::nullopt, isWall(x, y) ? lightWall : lightGround);
tcod::print(cons, { x - offset_x, y - offset_y }, " ", std::nullopt, isWall(x, y) ? lightWall : lightGround);
}
else if (isExplored(x, y)) {
tcod::print(cons, { x, y }, " ", std::nullopt, isWall(x, y) ? darkWall : darkGround);
tcod::print(cons, { x- offset_x, y - offset_y }, " ", std::nullopt, isWall(x, y) ? darkWall : darkGround);
}
}
}
@ -139,8 +148,11 @@ void Map::dig(int x1, int y1, int x2, int y2) {
}
}
void Map::createRoom(bool first, int x1, int y1, int x2, int y2) {
void Map::createRoom(bool first, int x1, int y1, int x2, int y2, bool withActors) {
dig(x1, y1, x2, y2);
if (!withActors) {
return;
}
if (first) {
// put the player in the first room
engine->player->x = (x1 + x2) / 2;
@ -167,27 +179,54 @@ void Map::createRoom(bool first, int x1, int y1, int x2, int y2) {
nbItems--;
}
}
// set stairs position
engine->stairs->x = (x1 + x2) / 2;
engine->stairs->y = (y1 + y2) / 2;
}
void Map::addMonster(int x, int y) {
TCODRandom* rng = TCODRandom::getInstance();
if (rng->getInt(0, 100) < 80) {
// create an orc
Actor* orc = new Actor(x, y, "o", "orc",
TCOD_ColorRGB(0, 100, 0));
orc->destructible = new MonsterDestructible(10, 0, "dead orc");
orc->attacker = new Attacker(3);
orc->ai = new MonsterAi();
engine->actors.push(orc);
// create weak monster
if (engine->level < 5) {
// create an rat
Actor* orc = new Actor(x, y, "r", "rat",
engine->gui->purple);
orc->destructible = new MonsterDestructible(10, 0, "dead rat", 5);
orc->attacker = new Attacker(3);
orc->ai = new MonsterAi();
engine->actors.push(orc);
}
else {
// create an orc
Actor* orc = new Actor(x, y, "o", "orc",
engine->gui->green);
orc->destructible = new MonsterDestructible(15, 0, "dead orc", 7);
orc->attacker = new Attacker(4.5f);
orc->ai = new MonsterAi();
engine->actors.push(orc);
}
}
else {
// create a troll
Actor* troll = new Actor(x, y, "T", "troll",
TCOD_ColorRGB(0, 255, 0));
troll->destructible = new MonsterDestructible(16, 1, "troll carcass");
troll->attacker = new Attacker(4);
troll->ai = new MonsterAi();
engine->actors.push(troll);
// create strong monster
if (engine->level < 5) {
// create an snake
Actor* orc = new Actor(x, y, "S", "snake",
engine->gui->green);
orc->destructible = new MonsterDestructible(16, 0, "dead snake", 10);
orc->attacker = new Attacker(4);
orc->ai = new MonsterAi();
engine->actors.push(orc);
}
else {
// create a troll
Actor* troll = new Actor(x, y, "T", "troll",
engine->gui->lightGreen);
troll->destructible = new MonsterDestructible(20, 1, "troll carcass", 15);
troll->attacker = new Attacker(7);
troll->ai = new MonsterAi();
engine->actors.push(troll);
}
}
}
@ -197,7 +236,7 @@ void Map::addItem(int x, int y) {
if (dice < 70) {
// create a health potion
Actor* healthPotion = new Actor(x, y, "!", "health potion",
TCOD_ColorRGB(128, 0, 128));
engine->gui->purple);
healthPotion->blocks = false;
healthPotion->pickable = new Healer(4);
engine->actors.push(healthPotion);
@ -205,7 +244,7 @@ void Map::addItem(int x, int y) {
else if (dice < 70 + 10) {
// create a scroll of lightning bolt
Actor* scrollOfLightningBolt = new Actor(x, y, "#", "scroll of lightning bolt",
TCOD_ColorRGB(255, 100, 100));
engine->gui->lightRed);
scrollOfLightningBolt->blocks = false;
scrollOfLightningBolt->pickable = new LightningBolt(5, 20);
engine->actors.push(scrollOfLightningBolt);
@ -214,9 +253,32 @@ void Map::addItem(int x, int y) {
else if (dice < 70 + 10 + 10) {
// create a scroll of fireball
Actor* scrollOfFireball = new Actor(x, y, "#", "scroll of fireball",
TCOD_ColorRGB(255, 100, 100));
engine->gui->lightRed);
scrollOfFireball->blocks = false;
scrollOfFireball->pickable = new Fireball(3, 12);
engine->actors.push(scrollOfFireball);
}
else {
// create a scroll of confusion
Actor* scrollOfConfusion = new Actor(x, y, "#", "scroll of confusion",
engine->gui->lightRed);
scrollOfConfusion->blocks = false;
scrollOfConfusion->pickable = new Confuser(10, 8);
engine->actors.push(scrollOfConfusion);
}
}
void Map::save(TCODZip& zip) {
zip.putInt(seed);
for (int i = 0; i < width * height; i++) {
zip.putInt(tiles[i].explored);
}
}
void Map::load(TCODZip& zip) {
seed = zip.getInt();
init(false);
for (int i = 0; i < width * height; i++) {
tiles[i].explored = zip.getInt();
}
}

12
Map.h
View File

@ -1,16 +1,19 @@
#pragma once
#include "libtcod.hpp"
#include "Persistance.h"
struct Tile {
bool explored; // has the player already seen this tile ?
Tile() : explored(false) {}
};
class Map {
class Map : public Persistent {
public:
int width, height;
Map(int width, int height);
~Map();
void init(bool withActors);
bool canWalk(int x, int y) const;
bool isWall(int x, int y) const;
bool isInFov(int x, int y) const;
@ -18,12 +21,17 @@ public:
void computeFov();
void render(TCOD_Console& cons) const;
void addItem(int x, int y);
long seed;
TCODRandom* rng;
void load(TCODZip& zip);
void save(TCODZip& zip);
protected:
Tile* tiles;
friend class BspListener;
TCODMap* map;
void dig(int x1, int y1, int x2, int y2);
void createRoom(bool first, int x1, int y1, int x2, int y2);
void createRoom(bool first, int x1, int y1, int x2, int y2, bool withActors);
void addMonster(int x, int y);
void setWall(int x, int y);
};

7
Persistance.h Normal file
View File

@ -0,0 +1,7 @@
#pragma once
class Persistent {
public:
virtual void load(TCODZip& zip) = 0;
virtual void save(TCODZip& zip) = 0;
};

View File

@ -2,6 +2,12 @@
#include "Actor.h"
#include "Engine.h"
#include "Container.h"
#include "Gui.h"
#include "Healer.h"
#include "LightningBolt.h"
#include "Confuser.h"
#include "Fireball.h"
bool Pickable::pick(Actor* owner, Actor* wearer) {
if (wearer->container && wearer->container->add(owner)) {
@ -18,4 +24,28 @@ bool Pickable::use(Actor* owner, Actor* wearer) {
return true;
}
return false;
}
void Pickable::drop(Actor* owner, Actor* wearer) {
if (wearer->container) {
wearer->container->remove(owner);
engine->actors.push(owner);
owner->x = wearer->x;
owner->y = wearer->y;
engine->gui->message(engine->gui->lightGrey, "%s drops a %s.",
wearer->name.c_str(), owner->name.c_str());
}
}
Pickable* Pickable::create(TCODZip& zip) {
PickableType type = (PickableType)zip.getInt();
Pickable* pickable = NULL;
switch (type) {
case HEALER: pickable = new Healer(0); break;
case LIGHTNING_BOLT: pickable = new LightningBolt(0, 0); break;
case CONFUSER: pickable = new Confuser(0, 0); break;
case FIREBALL: pickable = new Fireball(0, 0); break;
}
pickable->load(zip);
return pickable;
}

View File

@ -1,10 +1,18 @@
#pragma once
#include "libtcod.hpp"
#include "Persistance.h"
class Actor;
class Pickable {
class Pickable : public Persistent {
public:
bool pick(Actor* owner, Actor* wearer);
virtual bool use(Actor* owner, Actor* wearer);
void drop(Actor* owner, Actor* wearer);
virtual ~Pickable() {};
static Pickable* create(TCODZip& zip);
protected:
enum PickableType {
HEALER, LIGHTNING_BOLT, CONFUSER, FIREBALL
};
};

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