adg5/Ai.cpp
2025-04-21 22:47:44 +10:00

347 lines
8.8 KiB
C++

#include <SDL3/SDL.h>
#include "libtcod.hpp"
#include "Ai.h"
#include "Actor.h"
#include "Engine.h"
#include "Map.h"
#include "Destructible.h"
#include "Attacker.h"
#include "Gui.h"
#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(TCOD_ColorRGB(255, 255, 100), "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;
}
}
return;
}
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;
break;
case SDL_EVENT_KEY_UP:
switch (event.key.key) {
case SDLK_UP:
dy = -1;
break;
case SDLK_DOWN:
dy = 1;
break;
case SDLK_LEFT:
dx = -1;
break;
case SDLK_RIGHT:
dx = 1;
break;
case SDLK_ESCAPE:
engine->gameStatus = Engine::PAUSE;
break;
default:
handleActionKey(owner, event.key.key, event.key.mod);
break;
}
break;
case SDL_EVENT_QUIT:
engine->gameStatus = Engine::QUIT;
break;
default:
break;
}
if (dx != 0 || dy != 0) {
engine->gameStatus = Engine::NEW_TURN;
if (moveOrAttack(owner, owner->x + dx, owner->y + dy)) {
engine->map->computeFov();
}
}
}
}
void PlayerAi::handleActionKey(Actor* owner, int sdlkey, int mod) {
switch (sdlkey) {
case SDLK_G: // pickup item
{
bool found = false;
for (Actor** iterator = engine->actors.begin();
iterator != engine->actors.end(); iterator++) {
Actor* actor = *iterator;
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.",
actor->name.c_str());
break;
}
else if (!found) {
found = true;
engine->gui->message(TCOD_ColorRGB(255,0,0), "Your inventory is full.");
}
}
}
if (!found) {
engine->gui->message(TCOD_ColorRGB(200,200,200), "There's nothing here that you can pick up.");
}
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);
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(TCOD_ColorRGB(200, 200, 200), "There are no stairs here.");
}
}
break;
}
}
bool PlayerAi::moveOrAttack(Actor* owner, int targetx, int targety) {
if (engine->map->isWall(targetx, targety)) return false;
// look for living actors to attack
for (Actor** iterator = engine->actors.begin();
iterator != engine->actors.end(); iterator++) {
Actor* actor = *iterator;
if (actor->destructible && !actor->destructible->isDead()
&& actor->x == targetx && actor->y == targety) {
owner->attacker->attack(owner, actor);
return false;
}
}
for (Actor** iterator = engine->actors.begin();
iterator != engine->actors.end(); iterator++) {
Actor* actor = *iterator;
bool corpseOrItem = (actor->destructible && actor->destructible->isDead())
|| 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());
}
}
owner->x = targetx;
owner->y = targety;
return true;
}
Actor* PlayerAi::choseFromInventory(Actor* owner) {
static const int INVENTORY_WIDTH = 50;
static const int INVENTORY_HEIGHT = 28;
tcod::Console con = engine->context->new_console(INVENTORY_WIDTH, INVENTORY_HEIGHT);
TCOD_ColorRGB fg(200, 180, 50);
TCOD_ColorRGB bg(0, 0, 0);
tcod::print_frame(con, { 0, 0, INVENTORY_WIDTH, INVENTORY_HEIGHT }, "Inventory", &fg, &bg);
char shortcut = 'a';
int y = 1;
for (Actor** it = owner->container->inventory.begin();
it != owner->container->inventory.end(); it++) {
Actor* actor = *it;
tcod::print(con, { 1, y }, std::string("(") + shortcut + ") " + actor->name, TCOD_ColorRGB(255, 255, 255), std::nullopt, TCOD_LEFT);
y++;
shortcut++;
}
tcod::blit(*engine->console, con, { engine->screenWidth / 2 - INVENTORY_WIDTH / 2, engine->screenHeight / 2 - INVENTORY_HEIGHT / 2 }, { 0, 0, INVENTORY_WIDTH, INVENTORY_HEIGHT });
engine->context->present(*engine->console);
SDL_Event event;
while (1) {
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()) {
return owner->container->inventory.get(event.key.key - SDLK_A);
}
return nullptr;
}
if (event.type == SDL_EVENT_QUIT) {
engine->gameStatus = Engine::QUIT;
return nullptr;
}
}
}
static const int TRACKING_TURNS = 3;
void MonsterAi::update(Actor* owner) {
if (owner->destructible && owner->destructible->isDead()) {
return;
}
if (engine->map->isInFov(owner->x, owner->y)) {
// we can see the player. move towards him
moveCount = TRACKING_TURNS;
}
else {
moveCount--;
}
if (moveCount > 0) {
// we can see the player. move towards him
moveOrAttack(owner, engine->player->x, engine->player->y);
}
}
void MonsterAi::moveOrAttack(Actor* owner, int targetx, int targety) {
int dx = targetx - owner->x;
int dy = targety - owner->y;
int stepdx = (dx > 0 ? 1 : -1);
int stepdy = (dy > 0 ? 1 : -1);
float distance = sqrtf((float)dx * (float)dx + (float)dy * (float)dy);
if (distance >= 2) {
dx = (int)(round(dx / distance));
dy = (int)(round(dy / distance));
if (engine->map->canWalk(owner->x + dx, owner->y + dy)) {
owner->x += dx;
owner->y += dy;
}
else if (engine->map->canWalk(owner->x + stepdx, owner->y)) {
owner->x += stepdx;
}
else if (engine->map->canWalk(owner->x, owner->y + stepdy)) {
owner->y += stepdy;
}
}
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);
}