134 lines
3.2 KiB
C++
134 lines
3.2 KiB
C++
#include <SDL3/SDL.h>
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#include "Ai.h"
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#include "Actor.h"
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#include "Engine.h"
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#include "Map.h"
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#include "Destructible.h"
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#include "Attacker.h"
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#include "Gui.h"
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void PlayerAi::update(Actor* owner) {
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SDL_Event event;
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int dx = 0, dy = 0;
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if (owner->destructible && owner->destructible->isDead()) {
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while (SDL_PollEvent(&event)) {
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switch (event.type) {
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case SDL_EVENT_QUIT:
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engine->gameStatus = Engine::QUIT;
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break;
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default:
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break;
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}
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}
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return;
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}
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while (SDL_PollEvent(&event)) {
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engine->context->convert_event_coordinates(event);
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switch (event.type) {
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case SDL_EVENT_MOUSE_MOTION:
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engine->mouse.cx = event.motion.x;
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engine->mouse.cy = event.motion.y;
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break;
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case SDL_EVENT_KEY_DOWN:
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switch (event.key.key) {
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case SDLK_UP:
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dy = -1;
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break;
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case SDLK_DOWN:
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dy = 1;
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break;
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case SDLK_LEFT:
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dx = -1;
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break;
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case SDLK_RIGHT:
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dx = 1;
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break;
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default:
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break;
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}
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break;
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case SDL_EVENT_QUIT:
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engine->gameStatus = Engine::QUIT;
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break;
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default:
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break;
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}
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if (dx != 0 || dy != 0) {
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engine->gameStatus = Engine::NEW_TURN;
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if (moveOrAttack(owner, owner->x + dx, owner->y + dy)) {
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engine->map->computeFov();
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}
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}
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}
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}
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bool PlayerAi::moveOrAttack(Actor* owner, int targetx, int targety) {
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if (engine->map->isWall(targetx, targety)) return false;
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// look for living actors to attack
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for (Actor** iterator = engine->actors.begin();
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iterator != engine->actors.end(); iterator++) {
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Actor* actor = *iterator;
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if (actor->destructible && !actor->destructible->isDead()
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&& actor->x == targetx && actor->y == targety) {
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owner->attacker->attack(owner, actor);
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return false;
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}
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}
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for (Actor** iterator = engine->actors.begin();
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iterator != engine->actors.end(); iterator++) {
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Actor* actor = *iterator;
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if (actor->destructible && actor->destructible->isDead()
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&& actor->x == targetx && actor->y == targety) {
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engine->gui->message(TCOD_ColorRGB(150,150,150), "There's a %s here\n", actor->name.c_str());
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}
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}
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owner->x = targetx;
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owner->y = targety;
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return true;
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}
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static const int TRACKING_TURNS = 3;
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void MonsterAi::update(Actor* owner) {
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if (owner->destructible && owner->destructible->isDead()) {
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return;
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}
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if (engine->map->isInFov(owner->x, owner->y)) {
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// we can see the player. move towards him
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moveCount = TRACKING_TURNS;
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}
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else {
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moveCount--;
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}
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if (moveCount > 0) {
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// we can see the player. move towards him
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moveOrAttack(owner, engine->player->x, engine->player->y);
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}
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}
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void MonsterAi::moveOrAttack(Actor* owner, int targetx, int targety) {
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int dx = targetx - owner->x;
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int dy = targety - owner->y;
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int stepdx = (dx > 0 ? 1 : -1);
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int stepdy = (dy > 0 ? 1 : -1);
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float distance = sqrtf((float)dx * (float)dx + (float)dy * (float)dy);
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if (distance >= 2) {
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dx = (int)(round(dx / distance));
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dy = (int)(round(dy / distance));
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if (engine->map->canWalk(owner->x + dx, owner->y + dy)) {
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owner->x += dx;
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owner->y += dy;
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}
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else if (engine->map->canWalk(owner->x + stepdx, owner->y)) {
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owner->x += stepdx;
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}
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else if (engine->map->canWalk(owner->x, owner->y + stepdy)) {
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owner->y += stepdy;
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}
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}
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else if (owner->attacker) {
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owner->attacker->attack(owner, engine->player);
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}
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} |