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Ai.cpp
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Ai.cpp
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#include <math.h>
#include "main.hpp"
///////////////////////////////////////////////////// PLAYERAI::S_MOVEMENT_KEYS /////////////////////////////////////////////////////////////////
const std::unordered_map<TCOD_keycode_t, std::pair<int, int>> PlayerAi::s_movement_keys{
// Numpad
{TCODK_KP8, {0, -1}}, // N
{TCODK_KP7, {-1, -1}}, // NW
{TCODK_KP9, {1, -1}}, // NE
{TCODK_KP2, {0, 1}}, // S
{TCODK_KP1, {-1, 1}}, // SW
{TCODK_KP3, {1, 1}}, // SE
{TCODK_KP4, {-1, 0}}, // W
{TCODK_KP6, {1, 0}}, // E
// Arrowkeys
{TCODK_UP, {0, -1}}, // N
{TCODK_DOWN, {0, 1}}, // S
{TCODK_LEFT, {-1, 0}}, // W
{TCODK_RIGHT, {1, 0}} // E
};
///////////////////////////////////////////////////// playerai::s_movement_keys /////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////// PLAYERAI::S_MOVEMENT_CHARS /////////////////////////////////////////////////////////////////
const std::unordered_map<char, std::pair<int, int>> PlayerAi::s_movement_chars{
{'k', {0, -1}}, // N
{'y', {-1, -1}}, // NW
{'u', {1, -1}}, // NE
{'j', {0, 1}}, // S
{'b', {-1, 1}}, // SW
{'n', {1, 1}}, // SE
{'h', {-1, 0}}, // W
{'l', {1, 0}} // E
};
///////////////////////////////////////////////////// s_movement_chars /////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////// NON-MEMBER CONSTANTS /////////////////////////////////////////////////////////////////
const int LEVEL_UP_BASE{200};
const int LEVEL_UP_FACTOR{150};
///////////////////////////////////////////////////// non-member constants /////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////// PLAYERAI::PLAYERAI /////////////////////////////////////////////////////////////////
PlayerAi::PlayerAi() : m_xp_lvl{1} {}
///////////////////////////////////////////////////// playerai::playerai /////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////// PLAYERAI::GETNEXTLEVEL /////////////////////////////////////////////////////////////////
int PlayerAi::getNextLevel()
{
return LEVEL_UP_BASE + m_xp_lvl * LEVEL_UP_FACTOR;
}
///////////////////////////////////////////////////// playerai::getnextlevel /////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////// PLAYERAI::UPDATE /////////////////////////////////////////////////////////////////
void PlayerAi::update(Actor *t_owner)
{
// Check xp and level up the player
int levelUpXp{getNextLevel()};
if (t_owner->m_destructible->m_xp >= levelUpXp)
{
m_xp_lvl++;
t_owner->m_destructible->m_xp -= levelUpXp;
Engine::s_engine->m_gui->message(TCODColor::yellow, "Something within you grew stronger. You've reached level %d.", m_xp_lvl);
Engine::s_engine->m_gui->m_menu.clear();
Engine::s_engine->m_gui->m_menu.addItem(Menu::MenuItemCode::CONSTITUTION, "Constitution (+20 HP)");
Engine::s_engine->m_gui->m_menu.addItem(Menu::MenuItemCode::STRENGTH, "Strength (+1 ATK)");
Engine::s_engine->m_gui->m_menu.addItem(Menu::MenuItemCode::AGILITY, "Agility (+1 DEF)");
Menu::MenuItemCode menuItem{Engine::s_engine->m_gui->m_menu.pick(Menu::DisplayMode::PAUSE)};
switch (menuItem)
{
case Menu::MenuItemCode::CONSTITUTION:
// t_owner->m_destructible->m_max_hp += 20;
// t_owner->m_destructible->m_hp += 20;
break;
case Menu::MenuItemCode::STRENGTH:
// t_owner->m_attacker->m_power += 1;
break;
case Menu::MenuItemCode::AGILITY:
// t_owner->m_destructible->m_defense += 1;
break;
default:
break;
};
}
if (t_owner->m_destructible && t_owner->m_destructible->isDead())
{
return;
}
const std::pair<int, int> *it_dmov{nullptr};
bool move{false};
switch (Engine::s_engine->m_last_key.vk)
{
case TCODK_UP:
case TCODK_DOWN:
case TCODK_LEFT:
case TCODK_RIGHT:
case TCODK_KP8:
case TCODK_KP7:
case TCODK_KP9:
case TCODK_KP2:
case TCODK_KP1:
case TCODK_KP3:
case TCODK_KP4:
case TCODK_KP6:
{
it_dmov = &s_movement_keys.at(Engine::s_engine->m_last_key.vk);
move = true;
}
break;
case TCODK_KP5:
wait();
break;
case TCODK_CHAR:
switch (Engine::s_engine->m_last_key.c)
{
case 'k':
case 'y':
case 'u':
case 'j':
case 'b':
case 'n':
case 'h':
case 'l':
{
it_dmov = &s_movement_chars.at(Engine::s_engine->m_last_key.c);
move = true;
break;
}
default:
handleActionKey(t_owner, Engine::s_engine->m_last_key.c, Engine::s_engine->m_last_key.shift);
break;
};
};
if (move)
{
Engine::s_engine->m_game_status = Engine::GAME_STATUS::NEW_TURN;
if (moveOrAttack(t_owner, t_owner->m_x + it_dmov->first, t_owner->m_y + it_dmov->second))
{
Engine::s_engine->m_map->computeFov();
}
}
}
///////////////////////////////////////////////////// playerai::update /////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////// PLAYERAI::HANDLEACTIONKEY /////////////////////////////////////////////////////////////////
void PlayerAi::handleActionKey(Actor *t_owner, const int t_ascii, const bool t_shift)
{
switch (t_ascii)
{
case 'g': // Pickup item
{
bool found{false};
// Loop through the actors in the engine's "inventory"
for (auto it_actor{Engine::s_engine->m_actors.begin()}; it_actor < Engine::s_engine->m_actors.end(); it_actor++)
{
// Is the actor pickable and the position matches?
if ((*it_actor)->m_pickable && (*it_actor)->m_x == t_owner->m_x && (*it_actor)->m_y == t_owner->m_y)
{
const char *actor_name{(*it_actor)->m_name.c_str()};
// Try to pick it up
if ((*it_actor)->m_pickable->pick((*it_actor).get(), t_owner))
{
found = true;
Engine::s_engine->m_gui->message(TCODColor::lightGrey, "You pick up the %s.", actor_name);
break; // For loop
}
else if (!found) // Found an item but inventory is full
{
found = true;
Engine::s_engine->m_gui->message(TCODColor ::red, "Your inventory is full.");
}
}
}
if (!found) // No item found at all
{
Engine::s_engine->m_gui->message(TCODColor::lightGrey, "There's nothing here you can pickup.");
}
Engine::s_engine->m_game_status = Engine::GAME_STATUS::NEW_TURN;
break;
} // case: 'g'
case '.':
{
wait();
break;
} // case '.'
case 'i':
{
Actor *item{chooseFromInventory(t_owner)};
if (item)
{
item->m_pickable->use(item, t_owner);
Engine::s_engine->m_game_status = Engine::GAME_STATUS::NEW_TURN; // Using (or trying to) use an item consumes a turn
}
break;
} // case 'i'
case 'd':
{
Actor *item{chooseFromInventory(t_owner)};
if (item)
{
item->m_pickable->drop(item, t_owner);
Engine::s_engine->m_game_status = Engine::GAME_STATUS::NEW_TURN;
}
break;
} // case 'd'
case '<':
{
// Check if shift was pressed, to mean > instead of <
if (!t_shift)
{
break;
}
// Check if player is over the stairs
if (Engine::s_engine->m_stairs->m_x == t_owner->m_x && Engine::s_engine->m_stairs->m_y == t_owner->m_y)
{
Engine::s_engine->nextLevel();
}
else
{
Engine::s_engine->m_gui->message(TCODColor::lightGrey, "There are no stairs here.");
}
break;
} // case '<'
};
}
///////////////////////////////////////////////////// playerai::handleactionkey /////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////// PLAYERAI::CHOOSEFROMINVENTORY /////////////////////////////////////////////////////////////////
Actor *PlayerAi::chooseFromInventory(Actor *t_owner)
{
static const int INVENTORY_WIDTH{50};
static const int INVENTORY_HEIGHT{28};
static TCODConsole con{INVENTORY_WIDTH, INVENTORY_HEIGHT};
// Display inventory frame
con.setDefaultForeground(TCODColor(200, 180, 50));
con.printFrame(0, 0, INVENTORY_WIDTH, INVENTORY_HEIGHT, true, TCOD_BKGND_DEFAULT, "inventory");
// Display the items with their keyboard shorcut
con.setDefaultForeground(TCODColor::white);
int shorcut{'a'};
int y{1};
for (auto it_item{t_owner->m_container->m_inventory.begin()}; it_item < t_owner->m_container->m_inventory.end(); it_item++)
{
con.printf(2, y, "(%c) %s", shorcut, (*it_item)->m_name.c_str());
y++;
shorcut++;
}
// blit the inventory console on the root console and flush it
TCODConsole::root->blit(&con, 0, 0, INVENTORY_WIDTH, INVENTORY_HEIGHT, TCODConsole::root, Engine::s_engine->m_screen_w / 2 - INVENTORY_WIDTH / 2, Engine::s_engine->m_screen_h - INVENTORY_HEIGHT / 2);
TCODConsole::flush();
// Wait for the player to press a key
TCOD_key_t key;
TCODSystem::waitForEvent(TCOD_EVENT_KEY_PRESS, &key, NULL, true);
if (key.vk == TCODK_CHAR)
{
// Subtract the entered letter with the starting symbol (a) to get the correct index
int itemIndex{key.c - 'a'};
if (itemIndex >= 0 && (unsigned int)itemIndex < t_owner->m_container->m_inventory.size())
{
return t_owner->m_container->m_inventory[itemIndex].get();
}
}
return nullptr;
}
///////////////////////////////////////////////////// playerai::choosefrominventory /////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////// PLAYERAI::MOVEORATTACK /////////////////////////////////////////////////////////////////
bool PlayerAi::moveOrAttack(Actor *t_owner, const int t_target_x, const int t_target_y)
{
// Trying to move into/hit a wall?
if (Engine::s_engine->m_map->isWall(t_target_x, t_target_y))
{
// No movement, so false
return false;
}
// Iterate through all the actors in the map
for (auto it_actor{Engine::s_engine->m_actors.begin()}; it_actor < Engine::s_engine->m_actors.end(); it_actor++)
{
// Check if it's desctructible, if it's alive, and if its position matches
if ((*it_actor)->m_destructible &&
!(*it_actor)->m_destructible->isDead() &&
(*it_actor)->m_x == t_target_x &&
(*it_actor)->m_y == t_target_y)
{
t_owner->m_attacker->attack(t_owner, (*it_actor).get());
// No movement, so false
return false;
}
}
// Look for corpses
for (auto it_actor{Engine::s_engine->m_actors.begin()}; it_actor < Engine::s_engine->m_actors.end(); it_actor++)
{
bool corpseOrItem{(*it_actor)->m_destructible && (*it_actor)->m_destructible->isDead() || ((*it_actor)->m_pickable)};
if (corpseOrItem &&
(*it_actor)->m_x == t_target_x &&
(*it_actor)->m_y == t_target_y)
{
Engine::s_engine->m_gui->message(TCODColor::lightGrey,
"There is a%s %s here.",
utils::startsVowel((*it_actor)->m_name) ? "n" : "",
(*it_actor)->m_name.c_str());
}
}
t_owner->m_x = t_target_x;
t_owner->m_y = t_target_y;
return true;
}
///////////////////////////////////////////////////// playerai::moveorattack /////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////// PLAYERAI::WAIT /////////////////////////////////////////////////////////////////
void PlayerAi::wait(const unsigned int t_num_turns)
{
for (unsigned int i{0}; i < t_num_turns; i++)
{
Engine::s_engine->m_game_status = Engine::GAME_STATUS::NEW_TURN;
}
}
///////////////////////////////////////////////////// playerai::wait /////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////// MONSTERAI::S_TRACKING_TURNS /////////////////////////////////////////////////////////////////
// Number of turns the monster chases after losing sight
const int MonsterAi::S_TRACKING_TURNS{3};
///////////////////////////////////////////////////// monsterai::s_tracking_turns /////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////// MONSTERAI::CONSTRUCTOR /////////////////////////////////////////////////////////////////
MonsterAi::MonsterAi() : m_move_count{0} {}
///////////////////////////////////////////////////// monsterai::constructor /////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////// MONSTERAI::UPDATE /////////////////////////////////////////////////////////////////
void MonsterAi::update(Actor *t_owner)
{
// Corpses can't move (for the most part)
if (t_owner->m_destructible &&
t_owner->m_destructible->isDead())
{
return;
}
// Using player's fov here
if (Engine::s_engine->m_map->isInFov(t_owner->m_x, t_owner->m_y))
{
// We can see the player, move towards it
m_move_count = S_TRACKING_TURNS;
}
else
{
m_move_count--;
}
if (m_move_count > 0)
{
moveOrAttack(t_owner, Engine::s_engine->m_player->m_x, Engine::s_engine->m_player->m_y);
}
}
///////////////////////////////////////////////////// monsterai::update /////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////// MONSTERAI::MOVEORATTACK /////////////////////////////////////////////////////////////////
void MonsterAi::moveOrAttack(Actor *t_owner, const int t_target_x, const int t_target_y)
{
int dx{t_target_x - t_owner->m_x};
int dy{t_target_y - t_owner->m_y};
int step_dx{dx > 0 ? 1 : -1};
int step_dy{dy > 0 ? 1 : -1};
float distance{sqrtf((float)(dx * dx + dy * dy))};
if (distance >= 2)
{
// Normalization of the vector monster -> player
dx = (int)(round(dx / distance));
dy = (int)(round(dy / distance));
if (Engine::s_engine->m_map->canWalk(t_owner->m_x + dx, t_owner->m_y + dy))
{
t_owner->m_x += dx;
t_owner->m_y += dy;
}
else if (Engine::s_engine->m_map->canWalk(t_owner->m_x + step_dx, t_owner->m_y + step_dy))
{
t_owner->m_x += step_dx;
t_owner->m_y += step_dy;
}
else if (Engine::s_engine->m_map->canWalk(t_owner->m_x + step_dx, t_owner->m_y))
{
t_owner->m_x += step_dx;
}
else if (Engine::s_engine->m_map->canWalk(t_owner->m_x, t_owner->m_y + step_dy))
{
t_owner->m_y += step_dy;
}
}
else if (t_owner->m_attacker)
{
t_owner->m_attacker->attack(t_owner, Engine::s_engine->m_player);
}
}
///////////////////////////////////////////////////// monsterai::moveorarrack /////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////// CONFUSEDMONSTER::CONFUSEDMONSTER /////////////////////////////////////////////////////////////////
ConfusedMonsterAi::ConfusedMonsterAi(const int t_num_turns, std::unique_ptr<Ai> t_old_ai) : m_num_turns{t_num_turns}, m_old_ai{std::move(t_old_ai)} {}
///////////////////////////////////////////////////// confusedmonster::confusedmonster /////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////// CONFUSEDMONSTER::UPDATE /////////////////////////////////////////////////////////////////
void ConfusedMonsterAi::update(Actor *t_owner)
{
TCODRandom *rng{TCODRandom::getInstance()};
int dx{rng->getInt(-1, 1)};
int dy{rng->getInt(-1, 1)};
if (dx != 0 || dy != 0)
{
int dest_x{t_owner->m_x + dx};
int dest_y{t_owner->m_y + dy};
if (Engine::s_engine->m_map->canWalk(dest_x, dest_y))
{
t_owner->m_x = dest_x;
t_owner->m_y = dest_y;
}
else
{
Actor *actor{Engine::s_engine->getActor(dest_x, dest_y)};
if (actor)
{
t_owner->m_attacker->attack(t_owner, actor);
}
}
}
m_num_turns--;
if (m_num_turns == 0)
{
t_owner->m_ai = std::move(m_old_ai);
}
}
///////////////////////////////////////////////////// confusedmonster::update /////////////////////////////////////////////////////////////////