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PC.h
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PC.h
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//
// PC.h
// DungGine
//
// Created by Rasmus Anthin on 2024-06-21.
//
#pragma once
#include "Globals.h"
#include "Terrain.h"
#include "Items.h"
#include "PlayerBase.h"
#include "Inventory.h"
#include "ScreenHelper.h"
#include <Core/StlUtils.h>
#include <Termin8or/ParticleSystem.h>
//#define DEBUG_FIRE_SMOKE
namespace dung
{
struct PC final : PlayerBase
{
bool is_spawned = false;
int base_ac = 10;
std::vector<int> key_idcs;
std::vector<int> lamp_idcs;
std::vector<int> weapon_idcs;
std::vector<int> potion_idcs;
std::vector<int> armour_idcs;
bool show_inventory = false;
float weight_capacity_soft = 50.f;
float weight_capacity_hard = 70.f;
float curr_tot_inv_weight = 0.f;
ParticleHandler fire_smoke_engine { 500 };
ParticleGradientGroup smoke_0
{
{
{
{ 0.00f, Color::White },
{ 0.27f, Color::Red },
{ 0.60f, Color::Yellow },
{ 0.75f, Color::LightGray },
{ 0.88f, Color::DarkGray },
}
},
{
{
{ 0.12f, Color::Blue },
{ 0.20f, Color::White },
{ 0.30f, Color::Yellow }, // 0.125f
{ 0.55f, Color::DarkRed }, // 0.375f
{ 0.70f, Color::DarkGray }, // 0.625f
{ 0.85f, Color::Black }, // 0.875f
}
},
{
{
{ 0.0000f, "o" },
{ 0.25f, "v" },
{ 0.45f, "s" },
{ 0.65f, "%" },
{ 0.6667f, "&" },
{ 0.8333f, "@" }
}
}
};
ParticleGradientGroup smoke_1
{
{
{
{ 0.10f, Color::White },
{ 0.37f, Color::Red },
{ 0.70f, Color::Yellow },
{ 0.85f, Color::LightGray },
{ 0.98f, Color::DarkGray },
}
},
{
{
{ 0.12f, Color::Blue },
{ 0.30f, Color::White },
{ 0.50f, Color::Yellow }, // 0.125f
{ 0.74f, Color::DarkRed }, // 0.375f
{ 0.86f, Color::DarkGray }, // 0.625f
{ 1.00f, Color::Black }, // 0.875f
}
},
{
{
{ 0.0000f, "." },
{ 0.1667f, "*" },
{ 0.3333f, "s" },
{ 0.5000f, "%" },
{ 0.6667f, "&" },
{ 0.8333f, "@" }
}
}
};
std::vector<std::pair<float, ParticleGradientGroup>> smoke_color_gradients;
// ////////////////////////////////
private:
void update_fire_smoke(ScreenHelper* screen_helper, Inventory* inventory, float sim_time, float sim_dt)
{
const float vel_r = -10*los_r;
const float vel_c = -10*los_c;
const float acc = 0.f, life_time = 0.2f;
float spread = 23.f;
const int cluster_size = 10;
auto* curr_lamp = get_selected_lamp(inventory);
bool trg = false;
if (curr_lamp != nullptr)
{
curr_lamp->update(sim_dt);
if (curr_lamp->t_life_time < 1.f)
trg = curr_lamp->lamp_type == Lamp::LampType::Torch;
spread = curr_lamp->radius*2.f;
}
fire_smoke_engine.update(screen_helper->get_screen_pos(pos), trg, vel_r, vel_c, acc, spread, life_time, cluster_size, sim_dt, sim_time);
}
public:
PC()
{
character = '@';
style = { Color::Magenta, Color::White };
smoke_color_gradients.emplace_back(0.5f, smoke_0);
smoke_color_gradients.emplace_back(0.6f, smoke_1);
}
void update(ScreenHelper* screen_helper, Inventory* inventory,
bool do_los_terrainos,
float sim_time, float sim_dt)
{
if (do_los_terrainos)
{
update_los();
update_terrain();
}
update_fire_smoke(screen_helper, inventory, sim_time, sim_dt);
weight_strain = math::value_to_param_clamped(curr_tot_inv_weight, weight_capacity_soft, weight_capacity_hard);
}
template<int NR, int NC>
void draw(ScreenHandler<NR, NC>& sh, float sim_time)
{
fire_smoke_engine.draw(sh, smoke_color_gradients, sim_time);
#ifdef DEBUG_FIRE_SMOKE
int c_offs = 0;
for (const auto& grad : smoke_color_gradients)
{
const auto& g = grad.second;
float t_prev = 0.f;
for (int i = 0; i < NR; ++i)
{
float t = static_cast<float>(i)/(NR - 1);
sh.write_buffer(g.string_gradient(t), i, 30 + c_offs, g.fg_color_gradient(t), g.bg_color_gradient(t));
if (std::floor(t*4) - std::floor(t_prev*4) == 1)
sh.write_buffer("#", i, 29, Color::White);
t_prev = t;
}
c_offs++;
}
#endif
}
bool has_weight_capacity(float item_weight) const
{
return curr_tot_inv_weight + item_weight <= weight_capacity_hard;
}
int calc_armour_class(Inventory* inventory) const
{
int tot_protection = 0;
auto* armour_group = inventory->fetch_group("Armour:");
for (auto& armour_subgroup : *armour_group)
{
auto* selected_inv_item = armour_subgroup.get_selected_item();
if (selected_inv_item != nullptr && selected_inv_item->item != nullptr)
{
auto* armour = dynamic_cast<Armour*>(selected_inv_item->item);
if (armour != nullptr)
tot_protection += armour->protection;
}
}
return base_ac + tot_protection + (dexterity / 2); // Example: Include dexterity bonus
}
// Function to calculate melee attack bonus
int get_melee_attack_bonus() const
{
return strength / 2; // Example: Strength bonus to attack rolls
}
// Function to calculate melee damage bonus
int get_melee_damage_bonus() const
{
return strength / 2; // Example: Strength bonus to damage
}
bool using_key_id(Inventory* inventory, int key_id) const
{
auto* group = inventory->fetch_group("Keys:");
auto* subgroup = group->fetch_subgroup(0);
auto* selected_inv_item = subgroup->get_selected_item();
if (selected_inv_item != nullptr && selected_inv_item->item != nullptr)
{
auto* key = dynamic_cast<Key*>(selected_inv_item->item);
if (key != nullptr)
return key->key_id == key_id;
}
return false;
}
void remove_key_by_key_id(Inventory* inventory, std::vector<Key>& all_keys, int key_id)
{
auto it = stlutils::find_if(all_keys, [key_id](const auto& key) { return key.key_id == key_id; });
if (it != all_keys.end())
inventory->remove_item(&(*it));
stlutils::erase_if(key_idcs, [&](int key_idx) { return all_keys[key_idx].key_id == key_id; });
stlutils::erase_if(all_keys, [&](const auto& key) { return key.key_id == key_id; });
}
void remove_selected_potion(Inventory* inventory, std::vector<Potion>& all_potions)
{
auto* group = inventory->fetch_group("Potions:");
auto* subgroup = group->fetch_subgroup(0);
auto* selected_inv_item = subgroup->get_selected_item();
if (selected_inv_item != nullptr && selected_inv_item->item != nullptr)
{
auto* potion = dynamic_cast<Potion*>(selected_inv_item->item);
if (potion != nullptr)
{
auto idx = stlutils::find_if_idx(all_potions, [potion](const auto& p) { return &p == potion; });
subgroup->remove_item(potion);
stlutils::erase(potion_idcs, idx);
stlutils::erase_if(all_potions, [potion](const auto& p) { return &p == potion; });
}
}
}
Key* get_selected_key(Inventory* inventory) const
{
auto* group = inventory->fetch_group("Keys:");
auto* subgroup = group->fetch_subgroup(0);
auto* selected_inv_item = subgroup->get_selected_item();
if (selected_inv_item != nullptr && selected_inv_item->item != nullptr)
{
auto* key = dynamic_cast<Key*>(selected_inv_item->item);
if (key != nullptr)
return key;
}
return nullptr;
}
Lamp* get_selected_lamp(Inventory* inventory) const
{
auto* group = inventory->fetch_group("Lamps:");
auto* subgroup = group->fetch_subgroup(0);
auto* selected_inv_item = subgroup->get_selected_item();
if (selected_inv_item != nullptr && selected_inv_item->item != nullptr)
{
auto* lamp = dynamic_cast<Lamp*>(selected_inv_item->item);
if (lamp != nullptr)
return lamp;
}
return nullptr;
}
Weapon* get_selected_melee_weapon(Inventory* inventory)
{
auto* group = inventory->fetch_group("Weapons:");
auto* subgroup = group->fetch_subgroup(0);
auto* selected_inv_item = subgroup->get_selected_item();
if (selected_inv_item != nullptr && selected_inv_item->item != nullptr)
{
auto* weapon = dynamic_cast<Weapon*>(selected_inv_item->item);
if (weapon != nullptr)
return weapon;
}
return nullptr;
}
Potion* get_selected_potion(Inventory* inventory)
{
auto* group = inventory->fetch_group("Potions:");
auto* subgroup = group->fetch_subgroup(0);
auto* selected_inv_item = subgroup->get_selected_item();
if (selected_inv_item != nullptr && selected_inv_item->item != nullptr)
{
auto* potion = dynamic_cast<Potion*>(selected_inv_item->item);
if (potion != nullptr)
return potion;
}
return nullptr;
}
Armour* get_selected_armour(Inventory* inventory, ArmourType type)
{
auto* group = inventory->fetch_group("Armour:");
auto* subgroup = group->fetch_subgroup(type);
auto* selected_inv_item = subgroup->get_selected_item();
if (selected_inv_item != nullptr && selected_inv_item->item != nullptr)
{
auto* armour = dynamic_cast<Armour*>(selected_inv_item->item);
if (armour != nullptr)
return armour;
}
return nullptr;
}
bool is_inside_curr_room() const
{
if (curr_room != nullptr)
return curr_room->bb_leaf_room.is_inside_offs(pos, -1);
return false;
}
bool is_inside_curr_corridor() const
{
if (curr_corridor != nullptr)
return curr_corridor->is_inside_corridor(pos);
return false;
}
};
}