dungeon/src/PlayState.cpp
Adrian Hedqvist bb40711f84 Too big of a commit again
* Add and started using a proper state machine class
  * Uses a "StateResult" struct to handle state switches
* Add timers
* Move imgui to its own folder
* Add logger (not used yet)
2018-04-02 22:24:54 +02:00

311 lines
10 KiB
C++

//
// Created by Adrian on 2017-09-21.
//
#include "PlayState.h"
#include "Input.h"
#include "Renderer.h"
#include "Actor.h"
#include "App.h"
#include "SpriteAtlas.h"
#include "Mapgen.h"
#include "FieldOfView.h"
#include "imgui/imgui.h"
#include "Hero.h"
#include "Goblin.h"
#include "Shaman.h"
#include "Rng.h"
#include "TileSet.h"
#include "LuaHandler.h"
#include <kaguya/kaguya.hpp>
InputAction player_action;
TileSet tileset;
LuaHandler handler;
void PlayState::enter() {
SDL_LogVerbose(SDL_LOG_CATEGORY_SYSTEM, "Creating ascii tileset...\n");
ascii = new SpriteAtlas(app->renderer, "./assets/12x12.bmp", 192, 192, 12, 12);
SDL_LogVerbose(SDL_LOG_CATEGORY_SYSTEM, "Created ascii tileset.\n");
handler.load_module("data", &tileset);
// TODO: Load all this from Lua
app->input->bind_key(SDLK_ESCAPE, ACTION_ESCAPE_MENU);
// Movement: keypad
app->input->bind_key(SDLK_KP_8, ACTION_MOVE_NORTH);
app->input->bind_key(SDLK_KP_7, ACTION_MOVE_NORTHWEST);
app->input->bind_key(SDLK_KP_9, ACTION_MOVE_NORTHEAST);
app->input->bind_key(SDLK_KP_4, ACTION_MOVE_WEST);
app->input->bind_key(SDLK_KP_6, ACTION_MOVE_EAST);
app->input->bind_key(SDLK_KP_2, ACTION_MOVE_SOUTH);
app->input->bind_key(SDLK_KP_1, ACTION_MOVE_SOUTHWEST);
app->input->bind_key(SDLK_KP_3, ACTION_MOVE_SOUTHEAST);
app->input->bind_key(SDLK_KP_5, ACTION_WAIT);
// Movement: arrow-keys
app->input->bind_key(SDLK_UP, ACTION_MOVE_NORTH);
app->input->bind_key(SDLK_DOWN, ACTION_MOVE_SOUTH);
app->input->bind_key(SDLK_LEFT, ACTION_MOVE_WEST);
app->input->bind_key(SDLK_RIGHT, ACTION_MOVE_EAST);
// Movement: vim-keys
app->input->bind_key(SDLK_k, ACTION_MOVE_NORTH);
app->input->bind_key(SDLK_y, ACTION_MOVE_NORTHWEST);
app->input->bind_key(SDLK_u, ACTION_MOVE_NORTHEAST);
app->input->bind_key(SDLK_h, ACTION_MOVE_WEST);
app->input->bind_key(SDLK_l, ACTION_MOVE_EAST);
app->input->bind_key(SDLK_j, ACTION_MOVE_SOUTH);
app->input->bind_key(SDLK_n, ACTION_MOVE_SOUTHWEST);
app->input->bind_key(SDLK_m, ACTION_MOVE_SOUTHEAST);
// General
app->input->bind_key(SDLK_PERIOD, ACTION_WAIT);
app->input->bind_key(SDLK_LESS, ACTION_MOVE_DOWN);
// debug
app->input->bind_key(SDLK_F1, ACTION_TOGGLE_DEBUG);
app->input->bind_key(SDLK_r, ACTION_RESET);
SDL_LogVerbose(SDL_LOG_CATEGORY_SYSTEM, "Keybinds bound.\n");
new_game();
}
PlayState::PlayState(App * app) {
this->app = app;
}
void PlayState::new_game() {
player_action = ACTION_NONE;
tilemap = nullptr;
player_actor = nullptr;
SDL_LogVerbose(SDL_LOG_CATEGORY_SYSTEM, "Creating tilemap...\n");
Rng rng;
world = World(rng.get_random_seed());
current_level = 0;
tilemap = &world.GetMap(current_level, tileset);
vec2i heropos;
Tile t;
do {
heropos.x = rng.get_int(1, tilemap->get_width() - 1);
heropos.y = rng.get_int(1, tilemap->get_width() - 1);
t = tilemap->get_tile(heropos.x, heropos.y);
} while (!t.passable);
SDL_LogVerbose(SDL_LOG_CATEGORY_SYSTEM, "Done.\n");
SDL_LogVerbose(SDL_LOG_CATEGORY_SYSTEM, "Calculating initial FOV...\n");
fov = FieldOfView(tilemap);
SDL_LogVerbose(SDL_LOG_CATEGORY_SYSTEM, "Done.\n");
current_entity_index = 0;
Actor* actor = tilemap->get_actor_list()->at(current_entity_index);
is_player_turn = actor->player_controlled;
if (is_player_turn) {
camera_pos = actor->get_position();
fov.calc(actor->get_position(), 6);
}
}
StateResult PlayState::update(float delta) {
while (!is_player_turn || player_action != ACTION_NONE) {
std::vector<Actor*>* actors = tilemap->get_actor_list();
Actor* actor = actors->at(current_entity_index);
if (is_player_turn && actor->is_alive()) {
vec2i dir;
switch (player_action) {
case ACTION_MOVE_NORTH: dir = {0, -1}; break;
case ACTION_MOVE_NORTHWEST: dir = {-1, -1}; break;
case ACTION_MOVE_NORTHEAST: dir = {1, -1}; break;
case ACTION_MOVE_WEST: dir = {-1, 0}; break;
case ACTION_MOVE_EAST: dir = {1, 0}; break;
case ACTION_MOVE_SOUTH: dir = {0, 1}; break;
case ACTION_MOVE_SOUTHWEST: dir = {-1, 1}; break;
case ACTION_MOVE_SOUTHEAST: dir = {1, 1}; break;
case ACTION_WAIT: dir = {0, 0}; break;
case ACTION_MOVE_DOWN:
{
vec2i pos = actor->get_position();
if (tilemap->get_tile(pos.x, pos.y).has_tag("exit")) {
current_level++;
tilemap = &world.GetMap(current_level, tileset);
return StateResult::None();
}
else {
return StateResult::None();
}
break;
}
default:
player_action = ACTION_NONE;
SDL_LogVerbose(SDL_LOG_CATEGORY_SYSTEM, "Turn aborted: no player action.\n");
return StateResult::None(); // abort turn
}
if (dir != vec2i(0,0)) {
if (!actor->move(dir.x, dir.y, tilemap)) {
vec2i heropos = actor->get_position();
std::vector<Actor*> actors = tilemap->get_actors(heropos.x + dir.x, heropos.y + dir.y, 0);
bool attacked = false;
for (Actor* act : actors) {
if (act->is_alive() && act->get_actor_faction() != actor->get_actor_faction()) {
actor->attack(act);
attacked = true;
break;
}
}
if(!attacked) {
SDL_LogVerbose(SDL_LOG_CATEGORY_SYSTEM, "Turn aborted: invalid player action.\n");
player_action = ACTION_NONE;
return StateResult::None(); // unable to move and nothing to attack == abort turn
}
}
}
vec2i pos = actor->get_position();
fov.calc(pos, 6);
camera_pos = pos;
}
actor->update(tilemap);
player_action = ACTION_NONE;
current_entity_index = (current_entity_index + 1) % actors->size(); // Increase the current actor index
Actor* next = actors->at(current_entity_index);
is_player_turn = next->player_controlled; // Check if next actor is player controlled
if (is_player_turn) {
camera_pos = next->get_position();
player_actor = next;
fov.calc(player_actor->get_position(), 6);
}
}
return StateResult::None();
}
void PlayState::draw() {
if (debug) {
{
ImGui::BeginMainMenuBar();
if (ImGui::BeginMenu("View")) {
ImGui::MenuItem("Settings", nullptr, &debug_settings);
ImGui::MenuItem("Actors", nullptr, &debug_actors);
ImGui::EndMenu();
}
ImGui::EndMainMenuBar();
}
if (debug_settings) {
ImGui::Begin("Settings", &debug_settings);
bool wireframe = app->renderer->is_wireframes_enabled();
ImGui::Checkbox("Wireframes", &wireframe);
app->renderer->set_wireframes_enabled(wireframe);
bool vsync = app->renderer->is_vsync_enabled();
ImGui::Checkbox("VSync", &vsync);
app->renderer->set_vsync_enabled(vsync);
ImGui::Checkbox("Disable FoV", &debug_disable_fov);
ImGui::End();
}
/*
if (debug_actors) {
ImGui::Begin("Actors", &debug_actors);
auto actors = tilemap->get_actor_list();
const char* headers[] {
"id", "name", "health", "strength"
};
static float widths[4]{};
ImGui::BeginTable("ActorColumns", headers, widths, 4);
for (Entity* ent : *actors) {
if (ent->entity_type() == ENTITY_ACTOR) {
auto act = (Actor*) ent;
ImGui::Text("%d", act->id); ImGui::NextColumn();
ImGui::Text(act->name.c_str()); ImGui::NextColumn();
ImGui::Text("%d/%d", act->get_health(), act->get_health_max()); ImGui::NextColumn();
ImGui::Text("%d", act->get_strength()); ImGui::NextColumn();
}
}
ImGui::EndTable();
ImGui::End();
}
*/
}
const vec2i asciisize = {
ascii->get_tile_width(),
ascii->get_tile_height(),
};
const vec2i tilesize = {
app->renderer->get_renderer_width() / ascii->get_tile_width(),
app->renderer->get_renderer_height() / ascii->get_tile_height(),
};
const vec2i margin = {
(app->renderer->get_renderer_width() - tilesize.x * asciisize.x)/2,
(app->renderer->get_renderer_height() - tilesize.y * asciisize.y)/2,
};
const vec2i offset = {
(tilesize.x/2-camera_pos.x),
(tilesize.y/2- camera_pos.y),
};
tilemap->draw(app->renderer, ascii, margin.x, margin.y, -offset.x, -offset.y, tilesize.x, tilesize.y, debug_disable_fov ? nullptr : &fov);
auto entities = tilemap->get_actor_list();
const Color black = Color(0, 0, 0, 1);
// Draw dead actors
for (Actor* var : *entities) {
if (var->is_alive()) continue;
vec2i pos = var->get_position();
if (debug_disable_fov || fov.can_see(pos)) {
int sprite = var->get_sprite_id();
Color fg = var->get_sprite_color()*0.35f;
Color bg = tilemap->get_tile(pos.x, pos.y).bg;
app->renderer->draw_sprite(ascii->get_sprite(sprite), fg, bg, margin.x + (offset.x + pos.x) * asciisize.x, margin.y + (offset.y + pos.y) * asciisize.y);
}
}
// Draw the rest of the entities
for (Actor* var : *entities) {
if (!var->is_alive()) continue;
vec2i pos = var->get_position();
if (debug_disable_fov || fov.can_see(pos)) {
int sprite = var->get_sprite_id();
Color fg = var->get_sprite_color();
Color bg = tilemap->get_tile(pos.x, pos.y).bg;
app->renderer->draw_sprite(ascii->get_sprite(sprite), fg, bg, margin.x + (offset.x + pos.x) * asciisize.x, margin.y + (offset.y + pos.y) * asciisize.y);
}
}
if (player_actor != nullptr) {
Color fg = Color(1, 0.01, 0.01, 1);
for (int i = 0; i < player_actor->get_health(); i++) {
app->renderer->draw_sprite(ascii->get_sprite(3), fg, black, (i+1) * asciisize.x, asciisize.y);
}
}
}
void PlayState::exit() {
}
void PlayState::input(InputEvent &event) {
if (event.type == INPUT_KEY_EVENT && event.pressed) {
switch (event.action) {
case ACTION_TOGGLE_DEBUG: debug = !debug; break;
case ACTION_RESET: new_game(); break;
case ACTION_ESCAPE_MENU: break; // TODO
case ACTION_NONE: break;
default: player_action = event.action; break;
}
}
}