add keybindings

This commit is contained in:
CaNaRdEoS 2025-07-17 15:36:03 +02:00
parent 64975b3180
commit 643514e600
5 changed files with 127 additions and 61 deletions

View File

@ -9,23 +9,38 @@
#include "../interface/combat_interface.h"
#include "combat.h"
const int BUTTON_BOOK_SPELL = KEY_B;
const int BUTTON_CAST_SPELL = KEY_C;
const int BUTTON_INVENTORY = KEY_I;
const int BUTTON_ESCAPE = KEY_E;
const int BUTTON_UP = KEY_UP;
const int BUTTON_DOWN = KEY_DOWN;
const int BUTTON_RIGHT = KEY_RIGHT;
const int BUTTON_LEFT = KEY_LEFT;
const int BUTTON_CONFIRM_SPELL = KEY_ENTER;
const int BUTTON_FIRST_ENNEMI = KEY_KP_1;
const int BUTTON_SECOND_ENNEMI = KEY_KP_2;
const int BUTTON_THIRD_ENNEMI = KEY_KP_3;
const int BUTTON_FOURTH_ENNEMI = KEY_KP_4;
void init_combat(Player& player_arg, std::vector<Ennemy> ennemies_arg, const std::vector<float>& screen_arg) {
std::vector<Ennemy> combat_ennemies;
combat_ennemies.push_back(ennemies_arg[0]);
std::vector<Ennemy_stats> ennemies_stats;
Player_stats player_stats;
create_combat_interface(player_arg, ennemies_arg, screen_arg, ennemies_stats, player_stats);
combat(player_arg, player_stats, ennemies_arg, ennemies_stats);
create_combat_interface(player_arg, combat_ennemies, screen_arg, ennemies_stats, player_stats);
combat(player_arg, player_stats, combat_ennemies, ennemies_stats);
}
void combat(Player& player_arg, Player_stats& player_stats_arg, std::vector<Ennemy>& ennemies_arg, std::vector<Ennemy_stats>& ennemies_stats_arg) {
int arg;
bool combat_loop = 1;
while (combat_loop) {
inc_speed(player_arg, -1);
if (player_arg.speed == 0) {
display_combat_interface(player_arg, player_stats_arg, ennemies_arg, ennemies_stats_arg);
player_turn(player_arg, ennemies_arg, combat_loop, arg);
player_turn(player_arg, player_stats_arg, ennemies_arg, ennemies_stats_arg, combat_loop);
check_deads(player_arg, ennemies_arg, combat_loop);
init_speed(player_arg);
}
@ -43,45 +58,113 @@ void combat(Player& player_arg, Player_stats& player_stats_arg, std::vector<Enne
}
void check_deads(Player& player_arg, std::vector<Ennemy>& ennemies_arg, bool& combat_loop) {
if (player_arg.health == 0) {
std::cout << "You are dead" << std::endl;
combat_loop = 0;
}
int i = 0;
for(Ennemy& ennemy: ennemies_arg) {
if (ennemy.health == 0) {
std::cout << ennemy.name << " is dead" << std::endl;
ennemies_arg.erase(ennemies_arg.begin() + i);
}
i++;
}
if (ennemies_arg.empty()) {
std::cout << "You won" << std::endl;
combat_loop = 0;
}
}
void player_turn(Player& player_arg, std::vector<Ennemy>& ennemies_arg, bool& combat_loop_arg, int& arg) {
display_combat_menu(player_arg, ennemies_arg);
std::cin >> arg;
select_combat_action(arg, player_arg, combat_loop_arg, ennemies_arg);
}
void select_combat_action(int arg, Player& player_arg, bool& combat_loop_arg, std::vector<Ennemy>& ennemies_arg) {
switch (arg){
case 1:
void player_turn(Player& player_arg, Player_stats& player_stats_arg, std::vector<Ennemy>& ennemies_arg, std::vector<Ennemy_stats>& ennemies_stats_arg, bool& combat_loop_arg) {
bool take_action = 1;
while (take_action) {
display_combat_interface(player_arg, player_stats_arg, ennemies_arg, ennemies_stats_arg);
if(IsKeyPressed(BUTTON_BOOK_SPELL)) {
print_spell_book(player_arg.spell_book);
break;
case 2:
attack(player_arg, ennemies_arg);
break;
case 3:
take_action = 0;
} else if (IsKeyPressed(BUTTON_CAST_SPELL)) {
attack(player_arg, player_stats_arg, ennemies_arg, ennemies_stats_arg);
take_action = 0;
} else if (IsKeyPressed(BUTTON_INVENTORY)) {
take_action = 0;
} else if (IsKeyPressed(BUTTON_ESCAPE)) {
if(escape(player_arg, ennemies_arg)) {
std::cout << "Escape succesfully" << std::endl;
combat_loop_arg = 0;
} else {
std::cout << "Escape not succesfully" << std::endl;
}
break;
default:
combat_loop_arg = 0;
break;
take_action = 0;
}
}
}
void casting_spell(Player& player_arg, Player_stats& player_stats_arg, std::vector<Ennemy>& ennemies_arg, std::vector<Ennemy_stats>& ennemies_stats_arg) {
std::vector<int> spell;
int spell_segment;
bool is_casting_spell = 1;
while(is_casting_spell) {
display_combat_interface(player_arg, player_stats_arg, ennemies_arg, ennemies_stats_arg);
if (IsKeyPressed(BUTTON_UP)) {
if (cast_spell(player_arg, player_stats_arg, spell, UP, ennemies_arg, ennemies_stats_arg)) {
is_casting_spell = 0;
}
} else if (IsKeyPressed(BUTTON_DOWN)) {
if (cast_spell(player_arg, player_stats_arg, spell, DOWN, ennemies_arg, ennemies_stats_arg)) {
is_casting_spell = 0;
}
} else if (IsKeyPressed(BUTTON_RIGHT)) {
if (cast_spell(player_arg, player_stats_arg, spell, RIGHT, ennemies_arg, ennemies_stats_arg)) {
is_casting_spell = 0;
}
} else if (IsKeyPressed(BUTTON_LEFT)) {
if (cast_spell(player_arg, player_stats_arg, spell, LEFT, ennemies_arg, ennemies_stats_arg)) {
is_casting_spell = 0;
}
} else if (IsKeyPressed(BUTTON_CONFIRM_SPELL)) {
if (cast_spell(player_arg, player_stats_arg, spell, END_SPELL, ennemies_arg, ennemies_stats_arg)) {
is_casting_spell = 0;
}
}
}
}
Ennemy& choose_target(Player& player_arg, Player_stats& player_stats_arg, std::vector<Ennemy>& ennemies_arg, std::vector<Ennemy_stats>& ennemies_stats_arg) {
std::cout << "Selecting target ennemi" << std::endl;
int arg;
bool selecting_ennemi = 1;
while(selecting_ennemi) {
display_combat_interface(player_arg, player_stats_arg, ennemies_arg, ennemies_stats_arg);
if (IsKeyPressed(BUTTON_FIRST_ENNEMI)) {
std::cout << "NUMPAD1" << std::endl;
if (ennemies_arg.size() >= 1) {
arg = 0;
selecting_ennemi = 0;
}
} else if (IsKeyPressed(BUTTON_SECOND_ENNEMI)) {
std::cout << "NUMPAD1" << std::endl;
if (ennemies_arg.size() >= 2) {
arg = 1;
selecting_ennemi = 0;
}
} else if (IsKeyPressed(BUTTON_THIRD_ENNEMI)) {
std::cout << "NUMPAD1" << std::endl;
if (ennemies_arg.size() >= 3) {
arg = 2;
selecting_ennemi = 0;
}
} else if (IsKeyPressed(BUTTON_FOURTH_ENNEMI)) {
std::cout << "NUMPAD1" << std::endl;
if (ennemies_arg.size() >= 4) {
arg = 3;
selecting_ennemi = 0;
}
}
}
std::cout << ennemies_arg[arg].name << " is selected" << std::endl;
return ennemies_arg[arg];
}
Spell choose_spell(const Ennemy& ennemy_arg) {
std::vector<int> spells(ennemy_arg.spells.size());
int i = random_choice(spells);
@ -94,9 +177,9 @@ void ennemy_turn(Player& player_arg, Ennemy& ennemy_arg) {
ennemy_use_spell(spell, player_arg, ennemy_arg);
}
void attack(Player& player_arg, std::vector<Ennemy>& ennemies_arg){
void attack(Player& player_arg, Player_stats& player_stats_arg, std::vector<Ennemy>& ennemies_arg, std::vector<Ennemy_stats>& ennemies_stats_arg){
if(player_arg.job == MAGE) {
casting_spell(player_arg, ennemies_arg);
casting_spell(player_arg, player_stats_arg, ennemies_arg, ennemies_stats_arg);
}
}

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@ -4,11 +4,12 @@ void combat(Player& player_arg, Player_stats& player_stats_arg, std::vector<Enne
void check_deads(Player& player_arg, std::vector<Ennemy>& ennemies_arg, bool& combat_loop);
void player_turn(Player& player_arg, std::vector<Ennemy>& ennemies_arg, bool& combat_loop_arg, int& arg);
void select_combat_action(int arg, Player& player_arg, bool& combat_loop_arg, std::vector<Ennemy>& ennemies_arg);
void player_turn(Player& player_arg, Player_stats& player_stats_arg, std::vector<Ennemy>& ennemies_arg, std::vector<Ennemy_stats>& ennemies_stats_arg, bool& combat_loop_arg);
void casting_spell(Player& player_arg, Player_stats& player_stats_arg, std::vector<Ennemy>& ennemies_arg, std::vector<Ennemy_stats>& ennemies_stats_arg);
Ennemy& choose_target(Player& player_arg, Player_stats& player_stats_arg, std::vector<Ennemy>& ennemies_arg, std::vector<Ennemy_stats>& ennemies_stats_arg);
Spell choose_spell(const Ennemy& ennemy_arg);
void ennemy_turn(Player& player_arg, Ennemy& ennemy_arg);
void attack(Player& player_arg, std::vector<Ennemy>& ennemies_arg);
void attack(Player& player_arg, Player_stats& player_stats_arg, std::vector<Ennemy>& ennemies_arg, std::vector<Ennemy_stats>& ennemies_stats_arg);
bool escape(const Player& player_arg, std::vector<Ennemy>& ennemies_arg);

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@ -5,6 +5,7 @@
#include "../define.h"
#include "player.h"
#include "ennemy.h"
#include "combat.h"
#include "../interface/interfaces.h"
#include "spells.h"
@ -125,17 +126,16 @@ Spell find_spell_by_combinaison(const std::vector<Spell>& spell_book_arg, const
return spell_book_arg[0];
}
//Return true if the player still can cast a spell
bool cast_spell(Player& player_arg, std::vector<int>& spell_arg, int spell_segment_arg, std::vector<Ennemy>& ennemies_arg) {
//Return true if the player casts a spell
bool cast_spell(Player& player_arg, Player_stats& player_stats_arg, std::vector<int>& spell_arg, int spell_segment_arg, std::vector<Ennemy>& ennemies_arg, std::vector<Ennemy_stats>& ennemies_stats_arg) {
std::vector<Spell> spell_book = player_arg.spell_book;
if (spell_segment_arg == END_SPELL) {
Spell casted_spell = find_spell_by_combinaison(spell_book, spell_arg);
if (spell_arg.size() == casted_spell.combinaison.size()) {
use_spell(casted_spell, player_arg, ennemies_arg);
use_spell(casted_spell, player_arg, player_stats_arg, ennemies_arg, ennemies_stats_arg);
}
return 0;
return 1;
} else {
spell_arg.push_back(spell_segment_arg);
int count_spell = possible_spell(spell_book, spell_arg);
@ -143,30 +143,21 @@ bool cast_spell(Player& player_arg, std::vector<int>& spell_arg, int spell_segme
if (count_spell == 1) {
Spell casted_spell = find_spell_by_combinaison(spell_book, spell_arg);
if (spell_arg.size() == casted_spell.combinaison.size()) {
use_spell(casted_spell, player_arg, ennemies_arg);
use_spell(casted_spell, player_arg, player_stats_arg, ennemies_arg, ennemies_stats_arg);
} else {
return 1;
return 0;
}
} else if (count_spell == 0) {
std::cout << "Spell doesn't exist" << std::endl;
}
spell_arg = {};
return 0;
return 1;
}
}
return 1;
return 0;
}
void casting_spell(Player& player_arg, std::vector<Ennemy>& ennemies_arg) {
std::vector<int> spell;
int spell_segment;
do {
std::cin >> spell_segment;
} while (cast_spell(player_arg, spell, spell_segment, ennemies_arg));
}
void use_spell(const Spell& spell_arg, Player& player_arg, std::vector<Ennemy>& ennemies_arg) {
void use_spell(const Spell& spell_arg, Player& player_arg, Player_stats& player_stats_arg, std::vector<Ennemy>& ennemies_arg, std::vector<Ennemy_stats>& ennemies_stats_arg) {
if (player_arg.mana - spell_arg.cost_mana >= 0) {
inc_health(player_arg, -spell_arg.cost_health);
inc_mana(player_arg, -spell_arg.cost_mana);
@ -175,7 +166,7 @@ void use_spell(const Spell& spell_arg, Player& player_arg, std::vector<Ennemy>&
spell_damage(ennemy, spell_arg);
}
} else {
Ennemy& ennemy = choose_target(ennemies_arg);
Ennemy& ennemy = choose_target(player_arg, player_stats_arg, ennemies_arg, ennemies_stats_arg);
spell_damage(ennemy, spell_arg);
}
std::cout << player_arg.name<< " casts " << spell_arg.name << std::endl;
@ -197,13 +188,6 @@ void spell_damage(Ennemy& ennemy_arg, const Spell& spell_arg) {
}
}
Ennemy& choose_target(std::vector<Ennemy>& ennemies_arg) {
display_ennemies(ennemies_arg);
int arg;
std::cin >> arg;
return ennemies_arg[arg];
}
void ennemy_use_spell(const Spell& spell_arg, Player& player_arg, Ennemy& ennemy_arg) {
inc_health(ennemy_arg, -spell_arg.cost_health);

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@ -12,12 +12,10 @@ void init_spells(std::vector<Spell>& spell_book_arg);
int possible_spell(const std::vector<Spell>& spell_book_arg, const std::vector<int>& spell_arg);
Spell find_spell_by_combinaison(const std::vector<Spell>& spell_book_arg, const std::vector<int>& spell_arg);
bool cast_spell(Player& player_arg, std::vector<int>& spell_arg, std::vector<Ennemy>& ennemies_arg);
void casting_spell(Player& player_arg, std::vector<Ennemy>& ennemies_arg);
void use_spell(const Spell& spell_arg, Player& player_arg, std::vector<Ennemy>& ennemies_arg);
bool cast_spell(Player& player_arg, Player_stats& player_stats_arg, std::vector<int>& spell_arg, int spell_segment_arg, std::vector<Ennemy>& ennemies_arg, std::vector<Ennemy_stats>& ennemies_stats_arg);
void use_spell(const Spell& spell_arg, Player& player_arg, Player_stats& player_stats_arg, std::vector<Ennemy>& ennemies_arg, std::vector<Ennemy_stats>& ennemies_stats_arg);
void spell_damage(Ennemy& ennemy_arg, const Spell& spell_arg);
Ennemy& choose_target(std::vector<Ennemy>& ennemies_arg);
void ennemy_use_spell(const Spell& spell_arg, Player& player_arg, Ennemy& ennemy_arg);
void print_spell(const Spell& spell_arg);
void print_spell_book(const std::vector<Spell>& spell_book_arg);
void print_spell_book(const std::vector<Spell>& spell_book_arg);

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