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