예제 #1
0
void Player::moveAction(Vec2 dir) {
  if (auto action = creature->move(dir)) {
    action.perform();
    itemsMessage();
  } else if (const Creature *c = creature->getConstSquare(dir)->getCreature()) {
    if (auto action = creature->bumpInto(dir))
      action.perform();
    else if (auto action = creature->destroy(dir, Creature::BASH))
      action.perform();
  }
}
예제 #2
0
void Player::targetAction() {
  CHECK(target);
  if (creature->getPosition() == *target || model->getView()->travelInterrupt()) {
    target = Nothing();
    return;
  }
  if (auto action = creature->moveTowards(*target))
    action.perform();
  else
    target = Nothing();
  itemsMessage();
  if (interruptedByEnemy())
    target = Nothing();
}
예제 #3
0
void Player::targetAction() {
  CHECK(target);
  if (creature->getPosition() == *target || model->getView()->travelInterrupt()) {
    target = Nothing();
    return;
  }
  Optional<Vec2> move = creature->getMoveTowards(*target);
  if (move)
    creature->move(*move);
  else
    target = Nothing();
  itemsMessage();
  if (interruptedByEnemy())
    target = Nothing();
}
예제 #4
0
void Player::travelAction() {
  if (!creature->canMove(travelDir) || model->getView()->travelInterrupt() || interruptedByEnemy()) {
    travelling = false;
    return;
  }
  creature->move(travelDir);
  itemsMessage();
  const Location* currentLocation = creature->getLevel()->getLocation(creature->getPosition());
  if (lastLocation != currentLocation && currentLocation != nullptr && currentLocation->hasName()) {
    privateMessage("You arrive at " + addAParticle(currentLocation->getName()));
    travelling = false;
    return;
  }
  vector<Vec2> squareDirs = creature->getConstSquare()->getTravelDir();
  if (squareDirs.size() != 2) {
    travelling = false;
    Debug() << "Stopped by multiple routes";
    return;
  }
  Optional<int> myIndex = findElement(squareDirs, -travelDir);
  CHECK(myIndex) << "Bad travel data in square";
  travelDir = squareDirs[(*myIndex + 1) % 2];
}
예제 #5
0
void Player::makeMove() {
  vector<Vec2> squareDirs = creature->getConstSquare()->getTravelDir();
  const vector<Creature*>& creatures = creature->getLevel()->getAllCreatures();
  if (creature->isAffected(Creature::HALLU))
    ViewObject::setHallu(true);
  else
    ViewObject::setHallu(false);
  MEASURE(
      model->getView()->refreshView(creature),
      "level render time");
  if (Options::getValue(OptionId::HINTS) && displayTravelInfo && creature->getConstSquare()->getName() == "road") {
    model->getView()->presentText("", "Use ctrl + arrows to travel quickly on roads and corridors.");
    displayTravelInfo = false;
  }
  static bool greeting = false;
  if (Options::getValue(OptionId::HINTS) && displayGreeting) {
    CHECK(creature->getFirstName());
    model->getView()->presentText("", "Dear " + *creature->getFirstName() + ",\n \n \tIf you are reading this letter, then you have arrived in the valley of " + NameGenerator::worldNames.getNext() + ". There is a band of dwarves dwelling in caves under a mountain. Find them, talk to them, they will help you. Let your sword guide you.\n \n \nYours, " + NameGenerator::firstNames.getNext() + "\n \nPS.: Beware the goblins!");
    model->getView()->presentText("", "Every settlement that you find has a leader, and they may have quests for you."
        "\n \nYou can turn these messages off in the options (press F2).");
    displayGreeting = false;
    model->getView()->refreshView(creature);
  }
  for (const Creature* c : creature->getVisibleEnemies()) {
    if (c->isSpecialMonster() && !contains(specialCreatures, c)) {
      privateMessage(MessageBuffer::important(c->getDescription()));
      model->getView()->refreshView(creature);
      specialCreatures.push_back(c);
    }
  }
  if (travelling)
    travelAction();
  else if (target)
    targetAction();
  else {
    Action action = model->getView()->getAction();
  vector<Vec2> direction;
  bool travel = false;
  switch (action.getId()) {
    case ActionId::FIRE: fireAction(action.getDirection()); break;
    case ActionId::TRAVEL: travel = true;
    case ActionId::MOVE: direction.push_back(action.getDirection()); break;
    case ActionId::MOVE_TO: if (action.getDirection().dist8(creature->getPosition()) == 1) {
                              Vec2 dir = action.getDirection() - creature->getPosition();
                              if (const Creature* c = creature->getConstSquare(dir)->getCreature()) {
                                if (!creature->isEnemy(c)) {
                                  chatAction(dir);
                                  break;
                                }
                              }
                              direction.push_back(dir);
                            } else
                            if (action.getDirection() != creature->getPosition()) {
                              target = action.getDirection();
                              target = Vec2(min(creature->getLevel()->getBounds().getKX() - 1, max(0, target->x)),
                                  min(creature->getLevel()->getBounds().getKY() - 1, max(0, target->y)));
                              // Just in case
                              if (!target->inRectangle(creature->getLevel()->getBounds()))
                                target = Nothing();
                            }
                            else
                              pickUpAction(false);
                            break;
    case ActionId::SHOW_INVENTORY: displayInventory(); break;
    case ActionId::PICK_UP: pickUpAction(false); break;
    case ActionId::EXT_PICK_UP: pickUpAction(true); break;
    case ActionId::DROP: dropAction(false); break;
    case ActionId::EXT_DROP: dropAction(true); break;
    case ActionId::WAIT: creature->wait(); break;
    case ActionId::APPLY_ITEM: applyAction(); break; 
    case ActionId::THROW: throwAction(); break;
    case ActionId::THROW_DIR: throwAction(action.getDirection()); break;
    case ActionId::EQUIPMENT: equipmentAction(); break;
    case ActionId::HIDE: hideAction(); break;
    case ActionId::PAY_DEBT: payDebtAction(); break;
    case ActionId::CHAT: chatAction(); break;
    case ActionId::SHOW_HISTORY: messageBuffer.showHistory(); break;
    case ActionId::UNPOSSESS: if (creature->canPopController()) {
                                creature->popController();
                                return;
                              } break;
    case ActionId::CAST_SPELL: spellAction(); break;
    case ActionId::DRAW_LEVEL_MAP: model->getView()->drawLevelMap(creature); break;
    case ActionId::EXIT: model->exitAction(); break;
    case ActionId::IDLE: break;
  }
  if (creature->isAffected(Creature::SLEEP) && creature->canPopController()) {
    if (model->getView()->yesOrNoPrompt("You fell asleep. Do you want to leave your minion?"))
      creature->popController();
    return;
  }
  for (Vec2 dir : direction)
    if (travel) {
      vector<Vec2> squareDirs = creature->getConstSquare()->getTravelDir();
      if (findElement(squareDirs, dir)) {
        travelDir = dir;
        lastLocation = creature->getLevel()->getLocation(creature->getPosition());
        travelling = true;
        travelAction();
      }
    } else
    if (creature->canMove(dir)) {
      creature->move(dir);
      itemsMessage();
      break;
    } else {
      const Creature *c = creature->getConstSquare(dir)->getCreature();
      if (creature->canBumpInto(dir)) {
        creature->bumpInto(dir);
        break;
      } else 
      if (creature->canDestroy(dir)) {
        privateMessage("You bash the " + creature->getSquare(dir)->getName());
        creature->destroy(dir);
        break;
      }
    }
  }
  for (Vec2 pos : creature->getLevel()->getVisibleTiles(creature)) {
    ViewIndex index = creature->getLevel()->getSquare(pos)->getViewIndex(creature);
    (*levelMemory)[creature->getLevel()].clearSquare(pos);
    for (ViewLayer l : { ViewLayer::ITEM, ViewLayer::FLOOR_BACKGROUND, ViewLayer::FLOOR, ViewLayer::LARGE_ITEM})
      if (index.hasObject(l))
        remember(pos, index.getObject(l));
  }
}