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/*
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+-------------------------------------------------------------+
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| OneLoneCoder RPG Game Engine |
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| "The Legend of WittyBit, Fantasy Quest VI" - javidx9 |
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+-------------------------------------------------------------+
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What is this?
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~~~~~~~~~~~~~
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This is the code I created as part of my
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"Code-It-Yourself! Role Playing Game" series on YouTube. This is
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NOT a game. The project will compile and demonstrate several
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systems developed as part of that series. My original intention
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was to develop a small yet complete RPG, alas real life got in
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the way. After several months, I've decided to just open the source
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"as is", so it will contain bugs, be confusing and all round not
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up to the usual "quality" I strive for.
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Part 1: https://youtu.be/xXXt3htgDok
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Part 2: https://youtu.be/AWY_ITpldRk
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Part 3: https://youtu.be/UcNSb-m4YQU
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Part 4: https://youtu.be/AnyoUfeNZ1Y
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License (OLC-3)
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~~~~~~~~~~~~~~~
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Copyright 2018, 2019 OneLoneCoder.com
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Redistribution and use in source and binary forms, with or without
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modification, are permitted provided that the following conditions
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are met:
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1. Redistributions or derivations of source code must retain the above
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copyright notice, this list of conditions and the following disclaimer.
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2. Redistributions or derivative works in binary form must reproduce
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the above copyright notice. This list of conditions and the following
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disclaimer must be reproduced in the documentation and/or other
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materials provided with the distribution.
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3. Neither the name of the copyright holder nor the names of its
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contributors may be used to endorse or promote products derived
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from this software without specific prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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Links
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~~~~~
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YouTube: https://www.youtube.com/javidx9
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Discord: https://discord.gg/WhwHUMV
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Twitter: https://www.twitter.com/javidx9
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Twitch: https://www.twitch.tv/javidx9
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GitHub: https://www.github.com/onelonecoder
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Homepage: https://www.onelonecoder.com
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Patreon: https://www.patreon.com/javidx9
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Author
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~~~~~~
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David Barr, aka javidx9, <EFBFBD>OneLoneCoder 2018, 2019
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*/
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#include "RPG_Engine.h"
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#define X(n) m_script.AddCommand(new cCommand_ ## n)
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RPG_Engine::RPG_Engine()
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{
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m_sAppName = L"Top Down Role Playing Game";
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}
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bool RPG_Engine::OnUserCreate()
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{
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cCommand::g_engine = this;
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cMap::g_script = &m_script;
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cQuest::g_script = &m_script;
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cQuest::g_engine = this;
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cDynamic::g_engine = this;
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cItem::g_engine = this;
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RPG_Assets::get().LoadSprites();
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RPG_Assets::get().LoadMaps();
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RPG_Assets::get().LoadItems();
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m_sprFont = RPG_Assets::get().GetSprite("font");
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m_listQuests.push_front(new cQuest_MainQuest());
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m_pPlayer = new cDynamic_Creature_Witty();
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m_listItems.push_back(RPG_Assets::get().GetItem("Basic Sword"));
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ChangeMap("coder town", 5, 5);
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return true;
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}
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bool RPG_Engine::OnUserUpdate(float fElapsedTime)
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{
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switch (m_nGameMode)
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{
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//case MODE_TITLE:
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//return UpdateTitleScreen(fElapsedTime);
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case MODE_LOCAL_MAP:
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return UpdateLocalMap(fElapsedTime);
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//case MODE_WORLD_MAP:
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// return UpdateWorldMap(fElapsedTime);
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case MODE_INVENTORY:
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return UpdateInventory(fElapsedTime);
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//case MODE_SHOP:
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//return UpdateShop(fElapsedTime);
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}
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return true;
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}
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bool RPG_Engine::UpdateLocalMap(float fElapsedTime)
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{
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// Update script
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m_script.ProcessCommands(fElapsedTime);
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// Erase and delete redundant projectiles
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m_vecProjectiles.erase(
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remove_if(m_vecProjectiles.begin(), m_vecProjectiles.end(),
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[](const cDynamic* d) {return ((cDynamic_Projectile*)d)->bRedundant; }), m_vecProjectiles.end());
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if (m_script.bUserControlEnabled)
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{
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m_pPlayer->vx = 0.0f;
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m_pPlayer->vy = 0.0f;
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if (!m_bShowDialog && m_pPlayer->bControllable)
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{
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// Handle Input
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if (IsFocused())
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{
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if (GetKey(VK_UP).bHeld)
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{
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m_pPlayer->vy = -4.0f;
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}
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if (GetKey(VK_DOWN).bHeld)
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{
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m_pPlayer->vy = 4.0f;
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}
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if (GetKey(VK_LEFT).bHeld)
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{
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m_pPlayer->vx = -4.0f;
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}
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if (GetKey(VK_RIGHT).bHeld)
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{
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m_pPlayer->vx = 4.0f;
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}
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if (GetKey(L'Z').bReleased)
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m_nGameMode = MODE_INVENTORY;
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if (GetKey(VK_SPACE).bReleased) // Interaction requested
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{
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// Grab a point from the direction the player is facing and check for interactions
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float fTestX, fTestY;
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if (m_pPlayer->GetFacingDirection() == 0) // South
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{
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fTestX = m_pPlayer->px + 0.5f;
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fTestY = m_pPlayer->py + 1.5f;
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}
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if (m_pPlayer->GetFacingDirection() == 1) // West
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{
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fTestX = m_pPlayer->px - 0.5f;
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fTestY = m_pPlayer->py + 0.5f;
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}
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if (m_pPlayer->GetFacingDirection() == 2) // North
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{
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fTestX = m_pPlayer->px + 0.5f;
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fTestY = m_pPlayer->py - 0.5f;
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}
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if (m_pPlayer->GetFacingDirection() == 3) // East
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{
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fTestX = m_pPlayer->px + 1.5f;
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fTestY = m_pPlayer->py + 0.5f;
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}
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// Check if test point has hit a dynamic object
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bool bHitSomething = false;
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for (auto dyns : m_vecDynamics)
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{
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if (fTestX > dyns->px && fTestX < (dyns->px + 1.0f) && fTestY > dyns->py && fTestY < (dyns->py + 1.0f))
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{
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if (dyns->bFriendly)
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{
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bHitSomething = true;
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// Iterate through quest stack until something responds, the base quests should capture
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// interactions that are not specfied in other quests
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for (auto &quest : m_listQuests)
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if (quest->OnInteraction(m_vecDynamics, dyns, cQuest::TALK))
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{
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break;
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}
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// Some objects just do stuff when you interact with them
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dyns->OnInteract(m_pPlayer);
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// Then check if it is map related
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m_pCurrentMap->OnInteraction(m_vecDynamics, dyns, cMap::TALK);
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}
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else
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{
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// Interaction was with something not friendly - only enemies
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// are not friendly, so perfrom attack
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m_pPlayer->PerformAttack();
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}
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}
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}
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if (!bHitSomething) // Default action is attack
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{
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m_pPlayer->PerformAttack();
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}
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}
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}
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}
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}
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else
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{
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// Scripting system is in control
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if (m_bShowDialog)
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{
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if (GetKey(VK_SPACE).bReleased)
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{
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m_bShowDialog = false;
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m_script.CompleteCommand();
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}
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}
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}
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bool bWorkingWithProjectiles = false;
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for (auto &source : { &m_vecDynamics, &m_vecProjectiles })
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{
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for (auto &object : *source)
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{
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float fNewObjectPosX = object->px + object->vx * fElapsedTime;
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float fNewObjectPosY = object->py + object->vy * fElapsedTime;
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// Collision
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float fBorder = 0.1f;
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bool bCollisionWithMap = false;
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if (object->vx <= 0)
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{
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if (m_pCurrentMap->GetSolid(fNewObjectPosX + fBorder, object->py + fBorder + 0.0f) || m_pCurrentMap->GetSolid(fNewObjectPosX + fBorder, object->py + (1.0f - fBorder)))
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{
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fNewObjectPosX = (int)fNewObjectPosX + 1;
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object->vx = 0;
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bCollisionWithMap = true;
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}
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}
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else
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{
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if (m_pCurrentMap->GetSolid(fNewObjectPosX + (1.0f - fBorder), object->py + fBorder + 0.0f) || m_pCurrentMap->GetSolid(fNewObjectPosX + (1.0f - fBorder), object->py + (1.0f - fBorder)))
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{
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fNewObjectPosX = (int)fNewObjectPosX;
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object->vx = 0;
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bCollisionWithMap = true;
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}
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}
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if (object->vy <= 0)
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{
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if (m_pCurrentMap->GetSolid(fNewObjectPosX + fBorder + 0.0f, fNewObjectPosY + fBorder) || m_pCurrentMap->GetSolid(fNewObjectPosX + (1.0f - fBorder), fNewObjectPosY + fBorder))
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{
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fNewObjectPosY = (int)fNewObjectPosY + 1;
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object->vy = 0;
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bCollisionWithMap = true;
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}
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}
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else
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{
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if (m_pCurrentMap->GetSolid(fNewObjectPosX + fBorder + 0.0f, fNewObjectPosY + (1.0f - fBorder)) || m_pCurrentMap->GetSolid(fNewObjectPosX + (1.0f - fBorder), fNewObjectPosY + (1.0f - fBorder)))
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{
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fNewObjectPosY = (int)fNewObjectPosY;
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object->vy = 0;
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bCollisionWithMap = true;
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}
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}
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if (object->bIsProjectile && bCollisionWithMap)
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{
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object->bRedundant = true;
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}
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float fDynamicObjectPosX = fNewObjectPosX;
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float fDynamicObjectPosY = fNewObjectPosY;
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// Object V Object collisions
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for (auto &dyn : m_vecDynamics)
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{
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if (dyn != object)
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{
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// If the object is solid then the player must not overlap it
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if (dyn->bSolidVsDyn && object->bSolidVsDyn)
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{
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// Check if bounding rectangles overlap
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if (fDynamicObjectPosX < (dyn->px + 1.0f) && (fDynamicObjectPosX + 1.0f) > dyn->px &&
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object->py < (dyn->py + 1.0f) && (object->py + 1.0f) > dyn->py)
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{
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// First Check Horizontally - Check Left
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if (object->vx <= 0)
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fDynamicObjectPosX = dyn->px + 1.0f;
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else
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fDynamicObjectPosX = dyn->px - 1.0f;
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}
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if (fDynamicObjectPosX < (dyn->px + 1.0f) && (fDynamicObjectPosX + 1.0f) > dyn->px &&
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fDynamicObjectPosY < (dyn->py + 1.0f) && (fDynamicObjectPosY + 1.0f) > dyn->py)
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{
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// First Check Vertically - Check Left
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if (object->vy <= 0)
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fDynamicObjectPosY = dyn->py + 1.0f;
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else
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fDynamicObjectPosY = dyn->py - 1.0f;
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}
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}
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else
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{
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if (object == m_vecDynamics[0])
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{
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// Object is player and can interact with things
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if (fDynamicObjectPosX < (dyn->px + 1.0f) && (fDynamicObjectPosX + 1.0f) > dyn->px &&
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object->py < (dyn->py + 1.0f) && (object->py + 1.0f) > dyn->py)
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{
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// First check if object is part of a quest
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for (auto &quest : m_listQuests)
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if (quest->OnInteraction(m_vecDynamics, dyn, cQuest::WALK))
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break;
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// Then check if it is map related
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m_pCurrentMap->OnInteraction(m_vecDynamics, dyn, cMap::WALK);
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// Finally just check the object
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dyn->OnInteract(object);
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}
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}
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else
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{
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if (bWorkingWithProjectiles)
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{
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if (fDynamicObjectPosX < (dyn->px + 1.0f) && (fDynamicObjectPosX + 1.0f) > dyn->px &&
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fDynamicObjectPosY < (dyn->py + 1.0f) && (fDynamicObjectPosY + 1.0f) > dyn->py)
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{
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if (dyn->bFriendly != object->bFriendly)
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{
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// We know object is a projectile, so dyn is something
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// opposite that it has overlapped with
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if (dyn->bIsAttackable)
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{
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// Dynamic object is a creature
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Damage((cDynamic_Projectile*)object, (cDynamic_Creature*)dyn);
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}
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}
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}
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}
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}
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}
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}
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}
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object->px = fDynamicObjectPosX;
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object->py = fDynamicObjectPosY;
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}
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bWorkingWithProjectiles = true;
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}
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for (auto &source : { &m_vecDynamics, &m_vecProjectiles })
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for (auto &dyns : *source)
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dyns->Update(fElapsedTime, m_pPlayer);
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// Remove quests that have been completed
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auto i = remove_if(m_listQuests.begin(), m_listQuests.end(), [](const cQuest* d) {return d->bCompleted; });
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if (i != m_listQuests.end())
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m_listQuests.erase(i);
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fCameraPosX = m_pPlayer->px;
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fCameraPosY = m_pPlayer->py;
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// Draw Level
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int nTileWidth = 16;
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int nTileHeight = 16;
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int nVisibleTilesX = ScreenWidth() / nTileWidth;
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int nVisibleTilesY = ScreenHeight() / nTileHeight;
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// Calculate Top-Leftmost visible tile
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float fOffsetX = fCameraPosX - (float)nVisibleTilesX / 2.0f;
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float fOffsetY = fCameraPosY - (float)nVisibleTilesY / 2.0f;
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// Clamp camera to game boundaries
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if (fOffsetX < 0) fOffsetX = 0;
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if (fOffsetY < 0) fOffsetY = 0;
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if (fOffsetX > m_pCurrentMap->nWidth - nVisibleTilesX) fOffsetX = m_pCurrentMap->nWidth - nVisibleTilesX;
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if (fOffsetY > m_pCurrentMap->nHeight - nVisibleTilesY) fOffsetY = m_pCurrentMap->nHeight - nVisibleTilesY;
|
|
|
|
|
|
// Get offsets for smooth movement
|
|
|
float fTileOffsetX = (fOffsetX - (int)fOffsetX) * nTileWidth;
|
|
|
float fTileOffsetY = (fOffsetY - (int)fOffsetY) * nTileHeight;
|
|
|
|
|
|
// Draw visible tile map
|
|
|
for (int x = -1; x < nVisibleTilesX + 1; x++)
|
|
|
{
|
|
|
for (int y = -1; y < nVisibleTilesY + 1; y++)
|
|
|
{
|
|
|
int idx = m_pCurrentMap->GetIndex(x + fOffsetX, y + fOffsetY);
|
|
|
int sx = idx % 10;
|
|
|
int sy = idx / 10;
|
|
|
|
|
|
DrawPartialSprite(x * nTileWidth - fTileOffsetX, y * nTileHeight - fTileOffsetY, m_pCurrentMap->pSprite, sx * nTileWidth, sy * nTileHeight, nTileWidth, nTileHeight);
|
|
|
}
|
|
|
}
|
|
|
|
|
|
// Draw Object
|
|
|
for (auto &source : { &m_vecDynamics, &m_vecProjectiles })
|
|
|
for (auto &dyns : *source)
|
|
|
dyns->DrawSelf(this, fOffsetX, fOffsetY);
|
|
|
|
|
|
m_pPlayer->DrawSelf(this, fOffsetX, fOffsetY);
|
|
|
|
|
|
string sHealth = "HP: " + to_string(m_pPlayer->nHealth) + "/" + to_string(m_pPlayer->nHealthMax);
|
|
|
DisplayDialog({ sHealth }, 160, 10);
|
|
|
|
|
|
|
|
|
// Draw any dialog being displayed
|
|
|
if (m_bShowDialog)
|
|
|
DisplayDialog(m_vecDialogToShow, 20, 20);
|
|
|
|
|
|
|
|
|
return true;
|
|
|
}
|
|
|
|
|
|
void RPG_Engine::ShowDialog(vector<string> vecLines)
|
|
|
{
|
|
|
m_vecDialogToShow = vecLines;
|
|
|
m_bShowDialog = true;
|
|
|
}
|
|
|
|
|
|
void RPG_Engine::DisplayDialog(vector<string> vecText, int x, int y)
|
|
|
{
|
|
|
int nMaxLineLength = 0;
|
|
|
int nLines = vecText.size();
|
|
|
|
|
|
for (auto l : vecText) if (l.size() > nMaxLineLength) nMaxLineLength = l.size();
|
|
|
|
|
|
// Draw Box
|
|
|
Fill(x - 1, y - 1, x + nMaxLineLength * 8 + 1, y + nLines * 8 + 1, PIXEL_SOLID, FG_DARK_BLUE);
|
|
|
DrawLine(x - 2, y - 2, x - 2, y + nLines * 8 + 1);
|
|
|
DrawLine(x + nMaxLineLength * 8 + 1, y - 2, x + nMaxLineLength * 8 + 1, y + nLines * 8 + 1);
|
|
|
DrawLine(x - 2, y - 2, x + nMaxLineLength * 8 + 1, y - 2);
|
|
|
DrawLine(x - 2, y + nLines * 8 + 1, x + nMaxLineLength * 8 + 1, y + nLines * 8 + 1);
|
|
|
|
|
|
for (int l = 0; l<vecText.size(); l++)
|
|
|
DrawBigText(vecText[l], x, y + l * 8);
|
|
|
}
|
|
|
|
|
|
void RPG_Engine::DrawBigText(string sText, int x, int y)
|
|
|
{
|
|
|
int i = 0;
|
|
|
for (auto c : sText)
|
|
|
{
|
|
|
int sx = ((c - 32) % 16) * 8;
|
|
|
int sy = ((c - 32) / 16) * 8;
|
|
|
DrawPartialSprite(x + i * 8, y, m_sprFont, sx, sy, 8, 8);
|
|
|
i++;
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
void RPG_Engine::ChangeMap(string sMapName, float x, float y)
|
|
|
{
|
|
|
// Destroy all dynamics
|
|
|
m_vecDynamics.clear();
|
|
|
m_vecDynamics.push_back(m_pPlayer);
|
|
|
|
|
|
// Set current map
|
|
|
m_pCurrentMap = RPG_Assets::get().GetMap(sMapName);
|
|
|
|
|
|
// Update player location
|
|
|
m_pPlayer->px = x;
|
|
|
m_pPlayer->py = y;
|
|
|
|
|
|
// Create new dynamics from map
|
|
|
m_pCurrentMap->PopulateDynamics(m_vecDynamics);
|
|
|
|
|
|
// Create new dynamics from quests
|
|
|
for (auto q : m_listQuests)
|
|
|
q->PopulateDynamics(m_vecDynamics, m_pCurrentMap->sName);
|
|
|
}
|
|
|
|
|
|
void RPG_Engine::AddQuest(cQuest* quest)
|
|
|
{
|
|
|
m_listQuests.push_front(quest);
|
|
|
}
|
|
|
|
|
|
bool RPG_Engine::GiveItem(cItem* item)
|
|
|
{
|
|
|
//m_script.AddCommand(new cCommand_ShowDialog({ "You have found a" , item->sName }));
|
|
|
m_listItems.push_back(item);
|
|
|
return true;
|
|
|
}
|
|
|
|
|
|
bool RPG_Engine::TakeItem(cItem* item)
|
|
|
{
|
|
|
if (item != nullptr)
|
|
|
{
|
|
|
m_listItems.erase(find(m_listItems.begin(), m_listItems.end(), item));
|
|
|
return true;
|
|
|
}
|
|
|
else
|
|
|
return false;
|
|
|
}
|
|
|
|
|
|
bool RPG_Engine::HasItem(cItem* item)
|
|
|
{
|
|
|
if (item != nullptr)
|
|
|
return find(m_listItems.begin(), m_listItems.end(), item) != m_listItems.end();
|
|
|
else
|
|
|
return false;
|
|
|
}
|
|
|
|
|
|
bool RPG_Engine::UpdateInventory(float fElapsedTime)
|
|
|
{
|
|
|
Fill(0, 0, ScreenWidth(), ScreenHeight(), L' ');
|
|
|
DrawBigText("INVENTORY", 4, 4);
|
|
|
|
|
|
|
|
|
int i = 0;
|
|
|
cItem* highlighted = nullptr;
|
|
|
|
|
|
// Draw Consumables
|
|
|
for (auto &item : m_listItems)
|
|
|
{
|
|
|
int x = i % 4;
|
|
|
int y = i / 4;
|
|
|
i++;
|
|
|
|
|
|
DrawPartialSprite(8 + x * 20, 20 + y * 20, item->pSprite, 0, 0, 16, 16);
|
|
|
|
|
|
if (m_nInvSelectX == x && m_nInvSelectY == y)
|
|
|
highlighted = item;
|
|
|
}
|
|
|
|
|
|
// Draw selection reticule
|
|
|
DrawLine(6 + (m_nInvSelectX) * 20, 18 + (m_nInvSelectY) * 20, 6 + (m_nInvSelectX + 1) * 20, 18 + (m_nInvSelectY) * 20);
|
|
|
DrawLine(6 + (m_nInvSelectX) * 20, 18 + (m_nInvSelectY + 1) * 20, 6 + (m_nInvSelectX + 1) * 20, 18 + (m_nInvSelectY + 1) * 20);
|
|
|
DrawLine(6 + (m_nInvSelectX) * 20, 18 + (m_nInvSelectY) * 20, 6 + (m_nInvSelectX) * 20, 18 + (m_nInvSelectY + 1) * 20);
|
|
|
DrawLine(6 + (m_nInvSelectX + 1) * 20, 18 + (m_nInvSelectY) * 20, 6 + (m_nInvSelectX + 1) * 20, 18 + (m_nInvSelectY + 1) * 20);
|
|
|
|
|
|
if (GetKey(VK_LEFT).bReleased) m_nInvSelectX--;
|
|
|
if (GetKey(VK_RIGHT).bReleased) m_nInvSelectX++;
|
|
|
if (GetKey(VK_UP).bReleased) m_nInvSelectY--;
|
|
|
if (GetKey(VK_DOWN).bReleased) m_nInvSelectY++;
|
|
|
if (m_nInvSelectX < 0) m_nInvSelectX = 3;
|
|
|
if (m_nInvSelectX >= 4) m_nInvSelectX = 0;
|
|
|
if (m_nInvSelectY < 0) m_nInvSelectY = 3;
|
|
|
if (m_nInvSelectY >= 4) m_nInvSelectY = 0;
|
|
|
|
|
|
if (GetKey(L'Z').bReleased)
|
|
|
m_nGameMode = MODE_LOCAL_MAP;
|
|
|
|
|
|
DrawBigText("SELECTED:", 8, 160);
|
|
|
|
|
|
if (highlighted != nullptr)
|
|
|
{
|
|
|
DrawBigText("SELECTED:", 8, 160);
|
|
|
DrawBigText(highlighted->sName, 8, 170);
|
|
|
|
|
|
DrawBigText("DESCRIPTION:", 8, 190);
|
|
|
DrawBigText(highlighted->sDescription, 8, 200);
|
|
|
|
|
|
if (!highlighted->bKeyItem)
|
|
|
{
|
|
|
DrawBigText("(Press SPACE to use)", 80, 160);
|
|
|
}
|
|
|
|
|
|
if (GetKey(VK_SPACE).bReleased)
|
|
|
{
|
|
|
// Use selected item
|
|
|
if (!highlighted->bKeyItem)
|
|
|
{
|
|
|
if (highlighted->OnUse(m_pPlayer))
|
|
|
{
|
|
|
// Item has signalled it must be consumed, so remove it
|
|
|
TakeItem(highlighted);
|
|
|
}
|
|
|
}
|
|
|
else
|
|
|
{
|
|
|
|
|
|
}
|
|
|
}
|
|
|
}
|
|
|
|
|
|
DrawBigText("LOCATION:", 128, 8);
|
|
|
DrawBigText(m_pCurrentMap->sName, 128, 16);
|
|
|
|
|
|
DrawBigText("HEALTH: " + to_string(m_pPlayer->nHealth), 128, 32);
|
|
|
DrawBigText("MAX HEALTH: " + to_string(m_pPlayer->nHealthMax), 128, 40);
|
|
|
return true;
|
|
|
}
|
|
|
|
|
|
void RPG_Engine::Attack(cDynamic_Creature* aggressor, cWeapon *weapon)
|
|
|
{
|
|
|
weapon->OnUse(aggressor);
|
|
|
}
|
|
|
|
|
|
void RPG_Engine::AddProjectile(cDynamic_Projectile *proj)
|
|
|
{
|
|
|
m_vecProjectiles.push_back(proj);
|
|
|
}
|
|
|
|
|
|
|
|
|
void RPG_Engine::Damage(cDynamic_Projectile* projectile, cDynamic_Creature* victim)
|
|
|
{
|
|
|
if (victim != nullptr)
|
|
|
{
|
|
|
// Attack victim with damage
|
|
|
victim->nHealth -= projectile->nDamage;
|
|
|
|
|
|
// Knock victim back
|
|
|
float tx = victim->px - projectile->px;
|
|
|
float ty = victim->py - projectile->py;
|
|
|
float d = sqrtf(tx*tx + ty * ty);
|
|
|
if (d < 1) d = 1.0f;
|
|
|
|
|
|
// After a hit, they object experiences knock back, where it is temporarily
|
|
|
// under system control. This delivers two functions, the first being
|
|
|
// a visual indicator to the player that something has happened, and the second
|
|
|
// it stops the ability to spam attacks on a single creature
|
|
|
victim->KnockBack(tx / d, ty / d, 0.2f);
|
|
|
|
|
|
if (victim != m_pPlayer)
|
|
|
{
|
|
|
victim->OnInteract(m_pPlayer);
|
|
|
}
|
|
|
else
|
|
|
{
|
|
|
// We must ensure the player is never pushed out of bounds by the physics engine. This
|
|
|
// is a bit of a hack, but it allows knockbacks to occur providing there is an exit
|
|
|
// point for the player to be knocked back into. If the player is "mobbed" then they
|
|
|
// become trapped, and must fight their way out
|
|
|
victim->bSolidVsDyn = true;
|
|
|
}
|
|
|
|
|
|
|
|
|
if (projectile->bOneHit)
|
|
|
projectile->bRedundant = true;
|
|
|
}
|
|
|
} |