More refactor, start splitting large unwieldy files into easier to manage components.
This commit is contained in:
@@ -6,6 +6,10 @@ sound_pool p(100);
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#include "src/constants.nvgt"
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#include "src/player.nvgt"
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#include "src/creature_base.nvgt"
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#include "src/creature_death.nvgt"
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#include "src/world_object_base.nvgt"
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#include "src/enemies/undead.nvgt"
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#include "src/world_state.nvgt"
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#include "src/ui.nvgt"
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#include "src/inventory.nvgt"
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+3
-3
@@ -166,9 +166,9 @@ void release_sling_attack(int player_x) {
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break;
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}
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// Then check for zombie
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Zombie@ zombie = get_zombie_at(check_x);
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if (zombie != null) {
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// Then check for undead
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Undead@ undead = get_zombie_at(check_x);
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if (undead != null) {
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target_x = check_x;
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hit_bandit = false;
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break;
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@@ -0,0 +1,18 @@
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// Base class for ground creatures (enemies and game animals)
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// Provides common fields and methods for creatures that move on the ground
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class CreatureBase {
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int position;
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int health;
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int sound_handle = -1;
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timer move_timer;
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timer attack_timer;
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// Common sound cleanup method
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void destroy_sound() {
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if (sound_handle != -1) {
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p.destroy_sound(sound_handle);
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sound_handle = -1;
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}
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}
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}
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@@ -0,0 +1,21 @@
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// Unified death handling functions for creatures
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// Ensures consistent death behavior: stop sound -> play death sound -> create drop
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// Handle creature death with sound cleanup and optional drop
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// This consolidates the death pattern used across zombies, bandits, boars, etc.
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void handle_creature_death(int creature_pos, string death_sound, float volume_step, string drop_type = "") {
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// Play death sound at creature position
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play_creature_death_sound(death_sound, x, creature_pos, volume_step);
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// Create world drop if specified
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if (drop_type != "") {
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add_world_drop(creature_pos, drop_type);
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}
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}
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// Cleanup sound handle before death (should be called before handle_creature_death)
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void cleanup_creature_sound(int sound_handle_ref) {
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if (sound_handle_ref != -1) {
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p.destroy_sound(sound_handle_ref);
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}
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}
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@@ -0,0 +1,217 @@
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// Undead creatures (zombies, vampires, ghosts, etc.)
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// Currently only zombies are implemented
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string[] undead_zombie_sounds = {"sounds/enemies/zombie1.ogg"};
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class Undead {
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int position;
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int health;
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string undead_type; // "zombie", future: "vampire", "ghost", etc.
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string voice_sound;
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int sound_handle;
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timer move_timer;
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timer groan_timer;
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timer attack_timer;
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int next_groan_delay;
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Undead(int pos, string type = "zombie") {
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position = pos;
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undead_type = type;
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health = ZOMBIE_HEALTH;
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int sound_index = random(0, undead_zombie_sounds.length() - 1);
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voice_sound = undead_zombie_sounds[sound_index];
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sound_handle = -1;
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move_timer.restart();
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groan_timer.restart();
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attack_timer.restart();
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next_groan_delay = random(ZOMBIE_GROAN_MIN_DELAY, ZOMBIE_GROAN_MAX_DELAY);
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}
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}
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Undead@[] undeads;
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void clear_undeads() {
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if (undeads.length() == 0) return;
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for (uint i = 0; i < undeads.length(); i++) {
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if (undeads[i].sound_handle != -1) {
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p.destroy_sound(undeads[i].sound_handle);
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undeads[i].sound_handle = -1;
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}
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}
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undeads.resize(0);
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}
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Undead@ get_undead_at(int pos) {
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for (uint i = 0; i < undeads.length(); i++) {
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if (undeads[i].position == pos) {
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return @undeads[i];
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}
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}
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return null;
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}
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void spawn_undead() {
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int spawn_x = -1;
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for (int attempts = 0; attempts < 20; attempts++) {
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int candidate = random(BASE_END + 1, MAP_SIZE - 1);
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if (get_undead_at(candidate) == null) {
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spawn_x = candidate;
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break;
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}
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}
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if (spawn_x == -1) {
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spawn_x = random(BASE_END + 1, MAP_SIZE - 1);
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}
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Undead@ z = Undead(spawn_x, "zombie");
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undeads.insert_last(z);
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z.sound_handle = play_creature_voice(z.voice_sound, x, spawn_x, ZOMBIE_SOUND_VOLUME_STEP);
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}
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void try_attack_barricade_undead(Undead@ undead) {
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if (barricade_health <= 0) return;
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if (undead.attack_timer.elapsed < ZOMBIE_ATTACK_INTERVAL) return;
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undead.attack_timer.restart();
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int damage = random(ZOMBIE_DAMAGE_MIN, ZOMBIE_DAMAGE_MAX);
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barricade_health -= damage;
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if (barricade_health < 0) barricade_health = 0;
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play_creature_attack_sound("sounds/enemies/zombie_hits_player.ogg", x, undead.position, ZOMBIE_SOUND_VOLUME_STEP);
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// Resident defense counter-attack
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if (can_residents_defend()) {
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int counterDamage = perform_resident_defense();
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if (counterDamage > 0) {
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undead.health -= counterDamage;
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if (undead.health <= 0 && x <= BASE_END) {
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speak_with_history("Residents killed an attacking zombie.", true);
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}
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}
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}
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if (barricade_health == 0) {
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notify("The barricade has fallen!");
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}
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}
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bool can_undead_attack_player(Undead@ undead) {
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if (player_health <= 0) {
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return false;
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}
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if (barricade_health > 0 && x <= BASE_END) {
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return false;
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}
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if (abs(undead.position - x) > 1) {
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return false;
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}
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return y <= ZOMBIE_ATTACK_MAX_HEIGHT;
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}
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bool try_attack_player_undead(Undead@ undead) {
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if (!can_undead_attack_player(undead)) {
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return false;
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}
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if (undead.attack_timer.elapsed < ZOMBIE_ATTACK_INTERVAL) {
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return false;
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}
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undead.attack_timer.restart();
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int damage = random(ZOMBIE_DAMAGE_MIN, ZOMBIE_DAMAGE_MAX);
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player_health -= damage;
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if (player_health < 0) {
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player_health = 0;
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}
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play_creature_attack_sound("sounds/enemies/zombie_hits_player.ogg", x, undead.position, ZOMBIE_SOUND_VOLUME_STEP);
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return true;
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}
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void update_undead(Undead@ undead) {
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if (undead.groan_timer.elapsed > undead.next_groan_delay) {
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undead.groan_timer.restart();
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undead.next_groan_delay = random(ZOMBIE_GROAN_MIN_DELAY, ZOMBIE_GROAN_MAX_DELAY);
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undead.sound_handle = play_creature_voice(undead.voice_sound, x, undead.position, ZOMBIE_SOUND_VOLUME_STEP);
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}
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if (try_attack_player_undead(undead)) {
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return;
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}
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if (undead.move_timer.elapsed < ZOMBIE_MOVE_INTERVAL) return;
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undead.move_timer.restart();
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if (barricade_health > 0 && undead.position == BASE_END + 1) {
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try_attack_barricade_undead(undead);
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return;
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}
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int direction = 0;
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if (x > BASE_END) {
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if (x > undead.position) {
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direction = 1;
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} else if (x < undead.position) {
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direction = -1;
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} else {
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return;
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}
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} else {
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direction = random(-1, 1);
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if (direction == 0) return;
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}
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int target_x = undead.position + direction;
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if (target_x < 0 || target_x >= MAP_SIZE) return;
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if (target_x <= BASE_END && barricade_health > 0) {
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try_attack_barricade_undead(undead);
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return;
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}
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undead.position = target_x;
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play_creature_footstep(x, undead.position, BASE_END, GRASS_END, ZOMBIE_FOOTSTEP_MAX_DISTANCE, ZOMBIE_SOUND_VOLUME_STEP);
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}
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void update_undeads() {
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if (is_daytime) {
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clear_undeads();
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return;
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}
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while (undeads.length() < ZOMBIE_MAX_COUNT) {
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spawn_undead();
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}
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for (uint i = 0; i < undeads.length(); i++) {
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update_undead(undeads[i]);
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}
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}
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bool damage_undead_at(int pos, int damage) {
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for (uint i = 0; i < undeads.length(); i++) {
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if (undeads[i].position == pos) {
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undeads[i].health -= damage;
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if (undeads[i].health <= 0) {
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if (undeads[i].sound_handle != -1) {
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p.destroy_sound(undeads[i].sound_handle);
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undeads[i].sound_handle = -1;
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}
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play_creature_death_sound("sounds/enemies/enemy_falls.ogg", x, pos, ZOMBIE_SOUND_VOLUME_STEP);
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undeads.remove_at(i);
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}
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return true;
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}
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}
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return false;
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}
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// Backward compatibility aliases (to be removed after full refactoring)
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Undead@[]@ zombies = @undeads; // Array alias for backward compatibility
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Undead@ get_zombie_at(int pos) { return get_undead_at(pos); }
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bool damage_zombie_at(int pos, int damage) { return damage_undead_at(pos, damage); }
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void update_zombies() { update_undeads(); }
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void clear_zombies() { clear_undeads(); }
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void spawn_zombie() { spawn_undead(); }
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@@ -0,0 +1,10 @@
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// Base class for simple world objects (buildings and structures)
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// Provides common position field for world objects that only need to track location
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class WorldLocationBase {
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int position;
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WorldLocationBase(int pos) {
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position = pos;
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}
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}
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+1
-203
@@ -7,35 +7,10 @@ int barricade_health = 0;
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bool barricade_initialized = false;
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int residents_count = 0;
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string[] zombie_sounds = {"sounds/enemies/zombie1.ogg"};
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string[] bandit_sounds = {"sounds/enemies/bandit1.ogg", "sounds/enemies/bandit2.ogg"};
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string[] goose_sounds = {"sounds/game/goose.ogg"};
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string[] boar_sounds = {"sounds/game/boar.ogg"};
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class Zombie {
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int position;
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int health;
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string voice_sound;
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int sound_handle;
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timer move_timer;
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timer groan_timer;
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timer attack_timer;
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int next_groan_delay;
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Zombie(int pos) {
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position = pos;
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health = ZOMBIE_HEALTH;
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int sound_index = random(0, zombie_sounds.length() - 1);
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voice_sound = zombie_sounds[sound_index];
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sound_handle = -1;
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move_timer.restart();
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groan_timer.restart();
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attack_timer.restart();
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next_groan_delay = random(ZOMBIE_GROAN_MIN_DELAY, ZOMBIE_GROAN_MAX_DELAY);
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}
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}
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Zombie@[] zombies;
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class Bandit {
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int position;
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int health;
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@@ -792,184 +767,7 @@ int add_barricade_health(int amount) {
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return barricade_health - before;
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}
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void clear_zombies() {
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if (zombies.length() == 0) return;
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for (uint i = 0; i < zombies.length(); i++) {
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if (zombies[i].sound_handle != -1) {
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p.destroy_sound(zombies[i].sound_handle);
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zombies[i].sound_handle = -1;
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}
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}
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zombies.resize(0);
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}
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Zombie@ get_zombie_at(int pos) {
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for (uint i = 0; i < zombies.length(); i++) {
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if (zombies[i].position == pos) {
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return @zombies[i];
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}
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}
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return null;
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}
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void spawn_zombie() {
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int spawn_x = -1;
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for (int attempts = 0; attempts < 20; attempts++) {
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int candidate = random(BASE_END + 1, MAP_SIZE - 1);
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if (get_zombie_at(candidate) == null) {
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spawn_x = candidate;
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break;
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}
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}
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if (spawn_x == -1) {
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spawn_x = random(BASE_END + 1, MAP_SIZE - 1);
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}
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Zombie@ z = Zombie(spawn_x);
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zombies.insert_last(z);
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z.sound_handle = play_creature_voice(z.voice_sound, x, spawn_x, ZOMBIE_SOUND_VOLUME_STEP);
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}
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void try_attack_barricade(Zombie@ zombie) {
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if (barricade_health <= 0) return;
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if (zombie.attack_timer.elapsed < ZOMBIE_ATTACK_INTERVAL) return;
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zombie.attack_timer.restart();
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int damage = random(ZOMBIE_DAMAGE_MIN, ZOMBIE_DAMAGE_MAX);
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barricade_health -= damage;
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if (barricade_health < 0) barricade_health = 0;
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play_creature_attack_sound("sounds/enemies/zombie_hits_player.ogg", x, zombie.position, ZOMBIE_SOUND_VOLUME_STEP);
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// Resident defense counter-attack
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if (can_residents_defend()) {
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int counterDamage = perform_resident_defense();
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if (counterDamage > 0) {
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zombie.health -= counterDamage;
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if (zombie.health <= 0 && x <= BASE_END) {
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speak_with_history("Residents killed an attacking zombie.", true);
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}
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}
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}
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if (barricade_health == 0) {
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notify("The barricade has fallen!");
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}
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}
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bool can_zombie_attack_player(Zombie@ zombie) {
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if (player_health <= 0) {
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return false;
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}
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if (barricade_health > 0 && x <= BASE_END) {
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return false;
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}
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if (abs(zombie.position - x) > 1) {
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return false;
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}
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return y <= ZOMBIE_ATTACK_MAX_HEIGHT;
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}
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bool try_attack_player(Zombie@ zombie) {
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if (!can_zombie_attack_player(zombie)) {
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return false;
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}
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if (zombie.attack_timer.elapsed < ZOMBIE_ATTACK_INTERVAL) {
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return false;
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}
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zombie.attack_timer.restart();
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int damage = random(ZOMBIE_DAMAGE_MIN, ZOMBIE_DAMAGE_MAX);
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player_health -= damage;
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if (player_health < 0) {
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player_health = 0;
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}
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play_creature_attack_sound("sounds/enemies/zombie_hits_player.ogg", x, zombie.position, ZOMBIE_SOUND_VOLUME_STEP);
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return true;
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}
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void update_zombie(Zombie@ zombie) {
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if (zombie.groan_timer.elapsed > zombie.next_groan_delay) {
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zombie.groan_timer.restart();
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zombie.next_groan_delay = random(ZOMBIE_GROAN_MIN_DELAY, ZOMBIE_GROAN_MAX_DELAY);
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zombie.sound_handle = play_creature_voice(zombie.voice_sound, x, zombie.position, ZOMBIE_SOUND_VOLUME_STEP);
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}
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if (try_attack_player(zombie)) {
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return;
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}
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if (zombie.move_timer.elapsed < ZOMBIE_MOVE_INTERVAL) return;
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zombie.move_timer.restart();
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if (barricade_health > 0 && zombie.position == BASE_END + 1) {
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try_attack_barricade(zombie);
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return;
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}
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int direction = 0;
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if (x > BASE_END) {
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if (x > zombie.position) {
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direction = 1;
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} else if (x < zombie.position) {
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direction = -1;
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} else {
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return;
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}
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} else {
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direction = random(-1, 1);
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if (direction == 0) return;
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}
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|
||||
int target_x = zombie.position + direction;
|
||||
if (target_x < 0 || target_x >= MAP_SIZE) return;
|
||||
|
||||
if (target_x <= BASE_END && barricade_health > 0) {
|
||||
try_attack_barricade(zombie);
|
||||
return;
|
||||
}
|
||||
|
||||
zombie.position = target_x;
|
||||
play_creature_footstep(x, zombie.position, BASE_END, GRASS_END, ZOMBIE_FOOTSTEP_MAX_DISTANCE, ZOMBIE_SOUND_VOLUME_STEP);
|
||||
}
|
||||
|
||||
void update_zombies() {
|
||||
if (is_daytime) {
|
||||
clear_zombies();
|
||||
return;
|
||||
}
|
||||
|
||||
while (zombies.length() < ZOMBIE_MAX_COUNT) {
|
||||
spawn_zombie();
|
||||
}
|
||||
|
||||
for (uint i = 0; i < zombies.length(); i++) {
|
||||
update_zombie(zombies[i]);
|
||||
}
|
||||
}
|
||||
|
||||
bool damage_zombie_at(int pos, int damage) {
|
||||
for (uint i = 0; i < zombies.length(); i++) {
|
||||
if (zombies[i].position == pos) {
|
||||
zombies[i].health -= damage;
|
||||
if (zombies[i].health <= 0) {
|
||||
if (zombies[i].sound_handle != -1) {
|
||||
p.destroy_sound(zombies[i].sound_handle);
|
||||
zombies[i].sound_handle = -1;
|
||||
}
|
||||
play_creature_death_sound("sounds/enemies/enemy_falls.ogg", x, pos, ZOMBIE_SOUND_VOLUME_STEP);
|
||||
zombies.remove_at(i);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
// Zombie functions moved to src/enemies/undead.nvgt
|
||||
|
||||
WorldHerbGarden@ get_herb_garden_at(int pos) {
|
||||
for (uint i = 0; i < world_herb_gardens.length(); i++) {
|
||||
|
||||
Reference in New Issue
Block a user