More refactor, start splitting large unwieldy files into easier to manage components.

This commit is contained in:
Storm Dragon
2026-01-21 18:23:44 -05:00
parent af9a402e80
commit 3a56125a93
7 changed files with 274 additions and 206 deletions
+4
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@@ -6,6 +6,10 @@ sound_pool p(100);
#include "src/constants.nvgt"
#include "src/player.nvgt"
#include "src/creature_base.nvgt"
#include "src/creature_death.nvgt"
#include "src/world_object_base.nvgt"
#include "src/enemies/undead.nvgt"
#include "src/world_state.nvgt"
#include "src/ui.nvgt"
#include "src/inventory.nvgt"
+3 -3
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@@ -166,9 +166,9 @@ void release_sling_attack(int player_x) {
break;
}
// Then check for zombie
Zombie@ zombie = get_zombie_at(check_x);
if (zombie != null) {
// Then check for undead
Undead@ undead = get_zombie_at(check_x);
if (undead != null) {
target_x = check_x;
hit_bandit = false;
break;
+18
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@@ -0,0 +1,18 @@
// Base class for ground creatures (enemies and game animals)
// Provides common fields and methods for creatures that move on the ground
class CreatureBase {
int position;
int health;
int sound_handle = -1;
timer move_timer;
timer attack_timer;
// Common sound cleanup method
void destroy_sound() {
if (sound_handle != -1) {
p.destroy_sound(sound_handle);
sound_handle = -1;
}
}
}
+21
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@@ -0,0 +1,21 @@
// Unified death handling functions for creatures
// Ensures consistent death behavior: stop sound -> play death sound -> create drop
// Handle creature death with sound cleanup and optional drop
// This consolidates the death pattern used across zombies, bandits, boars, etc.
void handle_creature_death(int creature_pos, string death_sound, float volume_step, string drop_type = "") {
// Play death sound at creature position
play_creature_death_sound(death_sound, x, creature_pos, volume_step);
// Create world drop if specified
if (drop_type != "") {
add_world_drop(creature_pos, drop_type);
}
}
// Cleanup sound handle before death (should be called before handle_creature_death)
void cleanup_creature_sound(int sound_handle_ref) {
if (sound_handle_ref != -1) {
p.destroy_sound(sound_handle_ref);
}
}
+217
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@@ -0,0 +1,217 @@
// Undead creatures (zombies, vampires, ghosts, etc.)
// Currently only zombies are implemented
string[] undead_zombie_sounds = {"sounds/enemies/zombie1.ogg"};
class Undead {
int position;
int health;
string undead_type; // "zombie", future: "vampire", "ghost", etc.
string voice_sound;
int sound_handle;
timer move_timer;
timer groan_timer;
timer attack_timer;
int next_groan_delay;
Undead(int pos, string type = "zombie") {
position = pos;
undead_type = type;
health = ZOMBIE_HEALTH;
int sound_index = random(0, undead_zombie_sounds.length() - 1);
voice_sound = undead_zombie_sounds[sound_index];
sound_handle = -1;
move_timer.restart();
groan_timer.restart();
attack_timer.restart();
next_groan_delay = random(ZOMBIE_GROAN_MIN_DELAY, ZOMBIE_GROAN_MAX_DELAY);
}
}
Undead@[] undeads;
void clear_undeads() {
if (undeads.length() == 0) return;
for (uint i = 0; i < undeads.length(); i++) {
if (undeads[i].sound_handle != -1) {
p.destroy_sound(undeads[i].sound_handle);
undeads[i].sound_handle = -1;
}
}
undeads.resize(0);
}
Undead@ get_undead_at(int pos) {
for (uint i = 0; i < undeads.length(); i++) {
if (undeads[i].position == pos) {
return @undeads[i];
}
}
return null;
}
void spawn_undead() {
int spawn_x = -1;
for (int attempts = 0; attempts < 20; attempts++) {
int candidate = random(BASE_END + 1, MAP_SIZE - 1);
if (get_undead_at(candidate) == null) {
spawn_x = candidate;
break;
}
}
if (spawn_x == -1) {
spawn_x = random(BASE_END + 1, MAP_SIZE - 1);
}
Undead@ z = Undead(spawn_x, "zombie");
undeads.insert_last(z);
z.sound_handle = play_creature_voice(z.voice_sound, x, spawn_x, ZOMBIE_SOUND_VOLUME_STEP);
}
void try_attack_barricade_undead(Undead@ undead) {
if (barricade_health <= 0) return;
if (undead.attack_timer.elapsed < ZOMBIE_ATTACK_INTERVAL) return;
undead.attack_timer.restart();
int damage = random(ZOMBIE_DAMAGE_MIN, ZOMBIE_DAMAGE_MAX);
barricade_health -= damage;
if (barricade_health < 0) barricade_health = 0;
play_creature_attack_sound("sounds/enemies/zombie_hits_player.ogg", x, undead.position, ZOMBIE_SOUND_VOLUME_STEP);
// Resident defense counter-attack
if (can_residents_defend()) {
int counterDamage = perform_resident_defense();
if (counterDamage > 0) {
undead.health -= counterDamage;
if (undead.health <= 0 && x <= BASE_END) {
speak_with_history("Residents killed an attacking zombie.", true);
}
}
}
if (barricade_health == 0) {
notify("The barricade has fallen!");
}
}
bool can_undead_attack_player(Undead@ undead) {
if (player_health <= 0) {
return false;
}
if (barricade_health > 0 && x <= BASE_END) {
return false;
}
if (abs(undead.position - x) > 1) {
return false;
}
return y <= ZOMBIE_ATTACK_MAX_HEIGHT;
}
bool try_attack_player_undead(Undead@ undead) {
if (!can_undead_attack_player(undead)) {
return false;
}
if (undead.attack_timer.elapsed < ZOMBIE_ATTACK_INTERVAL) {
return false;
}
undead.attack_timer.restart();
int damage = random(ZOMBIE_DAMAGE_MIN, ZOMBIE_DAMAGE_MAX);
player_health -= damage;
if (player_health < 0) {
player_health = 0;
}
play_creature_attack_sound("sounds/enemies/zombie_hits_player.ogg", x, undead.position, ZOMBIE_SOUND_VOLUME_STEP);
return true;
}
void update_undead(Undead@ undead) {
if (undead.groan_timer.elapsed > undead.next_groan_delay) {
undead.groan_timer.restart();
undead.next_groan_delay = random(ZOMBIE_GROAN_MIN_DELAY, ZOMBIE_GROAN_MAX_DELAY);
undead.sound_handle = play_creature_voice(undead.voice_sound, x, undead.position, ZOMBIE_SOUND_VOLUME_STEP);
}
if (try_attack_player_undead(undead)) {
return;
}
if (undead.move_timer.elapsed < ZOMBIE_MOVE_INTERVAL) return;
undead.move_timer.restart();
if (barricade_health > 0 && undead.position == BASE_END + 1) {
try_attack_barricade_undead(undead);
return;
}
int direction = 0;
if (x > BASE_END) {
if (x > undead.position) {
direction = 1;
} else if (x < undead.position) {
direction = -1;
} else {
return;
}
} else {
direction = random(-1, 1);
if (direction == 0) return;
}
int target_x = undead.position + direction;
if (target_x < 0 || target_x >= MAP_SIZE) return;
if (target_x <= BASE_END && barricade_health > 0) {
try_attack_barricade_undead(undead);
return;
}
undead.position = target_x;
play_creature_footstep(x, undead.position, BASE_END, GRASS_END, ZOMBIE_FOOTSTEP_MAX_DISTANCE, ZOMBIE_SOUND_VOLUME_STEP);
}
void update_undeads() {
if (is_daytime) {
clear_undeads();
return;
}
while (undeads.length() < ZOMBIE_MAX_COUNT) {
spawn_undead();
}
for (uint i = 0; i < undeads.length(); i++) {
update_undead(undeads[i]);
}
}
bool damage_undead_at(int pos, int damage) {
for (uint i = 0; i < undeads.length(); i++) {
if (undeads[i].position == pos) {
undeads[i].health -= damage;
if (undeads[i].health <= 0) {
if (undeads[i].sound_handle != -1) {
p.destroy_sound(undeads[i].sound_handle);
undeads[i].sound_handle = -1;
}
play_creature_death_sound("sounds/enemies/enemy_falls.ogg", x, pos, ZOMBIE_SOUND_VOLUME_STEP);
undeads.remove_at(i);
}
return true;
}
}
return false;
}
// Backward compatibility aliases (to be removed after full refactoring)
Undead@[]@ zombies = @undeads; // Array alias for backward compatibility
Undead@ get_zombie_at(int pos) { return get_undead_at(pos); }
bool damage_zombie_at(int pos, int damage) { return damage_undead_at(pos, damage); }
void update_zombies() { update_undeads(); }
void clear_zombies() { clear_undeads(); }
void spawn_zombie() { spawn_undead(); }
+10
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@@ -0,0 +1,10 @@
// Base class for simple world objects (buildings and structures)
// Provides common position field for world objects that only need to track location
class WorldLocationBase {
int position;
WorldLocationBase(int pos) {
position = pos;
}
}
+1 -203
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@@ -7,35 +7,10 @@ int barricade_health = 0;
bool barricade_initialized = false;
int residents_count = 0;
string[] zombie_sounds = {"sounds/enemies/zombie1.ogg"};
string[] bandit_sounds = {"sounds/enemies/bandit1.ogg", "sounds/enemies/bandit2.ogg"};
string[] goose_sounds = {"sounds/game/goose.ogg"};
string[] boar_sounds = {"sounds/game/boar.ogg"};
class Zombie {
int position;
int health;
string voice_sound;
int sound_handle;
timer move_timer;
timer groan_timer;
timer attack_timer;
int next_groan_delay;
Zombie(int pos) {
position = pos;
health = ZOMBIE_HEALTH;
int sound_index = random(0, zombie_sounds.length() - 1);
voice_sound = zombie_sounds[sound_index];
sound_handle = -1;
move_timer.restart();
groan_timer.restart();
attack_timer.restart();
next_groan_delay = random(ZOMBIE_GROAN_MIN_DELAY, ZOMBIE_GROAN_MAX_DELAY);
}
}
Zombie@[] zombies;
class Bandit {
int position;
int health;
@@ -792,184 +767,7 @@ int add_barricade_health(int amount) {
return barricade_health - before;
}
void clear_zombies() {
if (zombies.length() == 0) return;
for (uint i = 0; i < zombies.length(); i++) {
if (zombies[i].sound_handle != -1) {
p.destroy_sound(zombies[i].sound_handle);
zombies[i].sound_handle = -1;
}
}
zombies.resize(0);
}
Zombie@ get_zombie_at(int pos) {
for (uint i = 0; i < zombies.length(); i++) {
if (zombies[i].position == pos) {
return @zombies[i];
}
}
return null;
}
void spawn_zombie() {
int spawn_x = -1;
for (int attempts = 0; attempts < 20; attempts++) {
int candidate = random(BASE_END + 1, MAP_SIZE - 1);
if (get_zombie_at(candidate) == null) {
spawn_x = candidate;
break;
}
}
if (spawn_x == -1) {
spawn_x = random(BASE_END + 1, MAP_SIZE - 1);
}
Zombie@ z = Zombie(spawn_x);
zombies.insert_last(z);
z.sound_handle = play_creature_voice(z.voice_sound, x, spawn_x, ZOMBIE_SOUND_VOLUME_STEP);
}
void try_attack_barricade(Zombie@ zombie) {
if (barricade_health <= 0) return;
if (zombie.attack_timer.elapsed < ZOMBIE_ATTACK_INTERVAL) return;
zombie.attack_timer.restart();
int damage = random(ZOMBIE_DAMAGE_MIN, ZOMBIE_DAMAGE_MAX);
barricade_health -= damage;
if (barricade_health < 0) barricade_health = 0;
play_creature_attack_sound("sounds/enemies/zombie_hits_player.ogg", x, zombie.position, ZOMBIE_SOUND_VOLUME_STEP);
// Resident defense counter-attack
if (can_residents_defend()) {
int counterDamage = perform_resident_defense();
if (counterDamage > 0) {
zombie.health -= counterDamage;
if (zombie.health <= 0 && x <= BASE_END) {
speak_with_history("Residents killed an attacking zombie.", true);
}
}
}
if (barricade_health == 0) {
notify("The barricade has fallen!");
}
}
bool can_zombie_attack_player(Zombie@ zombie) {
if (player_health <= 0) {
return false;
}
if (barricade_health > 0 && x <= BASE_END) {
return false;
}
if (abs(zombie.position - x) > 1) {
return false;
}
return y <= ZOMBIE_ATTACK_MAX_HEIGHT;
}
bool try_attack_player(Zombie@ zombie) {
if (!can_zombie_attack_player(zombie)) {
return false;
}
if (zombie.attack_timer.elapsed < ZOMBIE_ATTACK_INTERVAL) {
return false;
}
zombie.attack_timer.restart();
int damage = random(ZOMBIE_DAMAGE_MIN, ZOMBIE_DAMAGE_MAX);
player_health -= damage;
if (player_health < 0) {
player_health = 0;
}
play_creature_attack_sound("sounds/enemies/zombie_hits_player.ogg", x, zombie.position, ZOMBIE_SOUND_VOLUME_STEP);
return true;
}
void update_zombie(Zombie@ zombie) {
if (zombie.groan_timer.elapsed > zombie.next_groan_delay) {
zombie.groan_timer.restart();
zombie.next_groan_delay = random(ZOMBIE_GROAN_MIN_DELAY, ZOMBIE_GROAN_MAX_DELAY);
zombie.sound_handle = play_creature_voice(zombie.voice_sound, x, zombie.position, ZOMBIE_SOUND_VOLUME_STEP);
}
if (try_attack_player(zombie)) {
return;
}
if (zombie.move_timer.elapsed < ZOMBIE_MOVE_INTERVAL) return;
zombie.move_timer.restart();
if (barricade_health > 0 && zombie.position == BASE_END + 1) {
try_attack_barricade(zombie);
return;
}
int direction = 0;
if (x > BASE_END) {
if (x > zombie.position) {
direction = 1;
} else if (x < zombie.position) {
direction = -1;
} else {
return;
}
} else {
direction = random(-1, 1);
if (direction == 0) return;
}
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++) {