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Experimental feature; screenshot with item descriptions when using stairs #694

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88 changes: 88 additions & 0 deletions src/brogue/IO.c
Original file line number Diff line number Diff line change
Expand Up @@ -3925,6 +3925,94 @@ void refreshSideBar(short focusX, short focusY, boolean focusedEntityMustGoFirst
restoreRNG;
}

void levelSummarySidebar() {
short printY, oldPrintY, i, j, x, y, displayEntityCount;
item *theItem = NULL;
char buf[COLS];
const void *entityList[ROWS] = {0};
enum entityDisplayTypes entityType[ROWS] = {0};
char addedEntity[DCOLS][DROWS];
short oldRNG;

if (rogue.gameHasEnded || rogue.playbackFastForward) {
return;
}

oldRNG = rogue.RNG;
rogue.RNG = RNG_COSMETIC;
//assureCosmeticRNG;

printY = 0;

zeroOutGrid(addedEntity);

// Initialization.
displayEntityCount = 0;
for (i=0; i<ROWS*2; i++) {
rogue.sidebarLocationList[i] = INVALID_POS;
}

// Summary of game-stat collectables
sprintf(buf, " F%i L%i S%i E%i ", pmap[0][0].machineNumber, pmap[1][0].machineNumber, pmap[2][0].machineNumber, pmap[3][0].machineNumber );
printString(buf, 0, printY++, &white, &black, 0);

// Discovered Items
for (theItem = floorItems->nextItem; theItem != NULL && (displayEntityCount * 2) < ROWS; theItem = theItem->nextItem) {
if (!addedEntity[theItem->loc.x][theItem->loc.y]
&& (pmap[theItem->loc.x][theItem->loc.y].flags & DISCOVERED) ) {
addedEntity[theItem->loc.x][theItem->loc.y] = true;
entityList[displayEntityCount] = theItem;
entityType[displayEntityCount] = EDT_ITEM;
displayEntityCount++;
}
}

for (i=0; i<displayEntityCount && printY < ROWS - 1; i++) { // Bottom line is reserved for the depth.
oldPrintY = printY;

if (entityType[i] == EDT_ITEM) {
x = ((item *) entityList[i])->loc.x;
y = ((item *) entityList[i])->loc.y;

unsigned long flags = pmap[x][y].flags;
pmap[x][y].flags |= ANY_KIND_OF_VISIBLE;

short a = tmap[x][y].light[0];
short b = tmap[x][y].light[1];
short c = tmap[x][y].light[2];

tmap[x][y].light[0] = tmap[player.loc.x][player.loc.y].light[0];
tmap[x][y].light[1] = tmap[player.loc.x][player.loc.y].light[1];
tmap[x][y].light[2] = tmap[player.loc.x][player.loc.y].light[2];

printY = printItemInfo((item *) entityList[i],
printY,
false,
false);

pmap[x][y].flags = flags;
tmap[x][y].light[0] = a;
tmap[x][y].light[1] = b;
tmap[x][y].light[2] = c;

// Only one line
printY--;
}
for (j=oldPrintY; j<printY; j++) {
rogue.sidebarLocationList[j] = (pos){ x, y };
}
}

// Wrap things up.
for (i=printY; i< ROWS - 1; i++) {
printString(" ", 0, i, &white, &black, 0);
}
sprintf(buf, " -- Depth: %i --%s ", rogue.depthLevel, (rogue.depthLevel < 10 ? " " : ""));
printString(buf, 0, ROWS - 1, &white, &black, 0);

restoreRNG;
}

void printString(const char *theString, short x, short y, const color *foreColor, const color *backColor, screenDisplayBuffer *dbuf) {
short i;

Expand Down
21 changes: 21 additions & 0 deletions src/brogue/Items.c
Original file line number Diff line number Diff line change
Expand Up @@ -645,6 +645,12 @@ void populateItems(pos upstairs) {
randomDepthOffset += rand_range(-1, 1);
}

// TOTAL HACK!
pmap[0][0].machineNumber = 0; // Food
pmap[1][0].machineNumber = 0; // Life
pmap[2][0].machineNumber = 0; // Strength
pmap[3][0].machineNumber = 0; // Enchant

for (int i=0; i<numberOfItems; i++) {
short theCategory = ALL_ITEMS & ~GOLD; // gold is placed separately, below, so it's not a punishment
short theKind = -1;
Expand Down Expand Up @@ -697,10 +703,25 @@ void populateItems(pos upstairs) {
theItem->originDepth = rogue.depthLevel;

if (theItem->category & FOOD) {
pmap[0][0].machineNumber++;
rogue.foodSpawned += foodTable[theItem->kind].power;
if (D_MESSAGE_ITEM_GENERATION) printf("\n(:) Depth %i: generated food", rogue.depthLevel);
}

// Track how many were generated so they can be displayed on the level memory screen
// TODO: Actually need to track how many were discovered, not generated, but this will do for now..
if ((theItem->category & POTION) && (theItem->kind == POTION_LIFE)) {
pmap[1][0].machineNumber++;
}

if ((theItem->category & POTION) && (theItem->kind == POTION_STRENGTH)) {
pmap[2][0].machineNumber++;
}

if ((theItem->category & SCROLL) && (theItem->kind == SCROLL_ENCHANTING)) {
pmap[3][0].machineNumber++;
}

// Choose a placement location.
pos itemPlacementLoc = INVALID_POS;
if ((theItem->category & FOOD) || ((theItem->category & POTION) && theItem->kind == POTION_STRENGTH)) {
Expand Down
6 changes: 6 additions & 0 deletions src/brogue/Movement.c
Original file line number Diff line number Diff line change
Expand Up @@ -2178,6 +2178,12 @@ boolean useStairs(short stairDirection) {
boolean succeeded = false;
//screenDisplayBuffer fromBuf, toBuf;

levelSummarySidebar();
flashTemporaryAlert(" YOUR MEMORY OF THIS DEPTH ", 100); // Not sure why this is needed? Screen refresh delay?
if (takeScreenshot()) {
flashTemporaryAlert(" Screenshot saved in save directory ", 1000);
}

if (stairDirection == 1) {
if (rogue.depthLevel < gameConst->deepestLevel) {
rogue.cursorLoc = INVALID_POS;
Expand Down
1 change: 1 addition & 0 deletions src/brogue/Rogue.h
Original file line number Diff line number Diff line change
Expand Up @@ -2911,6 +2911,7 @@ extern "C" {

char nextKeyPress(boolean textInput);
void refreshSideBar(short focusX, short focusY, boolean focusedEntityMustGoFirst);
void levelSummarySidebar(void);
void printHelpScreen(void);
void displayFeatsScreen(void);
void printDiscoveriesScreen(void);
Expand Down
4 changes: 3 additions & 1 deletion src/platform/sdl2-platform.c
Original file line number Diff line number Diff line change
Expand Up @@ -416,7 +416,9 @@ static boolean _takeScreenshot() {

// choose filename
char screenshotFilepath[BROGUE_FILENAME_MAX];
getAvailableFilePath(screenshotFilepath, "Screenshot", SCREENSHOT_SUFFIX);
char tryName[BROGUE_FILENAME_MAX];
sprintf(tryName, "S%llu D%d T%d", (unsigned long long)rogue.seed, rogue.depthLevel, rogue.absoluteTurnNumber );
getAvailableFilePath(screenshotFilepath, tryName, SCREENSHOT_SUFFIX);
strcat(screenshotFilepath, SCREENSHOT_SUFFIX);

// save to PNG
Expand Down