added a few more pieces to the framework, overhauled main.cc
This commit is contained in:
@ -154,7 +154,7 @@ position_list remove_from_list(const position_list &sorted_positions,
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// IMPORTANT: remember to check if player is on the stairs
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result character::move(const direction dir,
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const position_list &available_positions) {
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const position_list &available_positions) {
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if (find(available_positions, pos + MOVE[dir])
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!= available_positions.size()) {
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pos += MOVE[dir];
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@ -165,12 +165,12 @@ result character::move(const direction dir,
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}
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result character::move_or_attack(const direction dir,
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const position_list &available_positions,
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const character_list &chlist) {
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auto res = this->move(dir,available_positions);
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const position_list &available_positions,
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const character_list &chlist) {
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auto res = this->move(dir, available_positions);
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if(res != result::fine)
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return res;
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if (res != result::fine)
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return res;
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return this->attack(dir,chlist);
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return this->attack(dir, chlist);
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}
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176
src/characters.cc.orig
Normal file
176
src/characters.cc.orig
Normal file
@ -0,0 +1,176 @@
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#include "characters.h"
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#include <algorithm>
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character::character(const enum race &nrace):
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race{nrace}, HP{STARTING_HP[race]},
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ATK{STARTING_ATK[race]}, DEF{STARTING_DEF[race]} {}
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character::~character() {}
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enum race character::get_race() const {
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return race;
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}
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position character::get_position() const {
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return pos;
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}
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int character::get_HP() const {
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return HP;
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}
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int character::get_ATK() const {
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return ATK;
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}
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int character::get_DEF() const {
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return DEF;
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}
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int character::get_gold() const {
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return gold;
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}
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float character::get_hitrate() const {
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return base_hitrate;
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}
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bool character::is_hostile() const {
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return hostile;
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}
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void character::set_position(const position &npos) {
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pos = npos;
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}
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void character::set_HP(const int nHP) {
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HP = nHP;
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}
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void character::set_ATK(const int nATK) {
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ATK = nATK;
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}
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void character::set_DEF(const int nDEF) {
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DEF = nDEF;
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}
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void character::set_gold(const int ngold) {
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gold = ngold;
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}
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void character::set_hitrate(const float nhitrate) {
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base_hitrate = nhitrate;
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}
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void character::set_hostile(const bool is_hostile) {
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hostile = is_hostile;
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}
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void character::apply_buff(const stat_name statn, const int amount) {
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// TODO: add checks for bounds
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switch (statn) {
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case stat_name::HP:
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HP += amount;
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break;
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case stat_name::ATK:
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ATK += amount;
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break;
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case stat_name::DEF:
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DEF += amount;
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break;
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case stat_name::hostile: {
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if (amount > 0)
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hostile = true;
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else
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hostile = false;
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break;
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}
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}
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}
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character_list::character_list():
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layer{layer_num::characters} {}
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void character_list::print() const {
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// TODO: implement it using ncurses
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}
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void character_list::print(display &display) const {
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for (auto &ch : characters)
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display.print_position(ch->get_position(),
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CHARACTER_REP[ch->get_race()]);
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}
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std::vector<std::unique_ptr<character>>::const_iterator character_list::begin()
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const {
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return characters.begin();
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}
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std::vector<std::unique_ptr<character>>::const_iterator character_list::end()
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const {
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return characters.end();
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}
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direction_list character::moveable(const position_list &available_positions)
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const {
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direction_list result;
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for (int i = 0; i < DIRECTION_CNT; ++i)
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if (find(available_positions, pos + MOVE[i])
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!= available_positions.size())
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result.push_back((direction)i);
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return result;
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}
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result character::apply(direction &dir, const potion_list &potions) {
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// TODO: implement this after implementing potions
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return result::fine;
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}
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position_list remove_from_list(const position_list &sorted_positions,
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position_list excluded) {
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std::sort(excluded.begin(), excluded.end());
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position_list result{sorted_positions.size() - excluded.size()};
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auto exc = excluded.begin();
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for (auto src : sorted_positions) {
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if (exc != excluded.end() && src == *exc)
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++exc;
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else
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result.push_back(src);
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}
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return result;
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}
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// IMPORTANT: remember to check if player is on the stairs
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result character::move(const direction dir,
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const position_list &available_positions) {
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if (find(available_positions, pos + MOVE[dir])
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!= available_positions.size()) {
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pos += MOVE[dir];
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return result::moved;
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}
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return result::fine;
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}
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result character::move_or_attack(const direction dir,
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const position_list &available_positions,
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const character_list &chlist) {
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auto res = this->move(dir,available_positions);
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if(res != result::fine)
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return res;
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return this->attack(dir,chlist);
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}
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@ -14,6 +14,8 @@ enum error {none};
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// TODO: update result to include subject
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enum result {fine, died, go_down, hit, moved};
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enum game_status {terminated, main_menu, in_game, options};
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enum stat_name {HP, ATK, DEF, hostile};
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const int LAYER_CNT = 4; // TODO: update as you go
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@ -60,6 +62,8 @@ const feature FEATURE_ENEMIES_CHASE = 1 << 2;
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const feature FEATURE_INVENTORY = 1 << 3;
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const feature FEATURE_THROW = 1 << 4;
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const feature FEATURE_REVISIT = 1 << 5;
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const feature FEATURE_LOG = 1 << 6;
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const feature FEATURE_SAVE = 1 << 7;
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typedef std::vector<position> position_list;
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typedef std::vector<direction> direction_list;
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71
src/constants.h.orig
Normal file
71
src/constants.h.orig
Normal file
@ -0,0 +1,71 @@
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// TODO: Consider moving the contents of this header to their relevant
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// headers
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#ifndef __CONSTANTS_H__
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#define __CONSTANTS_H__
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#include <vector>
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#include "position.h"
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// IMPORTANT: added END to the end of all valued enums so that you can
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// iterate over them
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enum error {none};
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// TODO: update result to include subject
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enum result {fine, died, go_down, hit, moved};
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enum game_status{terminated, main_menu, in_game, options};
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enum stat_name {HP, ATK, DEF, hostile};
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const int LAYER_CNT = 4; // TODO: update as you go
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enum layer_num {map = 0, objects, characters, shop};
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const int RACE_CNT = 2; // TODO: update as you go
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enum race {unknown = 0, rshade /* TODO: fill out the other races (including enemies) */};
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// TODO: fill out the other races (including enemies)
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const int MAX_HP[RACE_CNT] = {0, 125};
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const int STARTING_HP[RACE_CNT] = {0, 125};
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const int STARTING_ATK[RACE_CNT] = {0, 25};
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const int STARTING_DEF[RACE_CNT] = {0, 25};
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const char CHARACTER_REP[RACE_CNT] = {'@', 'S'};
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const int DIRECTION_CNT = 8;
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// IMPORTANT: east is positive for x and SOUTH is positive for y
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// initializes all directions to an int
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enum direction {east = 0, west, north, south, northeast,
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northwest, southeast, southest
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};
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const position MOVE[DIRECTION_CNT] = {
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{1, 0}, {-1, 0}, {0, -1}, {0, 1},
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{1, -1}, {-1, -1}, {1, 1}, {-1, 1}
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};
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const int MAP_HEIGHT = 25;
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const int MAP_WIDTH = 79;
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const int DISPLAY_HEIGHT = 30;
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const int DISPLAY_WIDTH = 79;
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// TODO: list all extra features
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// using constants to keep track of features
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// method: features: FEATURE_XXX | FEATURE_YYY
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// That is: use bit manipulation
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// check if feature is enabled:
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// features & FEATURE_XXX
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typedef unsigned int feature; // can extend to unsigned long (long) if needed
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const feature FEATURE_NCURSES = 1 << 0;
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const feature FEATURE_RAND_MAP = 1 << 1;
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const feature FEATURE_ENEMIES_CHASE = 1 << 2;
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const feature FEATURE_INVENTORY = 1 << 3;
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const feature FEATURE_THROW = 1 << 4;
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const feature FEATURE_REVISIT = 1 << 5;
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const feature FEATURE_LOG = 1 << 6;
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const feature FEATURE_SAVE = 1 << 7;
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typedef std::vector<position> position_list;
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typedef std::vector<direction> direction_list;
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#endif
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7
src/cursor.h
Normal file
7
src/cursor.h
Normal file
@ -0,0 +1,7 @@
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#ifndef __CURSOR_H__
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#define __CURSOR_H__
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#include <ncurses.h>
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class cursor;
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#endif
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@ -11,18 +11,23 @@
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#include <vector>
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#include "position.h"
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#include "constants.h"
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#include "cursor.h"
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class display final {
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private:
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std::vector<std::string> contents;
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cursor &curs;
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public:
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display();
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display(cursor &s);
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void clear();
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// use this instead of overloading for clarity
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void print(std::ostream &out) const;
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void print_line(const std::string &line, const int linenum);
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void render() const ;
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// will override any character that was there
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void print_position(const position &pos, const char ch);
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};
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|
35
src/display.h.orig
Normal file
35
src/display.h.orig
Normal file
@ -0,0 +1,35 @@
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/*
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* CS 246 Final Project
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* File: display.h
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* Purpose: handles map functionality
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*/
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#ifndef __DISPLAY_H__
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#define __DISPLAY_H__
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#include <iostream>
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#include <string>
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#include <vector>
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#include "position.h"
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#include "constants.h"
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#include "cursor.h"
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class display final {
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private:
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std::vector<std::string> contents;
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cursor &curs;
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public:
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display();
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display(cursor &s);
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void clear();
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// use this instead of overloading for clarity
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void print(std::ostream &out) const;
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void print_line(const std::string &line, const int linenum);
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void render() const ;
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// will override any character that was there
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void print_position(const position &pos, const char ch);
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};
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#endif
|
11
src/game.h
11
src/game.h
@ -3,21 +3,22 @@
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#include <memory>
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#include <vector>
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#include "constants.h"
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#include "display.h"
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#include "rng.h"
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#include "spell.h" // this is for ncurses
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#include "characters.h"
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#include "map.h"
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#include "log.h"
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class game final {
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private:
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display &d;
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feature features;
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std::unique_ptr<RNG> rng;
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std::unique_ptr<spell> spell;
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std::unique_ptr<character> player;
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std::vector<game_map> levels;
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std::vector<level> levels;
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public:
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game(int argc = 0, char **argv = nullptr);
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void run();
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game(display &new_display, int argc, char **argv);
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game_status run();
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};
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#endif
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|
24
src/game.h.orig
Normal file
24
src/game.h.orig
Normal file
@ -0,0 +1,24 @@
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#ifndef __GAME_H__
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#define __GAME_H__
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#include <memory>
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#include <vector>
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#include "constants.h"
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#include "display.h"
|
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#include "rng.h"
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#include "characters.h"
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#include "map.h"
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#include "log.h"
|
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|
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class game final {
|
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private:
|
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display &d;
|
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feature features;
|
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std::unique_ptr<RNG> rng;
|
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std::unique_ptr<character> player;
|
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std::vector<level> levels;
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public:
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game(display &new_display, int argc, char **argv);
|
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game_status run();
|
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};
|
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|
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#endif
|
6
src/level.h
Normal file
6
src/level.h
Normal file
@ -0,0 +1,6 @@
|
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#ifndef __LEVEL_H__
|
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#define __LEVEL_H__
|
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|
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class level;
|
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|
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#endif
|
6
src/log.h
Normal file
6
src/log.h
Normal file
@ -0,0 +1,6 @@
|
||||
#ifndef __LOG_H__
|
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#define __LOG_H__
|
||||
|
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class log;
|
||||
|
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#endif
|
63
src/main.cc
63
src/main.cc
@ -1,52 +1,23 @@
|
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#include <iostream>
|
||||
#include <cstdlib>
|
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#include <memory>
|
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#include <string>
|
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#include <stdio.h>
|
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#include <time.h>
|
||||
#include <ncurses.h>
|
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#include "map.h"
|
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#include "races.h"
|
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#include "game.h"
|
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#include "cursor.h"
|
||||
#include "display.h"
|
||||
#include "rng.h"
|
||||
|
||||
using namespace std;
|
||||
// The way things are designed to work:
|
||||
// 1. initializes a new ncurses wrapper c
|
||||
// Note: This is done the first thing in main because ncurses
|
||||
// are from procedural programming and may break otherwise (unlikely)
|
||||
// 2. bind c to a new display c (that handles all output)
|
||||
// 3. bind d to g for graphics
|
||||
|
||||
RNG rng;//{(unsigned int)time(0)};
|
||||
int main(int argc, char **argv) {
|
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cursor c;
|
||||
// binds a ncurses cursor to display
|
||||
display d(c);
|
||||
// binds display to the game
|
||||
game g(d, argc, argv);
|
||||
|
||||
int main() {
|
||||
display display;
|
||||
unique_ptr<game_map> mmap(new game_map{default_map, 0});
|
||||
unique_ptr<class shade>
|
||||
player(new shade{mmap->get_available_positions()});
|
||||
while (g.run() != game_status::terminated)
|
||||
d.render();
|
||||
|
||||
for (char ch = ' '; ch != 'q'; ch = getchar()) {
|
||||
//system("CLS");
|
||||
cout << "\033[2J";
|
||||
display.clear();
|
||||
mmap->print(display);
|
||||
display.print_position(player->get_position(), '@');
|
||||
display.print(cout);
|
||||
cout << "Command: " << ch << endl;
|
||||
|
||||
auto available_positions = mmap->get_available_positions();
|
||||
|
||||
switch (ch) {
|
||||
case 'w':
|
||||
player->move(direction::north, available_positions);
|
||||
break;
|
||||
|
||||
case 'a':
|
||||
player->move(direction::west, available_positions);
|
||||
break;
|
||||
|
||||
case 's':
|
||||
player->move(direction::south, available_positions);
|
||||
break;
|
||||
|
||||
case 'd':
|
||||
player->move(direction::east, available_positions);
|
||||
break;
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
21
src/main.cc.orig
Normal file
21
src/main.cc.orig
Normal file
@ -0,0 +1,21 @@
|
||||
#include "game.h"
|
||||
#include "cursor.h"
|
||||
#include "display.h"
|
||||
|
||||
// The way things are designed to work:
|
||||
// 1. initializes a new ncurses wrapper c
|
||||
// Note: This is done the first thing in main because ncurses
|
||||
// are from procedural programming and may break otherwise (unlikely)
|
||||
// 2. bind c to a new display c (that handles all output)
|
||||
// 3. bind d to g for graphics
|
||||
|
||||
int main(int argc, char **argv) {
|
||||
cursor c;
|
||||
// binds a ncurses cursor to display
|
||||
display d(c);
|
||||
// binds display to the game
|
||||
game g(d,argc, argv);
|
||||
while(g.run()!=game_status::terminated)
|
||||
d.render();
|
||||
return 0;
|
||||
}
|
@ -23,7 +23,7 @@ typedef struct position {
|
||||
bool operator<(const position &other) const;
|
||||
} position;
|
||||
|
||||
size_t find(const std::vector<position> &sorted_list,
|
||||
const position &target);
|
||||
std::size_t find(const std::vector<position> &sorted_list,
|
||||
const position &target);
|
||||
|
||||
#endif
|
||||
|
29
src/position.h.orig
Normal file
29
src/position.h.orig
Normal file
@ -0,0 +1,29 @@
|
||||
/*
|
||||
* CS 246 Final Project
|
||||
* File: map.h
|
||||
* Purpose: handles map functionality
|
||||
*/
|
||||
|
||||
#ifndef __POSITION_H__
|
||||
#define __POSITION_H__
|
||||
#include <vector>
|
||||
|
||||
typedef struct position {
|
||||
int x;
|
||||
int y;
|
||||
|
||||
position();
|
||||
position(int nx, int ny);
|
||||
|
||||
position operator+(const position &other) const;
|
||||
position &operator=(const position &other);
|
||||
position &operator+=(const position &other);
|
||||
bool operator==(const position &other) const;
|
||||
bool operator!=(const position &other) const;
|
||||
bool operator<(const position &other) const;
|
||||
} position;
|
||||
|
||||
std::size_t find(const std::vector<position> &sorted_list,
|
||||
const position &target);
|
||||
|
||||
#endif
|
@ -1 +0,0 @@
|
||||
test.o: test.cc
|
BIN
src/test.o
BIN
src/test.o
Binary file not shown.
Reference in New Issue
Block a user