finished the bulk of game

This commit is contained in:
2024-07-14 21:32:41 -04:00
parent b3475b7530
commit af8bc4112c
110 changed files with 1876 additions and 1481 deletions

View File

@ -1,161 +1,47 @@
#include "characters.h"
#include "constants.h"
#include "level.h"
#include <algorithm>
character::character(RNG *rng, const enum race &nrace, const position &pos):
rng{rng}, race{nrace}, HP{STARTING_HP[race]},
character::character(RNG *rng, const feature enabled_features,
const enum race &nrace, const position &pos):
rng{rng}, enabled_features{enabled_features},
race{nrace}, HP{STARTING_HP[race]}, pos{pos},
ATK{STARTING_ATK[race]}, DEF{STARTING_DEF[race]},
base_hit_rate{1, 1}, pos{pos} {}
base_hit_rate{1, 1}, base_hit_rate_reset{1, 1} {}
void character::start_turn() {
ATK = STARTING_ATK[race];
DEF = STARTING_DEF[race];
base_hit_rate = {1, 1};
}
void character::print(display *out, bool player) {
out->print_char(pos, player ? '@' : CHARACTER_REP[race],
player ? COLOR_PAIR(COLOR_BLUE) : COLOR_PAIR(COLOR_RED));
base_hit_rate = base_hit_rate_reset;
}
enum race character::get_race() const {
return race;
}
position character::get_position() const {
position character::get_pos() const {
return pos;
}
int character::get_HP() const {
return HP;
}
int character::get_ATK() const {
return ATK;
}
int character::get_DEF() const {
return DEF;
}
int character::get_gold() const {
return gold;
}
float character::get_hitrate_real() const {
return base_hit_rate.real();
}
fraction character::get_hitrate() const {
return base_hit_rate;
}
int character::get_room_num() const {
return room_num;
}
<<< <<< < HEAD
== == == =
bool character::is_hostile() const {
return hostile;
}
>>> >>> > AL - races
void character::set_room_num(const int room) {
room_num = room;
}
void character::set_position(const position &npos) {
void character::set_pos(const position &npos) {
pos = npos;
}
void character::set_HP(const int nHP) {
HP = nHP;
void character::apply_effect(potion *effect) {
insert_effect(effect);
}
void character::set_ATK(const int nATK) {
ATK = nATK;
}
void character::set_DEF(const int nDEF) {
DEF = nDEF;
}
void character::set_gold(const int ngold) {
gold = ngold;
}
void character::set_hitrate(const fraction nhitrate) {
base_hit_rate = nhitrate;
}
<<< <<< < HEAD
== == == =
void character::set_hostile(const bool is_hostile) {
hostile = is_hostile;
}
void character::apply_buff(const stat_name statn, const int amount) {
// TODO: add checks for bounds
switch (statn) {
case stat_name::HP:
HP += amount;
break;
case stat_name::ATK:
ATK += amount;
break;
case stat_name::DEF:
DEF += amount;
break;
case stat_name::hostile: {
if (amount > 0)
hostile = true;
else
hostile = false;
break;
}
}
}
>>> >>> > AL - races
direction_list character::moveable(const position_list &available_positions)
const {
direction_list result;
for (int i = 0; i < DIRECTION_CNT; ++i)
if (find(available_positions, pos + MOVE[i])
!= available_positions.size())
result.push_back((direction)i);
return result;
}
character::apply_result character::apply(const direction &dir,
potion_list &plist) {
for (size_t i = 0; i < plist.size(); ++i)
if (pos + MOVE[dir] == plist[i]->get_pos()) {
apply_result res{applied, plist[i]};
insert_potion(plist[i]);
plist.erase(plist.begin() + i);
return res;
}
return {applied_nothing, nullptr};
}
void character::insert_potion(potion *p) {
effects.push_back(p);
void character::insert_effect(potion *effect) {
effects.push_back(effect);
for (int i = effects.size() - 1; i > 0; --i)
if (p->get_priority() < effects[i - 1]->get_priority())
if (effect->get_priority() < effects[i - 1]->get_priority())
std::swap(effects[i], effects[i - 1]);
}
result character::apply_effects() {
result character::calc_effects() {
potion_list tmp;
tmp.reserve(effects.size());
@ -190,17 +76,28 @@ void character::discard_level_effects() {
}
// IMPORTANT: remember to check if player is on the stairs
result character::move(const direction dir,
const position_list &available_positions) {
if (find(available_positions, pos + MOVE[dir])
!= available_positions.size()) {
pos += MOVE[dir];
return result::moved;
long_result character::move(level *lvl,
const position &p) {
if (lvl->is_available(p)) {
pos = p;
return {result::moved, ""};
}
return result::fine;
return {result::fine, ""};
}
int character::calc_dmg(const int ATK, const int DEF) {
int calc_dmg(const int ATK, const int DEF) {
return ceil((100.0f / (100.0f + DEF)) * ATK);
}
character *get_ch_at(const position &pos, const character_list &chlist) {
for (auto ch : chlist)
if (ch->get_pos() == pos)
return ch;
return nullptr;
}
bool character::is_dead() const {
return HP <= 0;
}