finished the bulk of game
This commit is contained in:
86
src/level.cc
86
src/level.cc
@ -1,5 +1,7 @@
|
||||
#include "level.h"
|
||||
|
||||
#include "constants.h"
|
||||
|
||||
level::level(character *player, RNG *rng, const feature enabled_features):
|
||||
enabled_features{enabled_features}, map{player, rng, enabled_features},
|
||||
player{player} {
|
||||
@ -34,24 +36,29 @@ void level::gen_enemies(RNG *rng, std::vector<position_list> &tiles) {
|
||||
rng->rand_between(MIN_ENEMIE_CNT, MAX_ENEMIE_CNT + 1) :
|
||||
MIN_ENEMIE_CNT + dhoard.size();
|
||||
|
||||
chlist.reserve(cnt);
|
||||
pchlist.reserve(cnt);
|
||||
elist.reserve(cnt);
|
||||
pelist.reserve(cnt);
|
||||
|
||||
for (size_t i = 0; i < dhoard.size(); ++i) {
|
||||
auto spots = get_available_around(dhoard[i].pos);
|
||||
pchlist.push_back(nullptr);
|
||||
new_dragon(rng, pchlist[i], rng->get_rand_in_vector(spots),
|
||||
dhoard[i].pos);
|
||||
chlist.push_back(pchlist[i].get());
|
||||
position_list spots;
|
||||
|
||||
for (int i = 0; i < DIRECTION_CNT; ++i)
|
||||
if (map.which_room(dhoard[i].pos + MOVE[i]) != -1)
|
||||
spots.push_back(dhoard[i].pos + MOVE[i]);
|
||||
|
||||
pelist.push_back(nullptr);
|
||||
new_dragon(rng, pelist[i], rng->get_rand_in_vector(spots),
|
||||
dhoard[i].pos, enabled_features,
|
||||
map.which_room(dhoard[i].pos));
|
||||
elist.push_back(pelist[i].get());
|
||||
}
|
||||
|
||||
|
||||
for (int i = dhoard.size(); i < cnt; ++i) {
|
||||
pchlist.push_back(nullptr);
|
||||
new_enemy(rng, pchlist[i], get_rand_pos(rng, tiles),
|
||||
enabled_features & FEATURE_EXTRA_STUFF);
|
||||
pchlist[i]->set_room_num(map.which_room(pchlist[i]->get_position()));
|
||||
chlist.push_back(pchlist[i].get());
|
||||
pelist.push_back(nullptr);
|
||||
auto p = get_rand_pos(rng, tiles);
|
||||
new_enemy(rng, pelist[i], p, enabled_features, map.which_room(p));
|
||||
elist.push_back(pelist[i].get());
|
||||
}
|
||||
}
|
||||
|
||||
@ -69,6 +76,10 @@ position level::get_rand_pos(RNG *rng, std::vector<position_list> &tiles) {
|
||||
return pos;
|
||||
}
|
||||
|
||||
void level::add_gold(gold g) {
|
||||
glist.push_back(g);
|
||||
}
|
||||
|
||||
void level::gen_gold(RNG *rng, std::vector<position_list> &tiles) {
|
||||
glist.reserve(GOLD_CNT);
|
||||
|
||||
@ -103,7 +114,7 @@ void level::gen_potions(RNG *rng, std::vector<position_list> &tiles) {
|
||||
void level::print(display *out) const {
|
||||
map.print(out);
|
||||
|
||||
for (auto ch : chlist)
|
||||
for (auto ch : elist)
|
||||
ch->print(out);
|
||||
|
||||
for (auto p : plist)
|
||||
@ -113,21 +124,50 @@ void level::print(display *out) const {
|
||||
out->print_char(gold.pos, 'G', COLOR_PAIR(COLOR_YELLOW));
|
||||
}
|
||||
|
||||
bool level::is_available(const position &pos) const {
|
||||
bool level::is_available(const position &pos, bool is_player) const {
|
||||
if (!map.is_available(pos))
|
||||
return false;
|
||||
|
||||
for (auto ch : chlist)
|
||||
if (pos == ch->get_position())
|
||||
for (auto ch : elist)
|
||||
if (pos == ch->get_pos())
|
||||
return false;
|
||||
|
||||
if (!(enabled_features & FEATURE_WALK_OVER) && !is_player) {
|
||||
for (auto p : plist)
|
||||
if (pos == p->get_pos())
|
||||
return false;
|
||||
|
||||
for (auto g : glist)
|
||||
if (pos == g.pos)
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool level::is_available_all(const position &pos) const {
|
||||
if (!map.is_available(pos))
|
||||
return false;
|
||||
|
||||
for (auto ch : elist)
|
||||
if (pos == ch->get_pos())
|
||||
return false;
|
||||
|
||||
for (auto p : plist)
|
||||
if (pos == p->get_pos())
|
||||
return false;
|
||||
|
||||
for (auto g : glist)
|
||||
if (pos == g.pos)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
int level::get_room(const position &pos) const {
|
||||
return map.which_room(pos);
|
||||
}
|
||||
|
||||
position_list level::get_available_around(const position &pos) const {
|
||||
position_list result;
|
||||
|
||||
@ -138,6 +178,16 @@ position_list level::get_available_around(const position &pos) const {
|
||||
return result;
|
||||
}
|
||||
|
||||
position_list level::get_available_around_all(const position &pos) const {
|
||||
position_list result;
|
||||
|
||||
for (int i = 0; i < DIRECTION_CNT; ++i)
|
||||
if (is_available_all(pos + MOVE[i]))
|
||||
result.push_back(pos + MOVE[i]);
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
position level::get_up_stairs() const {
|
||||
return map.get_up_stairs();
|
||||
}
|
||||
@ -146,8 +196,8 @@ position level::get_down_stairs() const {
|
||||
return map.get_down_stairs();
|
||||
}
|
||||
|
||||
character_list &level::get_chlist() {
|
||||
return chlist;
|
||||
enemy_list &level::get_elist() {
|
||||
return elist;
|
||||
}
|
||||
|
||||
potion_list &level::get_plist() {
|
||||
|
Reference in New Issue
Block a user