fixed segmentation fault when sorting enemies
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@ -36,8 +36,8 @@ void character::apply_effect(potion *effect) {
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void character::insert_effect(potion *effect) {
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effects.push_back(effect);
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for (int i = effects.size() - 1; i > 0; --i)
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if (effect->get_priority() < effects[i - 1]->get_priority())
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for (int i = effects.size() - 1; i > 0 &&
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effect->get_priority() < effects[i - 1]->get_priority(); --i)
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std::swap(effects[i], effects[i - 1]);
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}
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@ -33,7 +33,7 @@ long_result halfling::get_hit(character *ch, const int tATK,
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" is slain by PC. "};
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return {result::hit, "PC deals " +
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std::to_string(tmp) + " damage to " + abbrev};
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std::to_string(tmp) + " damage to " + abbrev + ". "};
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}
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return {miss, "PC tried to hit " + abbrev +
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@ -77,7 +77,7 @@ long_result enemy_base::get_hit(character *ch, const int tATK,
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" is slain by PC. "};
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return {result::hit, "PC deals " +
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std::to_string(tmp) + " damage to " + abbrev};
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std::to_string(tmp) + " damage to " + abbrev + ". "};
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}
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return {miss, "PC tried to hit " + abbrev + " but missed. "};
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19
src/game.cc
19
src/game.cc
@ -41,17 +41,26 @@ void game::new_level() {
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rng, enabled_features));
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}
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#include <algorithm>
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bool compare_characters(const character *a, const character *b) {
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return a->get_pos() < b->get_pos();
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enemy_list game::sort_enemies(const enemy_list &elist) {
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enemy_list result;
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result.reserve(elist.size());
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for (auto enemy : elist) {
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result.push_back(enemy);
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for (int i = result.size() - 1; i > 0 &&
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enemy->get_pos() < result[i - 1]->get_pos(); --i)
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std::swap(result[i], result[i - 1]);
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}
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return result;
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}
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character *game::move_enemies() {
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if (the_world)
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return nullptr;
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auto enemies = levels[curr_level]->get_elist();
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std::sort(enemies.begin(), enemies.end(), ::compare_characters);
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auto enemies = sort_enemies(levels[curr_level]->get_elist());
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for (auto ch : enemies) {
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bool hostile = ch->get_race() == rmerchant ?
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@ -52,6 +52,7 @@ public:
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private:
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void new_level();
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character *move_enemies();
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enemy_list sort_enemies(const enemy_list &elist);
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};
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#endif
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@ -31,7 +31,7 @@ game_command console_input::get_command() {
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return (game_command)((tmp = get_direction(cmd)) ==
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game_command_panic
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? tmp : tmp - move_north +
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? tmp : tmp +
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(use ? apply_north : attack_north));
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} else if (cmd == "yes") {
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return game_command::enter;
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