fixed segmentation fault when sorting enemies

This commit is contained in:
2024-07-15 10:10:53 -04:00
parent 93f68e3969
commit be00e2ec0f
6 changed files with 21 additions and 11 deletions

View File

@ -36,8 +36,8 @@ void character::apply_effect(potion *effect) {
void character::insert_effect(potion *effect) {
effects.push_back(effect);
for (int i = effects.size() - 1; i > 0; --i)
if (effect->get_priority() < effects[i - 1]->get_priority())
for (int i = effects.size() - 1; i > 0 &&
effect->get_priority() < effects[i - 1]->get_priority(); --i)
std::swap(effects[i], effects[i - 1]);
}

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@ -33,7 +33,7 @@ long_result halfling::get_hit(character *ch, const int tATK,
" is slain by PC. "};
return {result::hit, "PC deals " +
std::to_string(tmp) + " damage to " + abbrev};
std::to_string(tmp) + " damage to " + abbrev + ". "};
}
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,
" is slain by PC. "};
return {result::hit, "PC deals " +
std::to_string(tmp) + " damage to " + abbrev};
std::to_string(tmp) + " damage to " + abbrev + ". "};
}
return {miss, "PC tried to hit " + abbrev + " but missed. "};

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@ -41,17 +41,26 @@ void game::new_level() {
rng, enabled_features));
}
#include <algorithm>
bool compare_characters(const character *a, const character *b) {
return a->get_pos() < b->get_pos();
enemy_list game::sort_enemies(const enemy_list &elist) {
enemy_list result;
result.reserve(elist.size());
for (auto enemy : elist) {
result.push_back(enemy);
for (int i = result.size() - 1; i > 0 &&
enemy->get_pos() < result[i - 1]->get_pos(); --i)
std::swap(result[i], result[i - 1]);
}
return result;
}
character *game::move_enemies() {
if (the_world)
return nullptr;
auto enemies = levels[curr_level]->get_elist();
std::sort(enemies.begin(), enemies.end(), ::compare_characters);
auto enemies = sort_enemies(levels[curr_level]->get_elist());
for (auto ch : enemies) {
bool hostile = ch->get_race() == rmerchant ?

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@ -52,6 +52,7 @@ public:
private:
void new_level();
character *move_enemies();
enemy_list sort_enemies(const enemy_list &elist);
};
#endif

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@ -31,7 +31,7 @@ game_command console_input::get_command() {
return (game_command)((tmp = get_direction(cmd)) ==
game_command_panic
? tmp : tmp - move_north +
? tmp : tmp +
(use ? apply_north : attack_north));
} else if (cmd == "yes") {
return game_command::enter;