#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} { auto tiles = map.get_room_list(); for (size_t i = 0; i < tiles.size(); ++i) remove_from_list(tiles[i], map.get_down_stairs()); if (enabled_features & FEATURE_REVISIT) for (size_t i = 0; i < tiles.size(); ++i) remove_from_list(tiles[i], map.get_up_stairs()); gen_potions(rng, tiles); gen_gold(rng, tiles); gen_enemies(rng, tiles); } level::level(const std::string &map_data, character *player, RNG *rng, const feature enabled_features): enabled_features{enabled_features}, map{player, map_data, rng, enabled_features}, player{player} { auto tiles = map.get_room_list(); for (size_t i = 0; i < tiles.size(); ++i) remove_from_list(tiles[i], map.get_down_stairs()); if (enabled_features & FEATURE_REVISIT) for (size_t i = 0; i < tiles.size(); ++i) remove_from_list(tiles[i], map.get_up_stairs()); gen_potions(rng, tiles); gen_gold(rng, tiles); gen_enemies(rng, tiles); } gold_list level::dragon_hoard() { gold_list result; for (auto g : glist) if (g.amount == GOLD_DRAGON) result.push_back({g.amount, g.pos}); return result; } void level::gen_enemies(RNG *rng, std::vector &tiles) { auto dhoard = dragon_hoard(); int cnt = enabled_features & FEATURE_EXTRA_STUFF ? rng->rand_between(MIN_ENEMIE_CNT, MAX_ENEMIE_CNT + 1) : MIN_ENEMIE_CNT + dhoard.size(); elist.reserve(cnt); pelist.reserve(cnt); for (size_t i = 0; i < dhoard.size(); ++i) { position_list spots; for (int i = 0; i < DIRECTION_CNT; ++i) { position tmp = dhoard[i].pos + MOVE[i]; if (map.which_room(tmp) != -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) { 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()); } } position level::get_rand_pos(RNG *rng, std::vector &tiles) { int room; position pos; room = rng->rand_under(tiles.size()); pos = rng->get_rand_in_vector(tiles[room]); remove_from_list(tiles[room], pos); if (!tiles[room].size()) tiles.erase(tiles.begin() + room); return pos; } void level::add_gold(gold g) { glist.push_back(g); } void level::gen_gold(RNG *rng, std::vector &tiles) { glist.reserve(GOLD_CNT); for (int i = 0; i < GOLD_CNT; ++i) glist.push_back({rand_gold_pile(rng), get_rand_pos(rng, tiles)}); } void level::gen_potions(RNG *rng, std::vector &tiles) { int cnt; int max_type; if (enabled_features & FEATURE_EXTRA_STUFF) { cnt = rng->rand_between(MIN_POTION_CNT, MAX_POTION_CNT + 1); max_type = POTION_TYPE_CNT; } else { cnt = MIN_POTION_CNT; max_type = DEFAULT_POTION_TYPE_CNT; } plist.reserve(cnt); pplist.reserve(cnt); for (int i = 0; i < cnt; ++i) { pplist.push_back(nullptr); new_potion(pplist[i], (potion_type)rng->rand_under(max_type), get_rand_pos(rng, tiles)); plist.push_back(pplist[i].get()); } } void level::print(output *out) const { map.print(out); for (size_t i = 0; i < plist.size(); ++i) plist[i]->print(out); for (size_t i = 0; i < glist.size(); ++i) out->print_char(glist[i].pos, 'G', COLOR_PAIR(COLOR_YELLOW)); for (size_t i = 0; i < elist.size(); ++i) elist[i]->print(out); } bool level::is_available(const position &pos, bool is_player) const { if (!map.is_available(pos)) return false; if (player->get_pos() == pos) return false; for (size_t i = 0; i < elist.size(); ++i) if (pos == elist[i]->get_pos()) return false; if (!(enabled_features & FEATURE_WALK_OVER)) for (size_t i = 0; i < plist.size(); ++i) if (pos == plist[i]->get_pos()) return false; if (!(enabled_features & FEATURE_WALK_OVER) && !is_player) for (size_t i = 0; i < glist.size(); ++i) if (pos == glist[i].pos) return false; return true; } bool level::is_available_all(const position &pos) const { if (!map.is_available(pos)) return false; if (player->get_pos() == pos) return false; for (size_t i = 0; i < elist.size(); ++i) if (pos == elist[i]->get_pos()) return false; for (size_t i = 0; i < plist.size(); ++i) if (pos == plist[i]->get_pos()) return false; for (size_t i = 0; i < glist.size(); ++i) if (pos == glist[i].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; for (int i = 0; i < DIRECTION_CNT; ++i) if (is_available(pos + MOVE[i])) result.push_back(pos + MOVE[i]); 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(); } position level::get_down_stairs() const { return map.get_down_stairs(); } enemy_list &level::get_elist() { return elist; } potion_list &level::get_plist() { return plist; } gold_list &level::get_glist() { return glist; }