177 lines
4.1 KiB
C++
177 lines
4.1 KiB
C++
#include "characters.h"
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#include <algorithm>
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character::character(const enum race &nrace):
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race{nrace}, HP{STARTING_HP[race]},
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ATK{STARTING_ATK[race]}, DEF{STARTING_DEF[race]} {}
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character::~character() {}
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enum race character::get_race() const {
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return race;
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}
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position character::get_position() const {
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return pos;
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}
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int character::get_HP() const {
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return HP;
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}
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int character::get_ATK() const {
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return ATK;
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}
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int character::get_DEF() const {
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return DEF;
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}
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int character::get_gold() const {
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return gold;
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}
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float character::get_hitrate() const {
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return base_hitrate;
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}
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bool character::is_hostile() const {
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return hostile;
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}
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void character::set_position(const position &npos) {
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pos = npos;
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}
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void character::set_HP(const int nHP) {
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HP = nHP;
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}
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void character::set_ATK(const int nATK) {
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ATK = nATK;
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}
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void character::set_DEF(const int nDEF) {
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DEF = nDEF;
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}
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void character::set_gold(const int ngold) {
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gold = ngold;
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}
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void character::set_hitrate(const float nhitrate) {
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base_hitrate = nhitrate;
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}
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void character::set_hostile(const bool is_hostile) {
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hostile = is_hostile;
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}
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void character::apply_buff(const stat_name statn, const int amount) {
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// TODO: add checks for bounds
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switch (statn) {
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case stat_name::HP:
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HP += amount;
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break;
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case stat_name::ATK:
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ATK += amount;
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break;
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case stat_name::DEF:
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DEF += amount;
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break;
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case stat_name::hostile: {
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if (amount > 0)
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hostile = true;
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else
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hostile = false;
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break;
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}
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}
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}
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character_list::character_list():
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layer{layer_num::characters} {}
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void character_list::print() const {
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// TODO: implement it using ncurses
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}
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void character_list::print(display &display) const {
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for (auto &ch : characters)
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display.print_char(ch->get_position(),
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CHARACTER_REP[ch->get_race()]);
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}
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std::vector<std::unique_ptr<character>>::const_iterator character_list::begin()
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const {
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return characters.begin();
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}
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std::vector<std::unique_ptr<character>>::const_iterator character_list::end()
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const {
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return characters.end();
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}
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direction_list character::moveable(const position_list &available_positions)
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const {
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direction_list result;
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for (int i = 0; i < DIRECTION_CNT; ++i)
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if (find(available_positions, pos + MOVE[i])
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!= available_positions.size())
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result.push_back((direction)i);
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return result;
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}
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result character::apply(direction &dir, const potion_list &potions) {
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// TODO: implement this after implementing potions
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return result::fine;
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}
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position_list remove_from_list(const position_list &sorted_positions,
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position_list excluded) {
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std::sort(excluded.begin(), excluded.end());
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position_list result{sorted_positions.size() - excluded.size()};
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auto exc = excluded.begin();
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for (auto src : sorted_positions) {
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if (exc != excluded.end() && src == *exc)
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++exc;
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else
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result.push_back(src);
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}
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return result;
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}
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// IMPORTANT: remember to check if player is on the stairs
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result character::move(const direction dir,
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const position_list &available_positions) {
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if (find(available_positions, pos + MOVE[dir])
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!= available_positions.size()) {
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pos += MOVE[dir];
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return result::moved;
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}
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return result::fine;
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}
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result character::move_or_attack(const direction dir,
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const position_list &available_positions,
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const character_list &chlist) {
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auto res = this->move(dir, available_positions);
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if (res != result::fine)
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return res;
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return this->attack(dir, chlist);
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}
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