Files
cc3k/src/game.cc

211 lines
6.2 KiB
C++

#include "game.h"
#include "constants.h"
#include "pc.h"
game::game(const enum race starting_race,
const feature enabled_features,
input *new_in,
output *new_out,
RNG *new_rng):
enabled_features{enabled_features},
in{new_in}, out{new_out}, rng{new_rng},
curr_turn{0} {
const position nil{0, 0};
the_world = false;
// TODO: add the other races
init_player(rng, player, enabled_features, starting_race);
if (enabled_features & FEATURE_EXTRA_LEVELS)
max_level = rng->rand_between(MIN_LEVEL_CNT, MAX_LEVEL_CNT + 1);
else
max_level = DEFAULT_MAX_LEVEL;
levels.reserve(max_level);
curr_level = 0;
hostile_merchants = false;
new_level();
msg += "Player character has spawned. ";
print();
}
void game::new_level() {
if (enabled_features & FEATURE_RAND_MAP)
levels.push_back(std::make_unique<level>(player.get(),
rng, enabled_features));
else
levels.push_back(std::make_unique<level>(default_map, player.get(),
rng, enabled_features));
}
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 = sort_enemies(levels[curr_level]->get_elist());
for (auto ch : enemies) {
bool hostile = ch->get_race() == rmerchant ?
hostile_merchants : true;
ch->start_turn();
ch->calc_effects();
auto res =
ch->act(levels[curr_level].get(), player.get(), hostile);
if (player->is_dead())
return ch;
if (ch->is_dead()) {
int g = ch->dies(levels[curr_level].get());
if (g)
levels[curr_level]->add_gold({g, ch->get_pos()});
}
msg += res.msg;
}
return nullptr;
}
game_result game::run() {
auto res = player->interpret_command(levels[curr_level].get(),
in->get_command());
msg = res.msg;
if (res.msg.find('M') != std::string::npos)
hostile_merchants = true;
switch (res.res) {
case result::terminate:
return {terminated, ""};
case result::died:
return {dead, "You died: killed by your own stupidity!"};
case result::go_down: {
if (curr_level == max_level - 1)
return {won, "You won! You collected " +
std::to_string(player->get_gold()) +
" pieces of gold after " +
std::to_string(curr_turn + 1) +
" turns!"};
player->discard_level_effects();
++curr_level;
if (curr_level == levels.size())
new_level();
if (enabled_features & FEATURE_REVISIT)
player->set_pos(levels[curr_level]->get_up_stairs());
break;
}
case result::go_up: {
if (curr_level == 0)
return {escaped, "You escaped the dungeon with " +
std::to_string(player->get_gold()) +
" pieces of gold after " +
std::to_string(curr_turn + 1) +
" turns! Coward!"};
player->discard_level_effects();
--curr_level;
player->set_pos(levels[curr_level]->get_down_stairs());
break;
}
case toggle_the_world:
the_world = !the_world;
break;
case restart_game:
return {restart, ""};
case unknown:
case fine:
case applied_nothing:
++curr_turn;
return {in_game, ""};
default:
break;
}
player->calc_effects();
if (player->is_dead())
return {dead, "You died: killed by your own stupidity!"};
auto killer = move_enemies();
if (player->is_dead()) {
if (killer == nullptr)
return {dead, "You died: killed by your own stupidity!"};
return {dead, (std::string)"You died: killed by a(n) " +
killer->get_race_name()};
}
++curr_turn;
return {in_game, ""};
}
const position STATUS_RACE{0, 25};
const position STATUS_FLOOR{69, 25};
const position STATUS_HP{0, 26};
const position STATUS_ATK{0, 27};
const position STATUS_DEF{0, 28};
const position STATUS_ACTION{0, 29};
const std::string BLANK(DISPLAY_BUFFER_SIZE, ' ');
size_t game::get_curr_turn() const {
return curr_turn;
}
void game::print() {
if (msg.length() > MAX_MSG_LENGTH) {
msg.resize(MAX_MSG_LENGTH);
msg += "...";
}
out->print_str({0, 0}, BLANK);
levels[curr_level]->print(out);
player->print(out);
std::string tmp = "Race: ";
tmp += player->get_race_name();
tmp += " Gold: " + std::to_string(player->get_gold());
out->print_str(STATUS_RACE, tmp);
out->print_str(STATUS_FLOOR, "Floor " + std::to_string(curr_level + 1));
out->print_str(STATUS_HP, "HP: " + std::to_string(player->get_HP()));
out->print_str(STATUS_ATK, "Atk: " + std::to_string(player->get_ATK()));
out->print_str(STATUS_DEF, "Def: " + std::to_string(player->get_DEF()));
out->print_str(STATUS_ACTION, "Action: " + msg);
}