Files
cc3k/src/level.cc

236 lines
6.9 KiB
C++

#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<position_list> &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<position_list> &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<position_list> &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<position_list> &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;
}