reading map data from file will now generate only the specified entities (if none are specified, randomly generate them
345 lines
11 KiB
C++
345 lines
11 KiB
C++
#include "level.h"
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#include "constants.h"
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level::level(character *player, RNG *rng, const feature enabled_features):
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enabled_features{enabled_features}, map{player, rng, enabled_features},
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player{player} {
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auto tiles = map.get_room_list();
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for (size_t i = 0; i < tiles.size(); ++i)
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remove_from_list(tiles[i], player->get_pos());
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for (size_t i = 0; i < tiles.size(); ++i)
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remove_from_list(tiles[i], map.get_down_stairs());
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if (enabled_features & FEATURE_REVISIT)
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for (size_t i = 0; i < tiles.size(); ++i)
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remove_from_list(tiles[i], map.get_up_stairs());
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gen_potions(rng, tiles);
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gen_gold(rng, tiles);
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gen_enemies({}, rng, tiles);
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}
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level::level(const level_data &lvl, character *player, RNG *rng,
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const feature enabled_features):
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enabled_features{enabled_features},
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map{lvl, player, rng, enabled_features}, player{player} {
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auto tiles = map.get_room_list();
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for (size_t i = 0; i < tiles.size(); ++i)
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remove_from_list(tiles[i], player->get_pos());
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for (size_t i = 0; i < tiles.size(); ++i)
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remove_from_list(tiles[i], map.get_down_stairs());
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if (enabled_features & FEATURE_REVISIT)
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for (size_t i = 0; i < tiles.size(); ++i)
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remove_from_list(tiles[i], map.get_up_stairs());
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if (enabled_features & FEATURE_READ_MAP)
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fill(lvl, tiles, rng);
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if (enabled_features & FEATURE_READ_MAP &&
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(lvl.enemies.size() ||
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lvl.potions.size() ||
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lvl.gold_piles.size()))
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return;
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gen_potions(rng, tiles);
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gen_gold(rng, tiles);
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gen_enemies(lvl, rng, tiles);
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}
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void level::fill(const level_data &lvl, std::vector<position_list> &tiles,
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RNG *rng) {
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for (auto [type, pos] : lvl.potions) {
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for (size_t i = 0; i < tiles.size(); ++i)
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remove_from_list(tiles[i], pos);
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pplist.push_back(new_potion(type, pos));
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plist.push_back(pplist[pplist.size() - 1].get());
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}
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for (auto g : lvl.gold_piles) {
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for (size_t i = 0; i < tiles.size(); ++i)
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remove_from_list(tiles[i], g.get_pos());
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glist.push_back(g);
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}
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for (auto [type, pos] : lvl.enemies) {
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for (size_t i = 0; i < tiles.size(); ++i)
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remove_from_list(tiles[i], pos);
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if (type != DRAGON)
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pelist.push_back(new_enemy(type, pos, enabled_features,
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map.which_room(pos), rng));
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else {
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gold guards{POS_NIL, 0};
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for (size_t i = 0; i < glist.size(); ++i)
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if (glist[i].get_amount() == GOLD_DRAGON &&
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is_adjacent(glist[i].get_pos(), pos))
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guards = glist[i];
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pelist.push_back(new_enemy(type, pos, enabled_features,
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map.which_room(pos), rng,
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guards.get_pos()));
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}
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elist.push_back(pelist[pelist.size() - 1].get());
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}
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}
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gold_list level::dragon_hoard(const level_data &lvl) {
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gold_list result;
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for (auto g : glist)
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if (g.get_amount() == GOLD_DRAGON &&
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!is_in_glist(g, lvl.gold_piles))
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result.push_back(g);
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return result;
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}
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bool level::is_in_glist(gold &g, const gold_list &gl) {
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for (auto tmp : gl)
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if (tmp.get_pos() == g.get_pos())
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return true;
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return false;
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}
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void level::gen_enemies(const level_data &lvl, RNG *rng,
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std::vector<position_list> &tiles) {
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auto dhoard = dragon_hoard(lvl);
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int cnt = (enabled_features & FEATURE_EXTRA_STUFF ?
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rng->rand_between(MIN_ENEMIE_CNT, MAX_ENEMIE_CNT + 1) :
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MIN_ENEMIE_CNT) + dhoard.size();
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elist.reserve(cnt);
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pelist.reserve(cnt);
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for (size_t i = 0; i < dhoard.size(); ++i) {
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position_list spots;
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for (int dir = 0; dir < DIRECTION_CNT; ++dir) {
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position tmp = dhoard[i].get_pos() + MOVE[dir];
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if (map.which_room(tmp) != -1 && tmp != player->get_pos())
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spots.push_back(dhoard[i].get_pos() + MOVE[dir]);
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}
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auto pos = spots.size() ? rng->get_rand_in_vector(spots) :
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dhoard[i].get_pos();
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pelist.push_back(new_dragon(rng, pos, dhoard[i].get_pos(),
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enabled_features,
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map.which_room(dhoard[i].get_pos()),
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dhoard[i].get_pos()));
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int room = map.which_room(pos);
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remove_from_list(tiles[room], pos);
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if (!tiles[room].size())
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tiles.erase(tiles.begin() + room);
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elist.push_back(pelist[i].get());
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}
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for (int i = elist.size(); i < cnt; ++i) {
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auto p = get_rand_pos(rng, tiles);
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pelist.push_back(new_enemy(rng, p, enabled_features,
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map.which_room(p)));
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elist.push_back(pelist[i].get());
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}
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}
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position level::get_rand_pos(RNG *rng, std::vector<position_list> &tiles) {
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int room;
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position pos;
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room = rng->rand_under(tiles.size());
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pos = rng->get_rand_in_vector(tiles[room]);
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remove_from_list(tiles[room], pos);
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if (!tiles[room].size())
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tiles.erase(tiles.begin() + room);
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return pos;
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}
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void level::add_gold(gold g) {
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glist.push_back(g);
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}
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void level::gen_gold(RNG *rng, std::vector<position_list> &tiles) {
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glist.reserve(GOLD_CNT);
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for (int i = glist.size(); i < GOLD_CNT; ++i)
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glist.push_back(gold{get_rand_pos(rng, tiles), rand_gold_pile(rng)});
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}
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void level::gen_potions(RNG *rng, std::vector<position_list> &tiles) {
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int cnt;
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int max_type;
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if (enabled_features & FEATURE_EXTRA_STUFF) {
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cnt = rng->rand_between(MIN_POTION_CNT, MAX_POTION_CNT + 1);
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max_type = POTION_TYPE_CNT;
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} else {
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cnt = MIN_POTION_CNT;
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max_type = DEFAULT_POTION_TYPE_CNT;
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}
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plist.reserve(cnt);
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pplist.reserve(cnt);
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for (int i = pplist.size(); i < cnt; ++i) {
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pplist.push_back(new_potion(static_cast<potion_type>
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(rng->rand_under(max_type)),
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get_rand_pos(rng, tiles)));
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plist.push_back(pplist[i].get());
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}
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}
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void level::print(output *out) const {
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map.print(out);
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for (size_t i = 0; i < plist.size(); ++i)
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plist[i]->print(out);
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for (size_t i = 0; i < glist.size(); ++i)
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glist[i].print(out);
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for (size_t i = 0; i < elist.size(); ++i)
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elist[i]->print(out);
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}
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bool level::is_available(const position &pos, bool is_player) const {
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if (!map.is_available(pos))
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return false;
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if (player->get_pos() == pos)
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return false;
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for (size_t i = 0; i < elist.size(); ++i)
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if (pos == elist[i]->get_pos())
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return false;
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if (!(enabled_features & FEATURE_WALK_OVER))
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for (size_t i = 0; i < plist.size(); ++i)
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if (pos == plist[i]->get_pos())
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return false;
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if (!(enabled_features & FEATURE_WALK_OVER) && !is_player)
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for (size_t i = 0; i < glist.size(); ++i)
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if (pos == glist[i].get_pos())
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return false;
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return true;
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}
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bool level::is_available_all(const position &pos) const {
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if (!map.is_available(pos))
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return false;
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if (!(enabled_features & FEATURE_DOORS) &&
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map.which_room(pos) == -1)
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return false;
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if (player->get_pos() == pos)
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return false;
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for (size_t i = 0; i < elist.size(); ++i)
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if (pos == elist[i]->get_pos())
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return false;
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for (size_t i = 0; i < plist.size(); ++i)
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if (pos == plist[i]->get_pos())
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return false;
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for (size_t i = 0; i < glist.size(); ++i)
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if (pos == glist[i].get_pos())
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return false;
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return true;
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}
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int level::get_room(const position &pos) const {
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return map.which_room(pos);
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}
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position_list level::get_available_around(const position &pos) const {
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position_list result;
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for (int i = 0; i < DIRECTION_CNT; ++i)
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if (is_available(pos + MOVE[i]))
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result.push_back(pos + MOVE[i]);
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return result;
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}
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position_list level::get_available_around_all(const position &pos) const {
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position_list result;
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for (int i = 0; i < DIRECTION_CNT; ++i)
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if (is_available_all(pos + MOVE[i]))
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result.push_back(pos + MOVE[i]);
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return result;
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}
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position level::get_up_stairs() const {
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return map.get_up_stairs();
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}
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position level::get_down_stairs() const {
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return map.get_down_stairs();
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}
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const enemy_list &level::get_elist() {
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return elist;
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}
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const potion_list &level::get_plist() {
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return plist;
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}
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gold_list &level::get_glist() {
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return glist;
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}
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std::unique_ptr<potion> level::detach_potion(size_t idx) {
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if (idx >= plist.size())
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return nullptr;
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auto tmp = std::move(pplist[idx]);
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plist.erase(plist.begin() + idx);
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pplist.erase(pplist.begin() + idx);
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return tmp;
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}
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void level::erase_enemy(character *ch) {
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if (ch == nullptr)
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return;
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for (size_t i = 0; i < elist.size(); ++i)
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if (elist[i] == ch) {
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elist.erase(elist.begin() + i);
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pelist.erase(pelist.begin() + i);
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}
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}
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size_t level::what_is_at(const position &pos) const {
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if (!map.is_available(pos))
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return WHAT_WALL;
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for (size_t i = 0; i < elist.size(); ++i)
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if (elist[i]->get_pos() == pos)
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return WHAT_ENEMY | i;
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return WHAT_SPACE;
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}
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