Files
cc3k/src/level.cc
Peisong Xiao d61342b9f1 fixed bug where merchants are not moving
reading map data from file will now generate only the specified entities (if none are specified, randomly generate them
2024-07-25 18:55:18 -04:00

345 lines
11 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], player->get_pos());
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 level_data &lvl, character *player, RNG *rng,
const feature enabled_features):
enabled_features{enabled_features},
map{lvl, 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], player->get_pos());
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());
if (enabled_features & FEATURE_READ_MAP)
fill(lvl, tiles, rng);
if (enabled_features & FEATURE_READ_MAP &&
(lvl.enemies.size() ||
lvl.potions.size() ||
lvl.gold_piles.size()))
return;
gen_potions(rng, tiles);
gen_gold(rng, tiles);
gen_enemies(lvl, rng, tiles);
}
void level::fill(const level_data &lvl, std::vector<position_list> &tiles,
RNG *rng) {
for (auto [type, pos] : lvl.potions) {
for (size_t i = 0; i < tiles.size(); ++i)
remove_from_list(tiles[i], pos);
pplist.push_back(new_potion(type, pos));
plist.push_back(pplist[pplist.size() - 1].get());
}
for (auto g : lvl.gold_piles) {
for (size_t i = 0; i < tiles.size(); ++i)
remove_from_list(tiles[i], g.get_pos());
glist.push_back(g);
}
for (auto [type, pos] : lvl.enemies) {
for (size_t i = 0; i < tiles.size(); ++i)
remove_from_list(tiles[i], pos);
if (type != DRAGON)
pelist.push_back(new_enemy(type, pos, enabled_features,
map.which_room(pos), rng));
else {
gold guards{POS_NIL, 0};
for (size_t i = 0; i < glist.size(); ++i)
if (glist[i].get_amount() == GOLD_DRAGON &&
is_adjacent(glist[i].get_pos(), pos))
guards = glist[i];
pelist.push_back(new_enemy(type, pos, enabled_features,
map.which_room(pos), rng,
guards.get_pos()));
}
elist.push_back(pelist[pelist.size() - 1].get());
}
}
gold_list level::dragon_hoard(const level_data &lvl) {
gold_list result;
for (auto g : glist)
if (g.get_amount() == GOLD_DRAGON &&
!is_in_glist(g, lvl.gold_piles))
result.push_back(g);
return result;
}
bool level::is_in_glist(gold &g, const gold_list &gl) {
for (auto tmp : gl)
if (tmp.get_pos() == g.get_pos())
return true;
return false;
}
void level::gen_enemies(const level_data &lvl, RNG *rng,
std::vector<position_list> &tiles) {
auto dhoard = dragon_hoard(lvl);
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 dir = 0; dir < DIRECTION_CNT; ++dir) {
position tmp = dhoard[i].get_pos() + MOVE[dir];
if (map.which_room(tmp) != -1 && tmp != player->get_pos())
spots.push_back(dhoard[i].get_pos() + MOVE[dir]);
}
auto pos = spots.size() ? rng->get_rand_in_vector(spots) :
dhoard[i].get_pos();
pelist.push_back(new_dragon(rng, pos, dhoard[i].get_pos(),
enabled_features,
map.which_room(dhoard[i].get_pos()),
dhoard[i].get_pos()));
int room = map.which_room(pos);
remove_from_list(tiles[room], pos);
if (!tiles[room].size())
tiles.erase(tiles.begin() + room);
elist.push_back(pelist[i].get());
}
for (int i = elist.size(); i < cnt; ++i) {
auto p = get_rand_pos(rng, tiles);
pelist.push_back(new_enemy(rng, 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 = glist.size(); i < GOLD_CNT; ++i)
glist.push_back(gold{get_rand_pos(rng, tiles), rand_gold_pile(rng)});
}
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 = pplist.size(); i < cnt; ++i) {
pplist.push_back(new_potion(static_cast<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)
glist[i].print(out);
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].get_pos())
return false;
return true;
}
bool level::is_available_all(const position &pos) const {
if (!map.is_available(pos))
return false;
if (!(enabled_features & FEATURE_DOORS) &&
map.which_room(pos) == -1)
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].get_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();
}
const enemy_list &level::get_elist() {
return elist;
}
const potion_list &level::get_plist() {
return plist;
}
gold_list &level::get_glist() {
return glist;
}
std::unique_ptr<potion> level::detach_potion(size_t idx) {
if (idx >= plist.size())
return nullptr;
auto tmp = std::move(pplist[idx]);
plist.erase(plist.begin() + idx);
pplist.erase(pplist.begin() + idx);
return tmp;
}
void level::erase_enemy(character *ch) {
if (ch == nullptr)
return;
for (size_t i = 0; i < elist.size(); ++i)
if (elist[i] == ch) {
elist.erase(elist.begin() + i);
pelist.erase(pelist.begin() + i);
}
}
size_t level::what_is_at(const position &pos) const {
if (!map.is_available(pos))
return WHAT_WALL;
for (size_t i = 0; i < elist.size(); ++i)
if (elist[i]->get_pos() == pos)
return WHAT_ENEMY | i;
return WHAT_SPACE;
}