diff options
author | Steph Enders <smenders@gmail.com> | 2022-06-15 23:36:43 -0400 |
---|---|---|
committer | Steph Enders <smenders@gmail.com> | 2022-06-15 23:36:43 -0400 |
commit | eaaf57114cfb74c29f1b0c4e9786bed6d225225c (patch) | |
tree | 8f4946942a9f93f2bba8b1c4c39045e8ee02811d /src/Level.cpp |
Initial setup commit
This setups up the project for messing around with C++ and Lua bindings.
So far this project just prints the defined dng map and lets you move
the character around.
What this fails to do is actually provide any reason to use Lua at the
moment. So I need to figure out some way of enabling logic on the
processing side of things.
Diffstat (limited to 'src/Level.cpp')
-rw-r--r-- | src/Level.cpp | 108 |
1 files changed, 108 insertions, 0 deletions
diff --git a/src/Level.cpp b/src/Level.cpp new file mode 100644 index 0000000..013c2a1 --- /dev/null +++ b/src/Level.cpp @@ -0,0 +1,108 @@ +#include "Level.h" +#include <fstream> +#include <iostream> +#include <string> + +void +Level::loadLevelFromFile(const char* filePath) +{ + std::ifstream mapFile(filePath); + if (mapFile.is_open()) { + + // each element in the map has a unique ID + // some magic but player is always 0 + const int playerId = 0; + // from 1 -> N each enemy and treasure has its own unique ID + // IDs are unique entirely, not just per enemy or treasure + + + std::string line; + int y = 0; + while (std::getline(mapFile, line)) { + this->map.emplace_back(); + int x = 0; + for (char c : line) { + if (c == WALL_TKN) { + this->map[y].push_back(WALL_SPACE); + } else if (c == EMPTY_TKN) { + this->map[y].push_back(BLANK_SPACE); + } else if (c == ENEMY_TKN) { + this->enemyPositions.push_back( + { .id = this->nextId(), .x = x, .y = y }); + this->map[y].push_back(BLANK_SPACE); + } else if (c == PLAYER_TKN) { + this->player = { .id = playerId, .x = x, .y = y }; + this->map[y].push_back(BLANK_SPACE); + } else if (c == TREASURE_TKN) { + this->treasurePositions.push_back( + { .id = this->nextId(), .x = x, .y = y }); + this->map[y].push_back(BLANK_SPACE); + } else { + continue; + } + ++x; + } + ++y; + } + } + mapFile.close(); +} + +bool +Level::isEmpty(int x, int y) +{ + return map[y][x] == BLANK_SPACE; +} + +bool +Level::canStep(int dx, int dy) +{ + bool res = map[player.y + dy][player.x + dx] != WALL_SPACE; + return res; +} + +void +Level::print() +{ + int x = 0; + int y = 0; + for (auto& row : map) { + for (auto& tile : row) { + bool printed = false; + if (player.x == x && player.y == y) { + std::cout << "p"; + printed = true; + } + for (auto pos : enemyPositions) { + if (pos.x == x && pos.y == y) { + std::cout << "e"; + printed = true; + } + } + for (auto pos : treasurePositions) { + if (pos.x == x && pos.y == y) { + std::cout << "t"; + printed = true; + } + } + if (tile == WALL_SPACE) { + std::cout << tile; + printed = true; + } + if (!printed) { + std::cout << " "; + } + std::cout << " "; + ++x; + } + std::cout << "\n"; + ++y; + x = 0; + } +} + +int +Level::nextId() +{ + return idCounter++; +}
\ No newline at end of file |