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//========================================================================
// dng
//------------------------------------------------------------------------
// Copyright (c) 2022 Steph Enders <steph@senders.io>
//
// This software is provided 'as-is', without any express or implied
// warranty. In no event will the authors be held liable for any damages
// arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it
// freely, subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented; you must not
//    claim that you wrote the original software. If you use this software
//    in a product, an acknowledgment in the product documentation would
//    be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such, and must not
//    be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source
//    distribution.
//
//========================================================================

#include "Level.h"
#include "SfmlUtils.h"
#include <fstream>
#include <string>

bool canStep(const Pos &pos, int dx, int dy,
             std::vector<std::vector<char>> map) {
  return map[pos.y + dy][pos.x + dx] != WALL_SPACE;
}

Level::Level(const char *filePath) {
  this->file = std::make_unique<std::string>(filePath);
}

void Level::load() {
  std::ifstream mapFile(this->file->c_str());
  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);
          auto w = create_wall(x, y);
          this->displayMap.push_back(w);
        } else if (c == EMPTY_TKN) {
          this->map[y].push_back(BLANK_SPACE);
          // no display info
        } else if (c == ENEMY_TKN) {
          auto e = create_enemy(x, y);
          this->enemyPositions.push_back(
              {.token = c, .id = this->nextId(), .x = x, .y = y, .sprite = e});
          this->map[y].push_back(BLANK_SPACE);
        } else if (c == PLAYER_TKN) {
          auto p = create_player(x, y);
          this->player = {
              .token = c, .id = playerId, .x = x, .y = y, .sprite = p};
          this->map[y].push_back(BLANK_SPACE);
        } else if (c == TREASURE_TKN) {
          auto t = create_treasure(x, y);
          this->treasurePositions.push_back(
              {.token = c, .id = this->nextId(), .x = x, .y = y, .sprite = t});
          this->map[y].push_back(BLANK_SPACE);
        } else if (c >= KEY_TKN_START && c <= KEY_TKN_END) {
          auto k = create_key(c, x, y);
          this->keyPositions.push_back(
              {.token = c, .id = this->nextId(), .x = x, .y = y, .sprite = k});
          this->map[y].push_back(BLANK_SPACE);
        } else if (c >= DOOR_TKN_START && c <= DOOR_TKN_END) {
          auto d = create_door(c, x, y);
          this->doorPositions.push_back(
              {.token = c, .id = this->nextId(), .x = x, .y = y, .sprite = d});
          this->map[y].push_back(WALL_SPACE);
        } else {
          continue;
        }
        ++x;
      }
      ++y;
    }

    unsigned long max_width = 0;
    for (auto &rows : this->map) {
      if (max_width < rows.size()) {
        max_width = rows.size();
      }
    }
    this->width = static_cast<int>(max_width);
    this->height = static_cast<int>(this->map.size());
  }
  mapFile.close();
}

void Level::reset() {
  this->map.clear();
  this->treasurePositions.clear();
  this->displayMap.clear();
  this->enemyPositions.clear();
  this->keyPositions.clear();
  this->doorPositions.clear();
  this->load();
}

bool Level::playerCanStep(int dx, int dy) const {
  bool check_wall = canStep(player, dx, dy, map);

  auto new_pos_x = player.x + dx;
  auto new_pos_y = player.y + dy;
  return check_wall ||
         (isDoor(new_pos_x, new_pos_y) && tryDoor(new_pos_x, new_pos_y));
}

bool Level::isDoor(int x, int y) const {
  for (auto &d : doorPositions) {
    if (d.x == x && d.y == y) {
      return true;
    }
  }
  return false;
}

bool Level::tryDoor(int x, int y) const {

  for (auto &d : doorPositions) {
    if (d.x == x && d.y == y) {
      char door_token = d.token;
      for (auto &k : heldKeys) {
        if (KEY_DOOR_MAPPING[k - KEY_TKN_START] == door_token) {
          return true;
        }
      }
      // matched door pos but not openable
      return false;
    }
  }
  // not a door?
  return false;
}

int Level::nextId() { return idCounter++; }

int Level::getEnemyIndex(int id) {
  for (int i = 0; i < enemyPositions.size(); i++) {
    if (enemyPositions[i].id == id) {
      return i;
    }
  }

  return -1;
}
bool Level::enemyCanStep(const Pos &pos, int dx, int dy) const {
  return canStep(pos, dx, dy, map);
}
int Level::getWidth() const { return this->width; }
int Level::getHeight() const { return this->height; }