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#include "Level.h"
#include <fstream>
#include <iostream>
#include <string>
bool canStep(Pos pos, int dx, int dy, std::vector<std::vector<char>> map) {
return map[pos.y + dy][pos.x + dx] != WALL_SPACE;
}
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::playerCanStep(int dx, int dy) {
return canStep(player, dx, dy, map);
}
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++; }
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(Pos pos, int dx, int dy) {
return canStep(pos, dx, dy, map);
}
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