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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(
{.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 = {.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(
{.id = this->nextId(), .x = x, .y = y, .sprite = t});
this->map[y].push_back(BLANK_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->load();
}
bool Level::playerCanStep(int dx, int dy) const {
return canStep(player, dx, dy, map);
}
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; }
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