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Level.cpp
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Level.cpp
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#include "Level.h"
#include <fstream>
#include <iostream>
#include <cstdio>
Level::Level()
{
}
void Level::loadLevel(string fileName, Player &player) {
//Loads the level
ifstream file;
file.open(fileName);
if (file.fail()) {
perror(fileName.c_str());
//NOT RECCOMMENDED TO USE SYSTEM PAUSE! USE SOMETHING ELSE.
system("PAUSE");
exit(1);
}
string line;
while (getline(file, line)) {
_levelData.push_back(line);
}
file.close();
//Process the level
char tile;
for (int i = 0; i < _levelData.size(); i++) {
for (int j = 0; j < _levelData[i].size(); j++) {
tile = _levelData[i][j];
switch (tile) {
case '@'://player
player.setPosition(j, i);
break;
case 'S'://Snake
_enemies.push_back(Enemy("Snake", tile, 1, 3, 1, 10, 50));
_enemies.back().setPosition(j, i);
break;
case 'g':
_enemies.push_back(Enemy("Goblin", tile, 2, 10, 5, 35, 150));
_enemies.back().setPosition(j, i);
break;
case 'O':
_enemies.push_back(Enemy("Ogre", tile, 4, 20, 40, 200, 500));
_enemies.back().setPosition(j, i);
break;
case 'D':
_enemies.push_back(Enemy("Dragon", tile, 100, 2000, 2000, 2000, 5000000));
_enemies.back().setPosition(j, i);
break;
case 'B':
_enemies.push_back(Enemy("Bandit", tile, 3, 15, 10, 100, 250));
_enemies.back().setPosition(j, i);
break;
}
}
}
}
void Level::print() {
std::cout << string(100, '\n');
for (int i = 0; i < _levelData.size(); i++) {
printf("%s\n", _levelData[i].c_str());
}
printf("\n");
}
void Level::MovePlayer(char input, Player &player ) {
int playerX;
int playerY;
player.getPosition(playerX, playerY);
switch (input) {
case 'W': //up
case 'w':
processPlayerMove(player, playerX, playerY - 1);
break;
case 'S': //down
case 's':
processPlayerMove(player, playerX, playerY + 1);
break;
case 'A': // left
case 'a':
processPlayerMove(player, playerX - 1 , playerY);
break;
case 'D'://right
case 'd':
processPlayerMove(player, playerX + 1, playerY);
break;
default:
printf("INVALID INPUT!\n");
system("PAUSE");
}
}
void Level::updateEnemies(Player &player) {
char aiMove;
int playerX;
int playerY;
int enemyX;
int enemyY;
player.getPosition(playerX, playerY);
for (int i = 0; i < _enemies.size(); i++) {
aiMove = _enemies[i].getMove(playerX, playerY);
_enemies[i].getPosition(enemyX, enemyY);
switch (aiMove) {
case 'w':
processEnemyMove(player, i, enemyX, enemyY - 1);
break;
case 's':
processEnemyMove(player, i, enemyX, enemyY + 1);
break;
case 'a':
processEnemyMove(player, i, enemyX - 1, enemyY);
break;
case 'd':
processEnemyMove(player, i , enemyX + 1, enemyY);
break;
}
}
}
char Level::getTile(int x, int y){
return _levelData[y][x];
}
void Level::setTile(int x, int y, char tile) {
_levelData[y][x] = tile;
}
void Level::processPlayerMove(Player &player, int targetX, int targetY) {
int playerX;
int playerY;
player.getPosition(playerX, playerY);
char moveTile = getTile(targetX, targetY);
switch (moveTile) {
case '.':
player.setPosition(targetX, targetY);
setTile(playerX, playerY, '.');
setTile(targetX, targetY, '@');
break;
case '#':
break;
default:
battleMonster(player, targetX, targetY);
}
}
void Level::processEnemyMove(Player &player, int enemyIndex, int targetX, int targetY) {
int playerX;
int playerY;
int enemyX;
int enemyY;
_enemies[enemyIndex].getPosition(enemyX, enemyY);
player.getPosition(playerX, playerY);
char moveTile = getTile(targetX, targetY);
switch (moveTile) {
case '.':
_enemies[enemyIndex].setPosition(targetX, targetY);
setTile(enemyX, enemyY, '.');
setTile(targetX, targetY, _enemies[enemyIndex].getTile());
break;
case '@':
battleMonster(player, enemyX, enemyY);
break;
case '#':
break;
default:
break;
}
}
void Level::battleMonster(Player &player, int targetX, int targetY) {
int enemyX;
int enemyY;
int attackRoll;
int attackResult;
int playerX;
int playerY;
string enemyName;
player.getPosition(playerX, playerY);
for (int i = 0; i < _enemies.size(); i++) {
_enemies[i].getPosition(enemyX, enemyY);
enemyName = _enemies[i].getName();
if (targetX == enemyX && targetY == enemyY) {
//battle
attackRoll = player.attack();
printf("\nPlayer attacked %s with a roll of: %d\n", enemyName.c_str(), attackRoll);
attackResult = _enemies[i].takeDamage(attackRoll);
if (attackResult != 0) {
setTile(targetX, targetY, '.');
print();
printf("Monster died!\n");
//Remove the enemy
_enemies[i] = _enemies.back();
_enemies.pop_back();
i--;
//Bad habit. Real bad! Seriously find an alternative. I think cin.ignore(); should work almost
//the same way
system("PAUSE");
player.addExperience(attackResult);
return;
}
//Monster turn!
attackRoll = _enemies[i].attack();
printf("%s attacked player with a roll of: %d\n", enemyName.c_str(), attackRoll);
attackResult = player.takeDamage(attackRoll);
if (attackResult != 0) {
setTile(playerX, playerY, 'X');
printf("You died!\n");
print();
//Bad habit. Real bad! Seriously find an alternative. I think cin.ignore(); should work almost
//the same way
system("PAUSE");
exit(0);
return;
}
//Bad habit. Real bad! Seriously find an alternative. I think cin.ignore(); should work almost
//the same way
system("PAUSE");
return;
}
}
}