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Dungeon-Game/map.cpp
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#include "map.h" | |
void Map::load_map(std::string map_file, Player &player, std::vector<Enemy>& enemies){ | |
std::ifstream file(map_file); | |
std::string input; | |
while(getline(file, input)){ | |
map_data.push_back(input); | |
} | |
for(int i = 0; i < map_data.size(); i++){ | |
for(int j = 0; j < map_data[i].size(); j++){ | |
char tile = map_data[i][j]; | |
switch(tile){ | |
case '@': | |
{ | |
player.set_position(j, i); | |
break; | |
} | |
case 'o': | |
{ | |
Orc newOrc; | |
newOrc.set_enemypos(j,i); | |
enemies.push_back(newOrc); | |
break; | |
} | |
case 'u': | |
{ | |
Undead newUndead; | |
newUndead.set_enemypos(j,i); | |
enemies.push_back(newUndead); | |
break; | |
} | |
case 'l': | |
{ | |
Lizardman newLizardman; | |
newLizardman.set_enemypos(j,i); | |
enemies.push_back(newLizardman); | |
break; | |
} | |
} | |
} | |
} | |
} | |
void Map::print_map(){ | |
for(std::string i: map_data){ | |
std::cout << i << std::endl; | |
} | |
} | |
void Map::move_player(Player &player){ | |
char input = player.player_input(); | |
int x = player.get_x(); | |
int y = player.get_y(); | |
switch(input){ | |
case 'w': | |
if(map_data[y-1][x] == '#'){ | |
std::cout << "you bumped into a wall" << std::endl; | |
} else { | |
map_data[y][x] = '.'; | |
map_data[y-1][x] = '@'; | |
player.set_position(x, y-1); | |
} | |
break; | |
case 's': | |
if(map_data[y + 1][x] == '#'){ | |
std::cout << "you bumped into a wall" << std::endl; | |
} else { | |
map_data[y][x] = '.'; | |
map_data[y + 1][x] = '@'; | |
player.set_position(x, y + 1); | |
} | |
break; | |
case 'a': | |
if(map_data[y][x - 1] == '#'){ | |
std::cout << "you bumped into a wall" << std::endl; | |
} else { | |
map_data[y][x] = '.'; | |
map_data[y][x - 1] = '@'; | |
player.set_position(x - 1, y); | |
} | |
break; | |
case 'd': | |
if(map_data[y][x + 1] == '#'){ | |
std::cout << "you bumped into a wall" << std::endl; | |
} else { | |
map_data[y][x] = '.'; | |
map_data[y][x + 1] = '@'; | |
player.set_position(x + 1, y); | |
} | |
break; | |
} | |
} | |
void Map::generate_graph(Player &player){ | |
graph.resize(50, std::vector<int>(50, 0)); | |
for(int i = 0; i < map_data.size(); i++){ | |
for(int j = 0; j < map_data[i].size(); j++){ | |
int tilex = j; | |
int tiley = i; | |
int playerx = player.get_x(); | |
int playery = player.get_y(); | |
if(map_data[i][j] == '#'){ | |
graph[i][j] = 999; | |
} else{ | |
int distance = round(sqrt(pow((tiley - playery), 2) + pow((tilex - playerx), 2))); | |
graph[i][j] = distance; | |
} | |
} | |
} | |
} | |
void Map::move_enemy(std::vector<Enemy>& enemies){ | |
for(int i = 0; i < enemies.size(); i++){ | |
char character = enemies[i].get_char(); | |
int x = enemies[i].get_enemy_x(); | |
int y = enemies[i].get_enemy_y(); | |
std::vector<int> queue; | |
queue.push_back(graph[y][x + 1]); | |
queue.push_back(graph[y][x - 1]); | |
queue.push_back(graph[y+1][x]); | |
queue.push_back(graph[y-1][x]); | |
queue.push_back(graph[y + 1][x + 1]); | |
queue.push_back(graph[y - 1][x - 1]); | |
queue.push_back(graph[y - 1][x + 1]); | |
queue.push_back(graph[y + 1][x - 1]); | |
int min = *min_element(queue.begin(), queue.end()); | |
if(graph[y][x+1] == min){ | |
if(map_data[y][x + 1] != '.'){ | |
} else { | |
map_data[y][x] = '.'; | |
map_data[y][x + 1] = character; | |
enemies[i].set_enemypos(x + 1, y); | |
} | |
} | |
else if(graph[y][x - 1] == min){ | |
if(map_data[y][x - 1] != '.'){ | |
} else { | |
map_data[y][x] = '.'; | |
map_data[y][x - 1] = character; | |
enemies[i].set_enemypos(x - 1, y); | |
} | |
} | |
else if(graph[y + 1][x] == min){ | |
if(map_data[y + 1][x] != '.'){ | |
} else { | |
map_data[y][x] = '.'; | |
map_data[y + 1][x] = character; | |
enemies[i].set_enemypos(x, y + 1); | |
} | |
} | |
else if(graph[y - 1][x] == min){ | |
if(map_data[y-1][x] != '.'){ | |
} else { | |
map_data[y][x] = '.'; | |
map_data[y-1][x] = character; | |
enemies[i].set_enemypos(x, y-1); | |
} | |
} | |
else if(graph[y + 1][x + 1] == min){ | |
if(map_data[y+1][x+1] != '.'){ | |
} else { | |
map_data[y][x] = '.'; | |
map_data[y + 1][x + 1] = character; | |
enemies[i].set_enemypos(x + 1, y + 1); | |
} | |
} | |
else if(graph[y - 1][x - 1] == min){ | |
if(map_data[y-1][x - 1] != '.'){ | |
} else { | |
map_data[y][x] = '.'; | |
map_data[y - 1][x - 1] = character; | |
enemies[i].set_enemypos(x - 1, y - 1); | |
} | |
} | |
else if(graph[y - 1][x + 1] == min){ | |
if(map_data[y-1][x + 1] != '.'){ | |
} else { | |
map_data[y][x] = '.'; | |
map_data[y - 1][x + 1] = character; | |
enemies[i].set_enemypos(x + 1, y - 1); | |
} | |
} | |
else if (graph[y + 1][x - 1] == min){ | |
if(map_data[y+1][x-1] != '.'){ | |
} else { | |
map_data[y][x] = '.'; | |
map_data[y + 1][x - 1] = character; | |
enemies[i].set_enemypos(x - 1, y + 1); | |
} | |
} | |
} | |
} |