#include "RNG.h" #include "Location.h" #include "ListIterator.h" #include "Enemy.h" #include "Object.h" #include "util.h" Direction random_direction() { return DIRECTIONS[RNG::get().rand_int(4)]; } Direction random_direction(const Location & location) { List valid = {}; for (Direction direction : DIRECTIONS) { if (location.get_exit(direction) == nullptr) continue; valid.push_back(direction); } return valid[RNG::get().rand_int(valid.size())]; } Location::Location(const String & name, const String & description) : name(name), description(description) { } void Location::set_name(const String & name) { this->name = name; } const String & Location::get_name() const { return this->name; } void Location::set_description(const String & description) { this->description = description; } const String & Location::get_description() const { return this->description; } void Location::set_exit(Direction dir, Location * location) { this->edges[dir] = location; } Location * Location::get_exit(Direction dir) const { return this->edges[dir]; } void Location::add_visible_object(Object * object) { this->visible_objects.push_back(object); } void Location::remove_visible_object(Object * object) { this->visible_objects.remove(object); } ListRange Location::get_visible_objects() { return this->visible_objects.range(); } void Location::add_hidden_object(Object * object) { this->hidden_objects.push_back(object); } void Location::remove_hidden_object(Object * object) { this->hidden_objects.remove(object); } ListRange Location::get_hidden_objects() { return this->hidden_objects.range(); } void Location::hide_object(Object * object) { this->visible_objects.remove(object); this->hidden_objects.push_back(object); } void Location::unhide_object(Object * object) { this->hidden_objects.remove(object); this->visible_objects.push_back(object); } void Location::add_enemy(Enemy * enemy) { this->enemies.push_back(enemy); } void Location::remove_enemy(Enemy * enemy) { this->enemies.remove(enemy); } ListRange Location::get_enemies() { return this->enemies.range(); }