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#include <assert.h>
#include "Location.h"
#include "Dungeon.h"
#include "RNG.h"
#include "ListIterator.h"
#include "print.h"
Dungeon::Dungeon() : player(*this) { }
void Dungeon::update() {
ListRange<Enemy *> enemies = this->player.get_location().get_enemies();
if (enemies.size() > 0)
this->update_attacks(enemies);
else
this->update_movement();
}
void Dungeon::update_attacks(ListRange<Enemy *> & enemies) {
bool plural = enemies.size() != 1;
RNG & rng = RNG::get();
bool first = true;
for (Enemy * enemy : enemies) {
if (enemy->is_dead()) continue;
if (rng.rand_double() < enemy->get_attack()) continue;
if (first)
lprtf(":: De %s in je locatie %s aan! ::\n", plural ? "vijanden" : "vijand", plural ? "vallen" : "valt");
unsigned damage = rng.rand_int(enemy->get_damage());
lprtf("%s raakt en doet %d punt schade.\n", enemy->get_displayname().c_str(), damage);
this->player.take_damage(damage);
first = false;
}
}
void Dungeon::update_movement() {
bool moved = false;
for (Location * location : this->locations) {
for (Enemy * enemy : location->get_enemies()) {
if (enemy->is_dead()) continue;
if (RNG::get().rand_double() < 0.5) continue;
if (!moved)
lprtf(":: De vijanden bewegen ::\n");
Direction direction = random_direction(*location);
location->remove_enemy(enemy);
Location & new_location = location->get_exit(direction);
new_location.add_enemy(enemy);
if (&this->player.get_location() == &new_location)
lprtf("%s komt de huidige locatie binnen\n", enemy->get_name().c_str());
moved = true;
}
}
}
void Dungeon::add_location(Location * location) {
this->locations.push_back(location);
}
Location & Dungeon::get_start_location() {
size_t size = this->locations.size();
assert(size > 0);
size_t index = RNG::get().rand_int(size);
return *this->locations[index];
}
Player & Dungeon::get_player() {
return this->player;
}
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