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LevelChange.cpp
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LevelChange.cpp
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// --------------------------------------------------------------------------------------------------------------------------------
// DEMISERL
// Copyright 2014 Corremn
//
// $LastChangedBy$
// $LastChangedDate$
// $LastChangedRevision$
// $HeadURL: $
// --------------------------------------------------------------------------------------------------------------------------------
#include "WorldBuilder.h"
#include "LevelChange.h"
#include "UserCommand.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
int LevelChange::ClimbSpecial(int dir)
{
MonsterData* player = World.getMonsterManager().Player();
Coord * pos = player->getPosition();
DungeonLevel *current_lev = &World.getDungeonManager().level(World.GetCurrentLevel());
if (dir == dUp && current_lev->getCell(pos->x, pos->y).terrain.type == specialUp)
{
World.UpSpecialLevel(); //up 10 levels
DungeonLevel *new_lev = &World.getDungeonManager().level(World.GetCurrentLevel());
if (!new_lev)
throw std::exception("invalid level move, up command");
//remove reference to player on current level map
current_lev->getCell(pos->x, pos->y).RemoveMonsterRef();
//get start Coords on new map
Coord* start_pos = new_lev->FreeTerrainPosition(specialOpen);
//place player on new map
new_lev->getCell(start_pos->x, start_pos->y).AssignMonster(&player->monster);
player->pos.x = start_pos->x;
player->pos.y = start_pos->y;
player->level = World.GetCurrentLevel();
return 1;
}
else if (dir == dDown)
{
if (current_lev->getCell(pos->x, pos->y).terrain.type == specialLocked) //move down
{
UserCommand uc;
uc.UseItem(NULL, dWait);
if (current_lev->getCell(pos->x, pos->y).terrain.type == specialLocked) //move down
{
World.getTextManager().newLine("The gate is locked. ");
return 0;
}
//The below code is an automatic door open code - left incase someone wants it
/*//check if has key
{
ITEMLIST::iterator it;
ITEMLIST *inventory = &World.getMonsterManager().Player()->inventory;
int level = World.GetCurrentLevel();
char buf[64];
sprintf(buf,"key labelled %d", World.getItemManager().KeySpecial[level]);
int match = 0;
for(it=inventory->begin();it != inventory->end();it++)
{
if(!strcmp(it->name,buf))
match = 1;
}
if(match == 0)
{
World.getTextManager().newLine("The gate is locked.");
return 0;
}
else
{
World.getTextManager().newLine("You unlock the gate and you decend into the darkness. ");
current_lev->getCell(pos->x, pos->y).terrain.Create(specialOpen);
}
}
World.DownSpecialLevel();
int new_level = World.GetCurrentLevel();
if(new_level>World.GetMaxLevels() -1)
{
World.getTextManager().newLine("Hmm, this goes nowhere. ");
return 0;
}
DungeonLevel *new_lev = &World.getDungeonManager().level(World.GetCurrentLevel());
if(!new_lev)
throw std::exception("invalid level move, down command");
//remove reference to player on current level map
current_lev->getCell(pos->x, pos->y).RemoveMonsterRef();
//get start Coords on new map
Coord* start_pos = new_lev->getStartPos();
//place player on new map
new_lev->getCell(start_pos->x, start_pos->y).AssignMonster(&player->monster);
player->pos.x = start_pos->x;
player->pos.y = start_pos->y;
return 1; */
}
if (current_lev->getCell(pos->x, pos->y).terrain.type == specialOpen)
{
World.DownSpecialLevel();
int new_level = World.GetCurrentLevel();
DungeonLevel *new_lev = &World.getDungeonManager().level(World.GetCurrentLevel());
if (!new_lev)
throw std::exception("invalid level move, down command");
//remove reference to player on current level map
current_lev->getCell(pos->x, pos->y).RemoveMonsterRef();
//get start Coords on new map
Coord* start_pos = new_lev->FreeTerrainPosition(specialUp);//new_lev->getSpecialStartPos();
//place player on new map
new_lev->getCell(start_pos->x, start_pos->y).AssignMonster(&player->monster);
player->pos.x = start_pos->x;
player->pos.y = start_pos->y;
player->level = World.GetCurrentLevel();
return 1;
}
}
return 0;
}
int LevelChange::ClimbNormal(int dir)
{
if (dir == dUp)
{
MonsterData* player = World.getMonsterManager().Player();
Coord * pos = player->getPosition();
DungeonLevel *current_lev = &World.getDungeonManager().level(World.GetCurrentLevel());
if (current_lev->getCell(pos->x, pos->y).terrain.type == upStairs) //move up
{
World.UpLevel();
if (World.GetCurrentLevel() == -1) //escape dungeon
{
World.getTextManager().newLine("A voice says: \"Dungeon exit under construction. Sorry for any inconvenience.\"");
World.DownLevel();
//World.getMonsterManager().PlayerEscape();
return 2;
}
DungeonLevel *new_lev = &World.getDungeonManager().level(World.GetCurrentLevel());
if (!new_lev)
throw std::exception("invalid level move, up command");
//remove reference to player on current level map
current_lev->getCell(pos->x, pos->y).RemoveMonsterRef();
//get start Coords on new map
Coord* start_pos = new_lev->FreeTerrainPosition(openStairs);
//place player on new map
new_lev->getCell(start_pos->x, start_pos->y).AssignMonster(&player->monster);
player->pos.x = start_pos->x;
player->pos.y = start_pos->y;
player->level = World.GetCurrentLevel();
return 1;
}
}
if (dir == dDown)
{
MonsterData* player = World.getMonsterManager().Player();
Coord * pos = player->getPosition();
DungeonLevel *current_lev = &World.getDungeonManager().level(World.GetCurrentLevel());
if (current_lev->getCell(pos->x, pos->y).terrain.type == lockedStairs) //locked
{
UserCommand uc;
uc.UseItem(NULL, dWait);
if (current_lev->getCell(pos->x, pos->y).terrain.type == lockedStairs) //locked)
{
World.getTextManager().newLine("The gate is locked. ");
return 0;
}
}
if (current_lev->getCell(pos->x, pos->y).terrain.type == openStairs)//move down
{
World.DownLevel();
int new_level = World.GetCurrentLevel();
if (new_level == 10)
{
World.getTextManager().newLine("Hmm, this goes nowhere. ");
World.UpLevel();
return 0;
}
DungeonLevel *new_lev = &World.getDungeonManager().level(World.GetCurrentLevel());
if (!new_lev)
throw std::exception("invalid level move, down command");
//remove reference to player on current level map
current_lev->getCell(pos->x, pos->y).RemoveMonsterRef();
//get start Coords on new map
Coord* start_pos = new_lev->getStartPos();
//place player on new map
new_lev->getCell(start_pos->x, start_pos->y).AssignMonster(&player->monster);
player->pos.x = start_pos->x;
player->pos.y = start_pos->y;
player->level = World.GetCurrentLevel();
return 1;
}
}
return 0;
}
int LevelChange::ClimbEncounter(int dir)
{
if (dir == dUp) //cannot escape
{
World.getTextManager().newLine("An unseen force stops you from escaping back up. You hear distant laughing. ");
return 1;
}
if (dir == dDown)
{
MonsterData* player = World.getMonsterManager().Player();
Coord * pos = player->getPosition();
DungeonLevel *current_lev = &World.getDungeonManager().level(World.GetCurrentLevel());
if (current_lev->getCell(pos->x, pos->y).terrain.type == lockedStairs) //locked
{
World.getTextManager().newLine("The gate is locked. ");
return 0;
}
else if (current_lev->getCell(pos->x, pos->y).terrain.type == openStairs)//move down
{
World.SetDungeonLevel(World.getRestLevel().GetOldLevel());
int new_level = World.GetCurrentLevel();
DungeonLevel *new_lev = &World.getDungeonManager().level(World.GetCurrentLevel());
if (!new_lev)
throw std::exception("invalid level move, down command");
//remove reference to player on current level map
current_lev->getCell(pos->x, pos->y).RemoveMonsterRef();
//get start Coords on new map
Coord* start_pos = new_lev->getStartPos();
//place player on new map
new_lev->getCell(start_pos->x, start_pos->y).AssignMonster(&player->monster);
player->pos.x = start_pos->x;
player->pos.y = start_pos->y;
player->level = World.GetCurrentLevel();
return 1;
}
}
return 0;
}
int LevelChange::ChangeLevel(int dir, MonsterData * monster)
{
DungeonLevel *current_lev = &World.getDungeonManager().level(World.GetCurrentLevel());
MonsterData* player = World.getMonsterManager().Player();
Coord * pos = player->getPosition();
if (World.GetCurrentLevel() == 20) //encounter level
{
if (current_lev->getCell(pos->x, pos->y).terrain.type == upStairs ||
current_lev->getCell(pos->x, pos->y).terrain.type == lockedStairs ||
current_lev->getCell(pos->x, pos->y).terrain.type == openStairs)
return ClimbEncounter(dir);
else
return 0;
}
//special level
if (current_lev->getCell(pos->x, pos->y).terrain.type == specialUp
|| current_lev->getCell(pos->x, pos->y).terrain.type == specialLocked
|| current_lev->getCell(pos->x, pos->y).terrain.type == specialOpen)
return ClimbSpecial(dir);
//normal
else if (current_lev->getCell(pos->x, pos->y).terrain.type == upStairs
|| current_lev->getCell(pos->x, pos->y).terrain.type == lockedStairs
|| current_lev->getCell(pos->x, pos->y).terrain.type == openStairs)
{
if (ClimbNormal(dir))
{
int level = World.GetCurrentLevel();
if ((level == 1 && !World.getRestLevel().restComplete[0])
|| (level == 4 && !World.getRestLevel().restComplete[1])
|| (level == 7 && !World.getRestLevel().restComplete[2])
|| (level == 10 && !World.getRestLevel().restComplete[3]))
{
World.getRestLevel().Rest(level);
World.SetState(sRest);
}
return 1;
}
else
return 0;
}
else return 0;
}
void LevelChange::DebugLevel(int dir)
{
DungeonLevel *current_lev = &World.getDungeonManager().level(World.GetCurrentLevel());
MonsterData* player = World.getMonsterManager().Player();
Coord * pos = player->getPosition();
if (dir == 1)
World.DownLevel();
else if (dir == 2)
World.UpLevel();
else return;
int new_level = World.GetCurrentLevel();
if (new_level == 20)
{
World.getTextManager().newLine("Hmm, this goes nowhere. ");
World.UpLevel();
return;
}
else if (new_level < 0)
{
World.getTextManager().newLine("Hmm, can't do that. ");
World.DownLevel();
return;
}
DungeonLevel *new_lev = &World.getDungeonManager().level(World.GetCurrentLevel());
if (!new_lev)
throw std::exception("invalid level move, down command");
//remove reference to player on current level map
current_lev->getCell(pos->x, pos->y).RemoveMonsterRef();
//get start Coords on new map
Coord* start_pos;
if (new_level < 10)
{
if (dir == 1)
start_pos = new_lev->getStartPos();
else
{
start_pos = new_lev->FreeTerrainPosition(openStairs);
if (start_pos == NULL)
start_pos = new_lev->FreeTerrainPosition(lockedStairs);
}
}
else if (new_level < 20)
{
if (dir == 1)
start_pos = new_lev->FreeTerrainPosition(specialUp);
else
start_pos = new_lev->FreeTerrainPosition(specialUp);
if (start_pos == NULL)
{
return DebugLevel(dir);
}
}
else
return;
//place player on new map
new_lev->getCell(start_pos->x, start_pos->y).AssignMonster(&player->monster);
player->pos.x = start_pos->x;
player->pos.y = start_pos->y;
player->level = World.GetCurrentLevel();
}