epr24pr3_ojanssen2/Maze.cpp

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#include "Maze.h"
#include "Player.h"
#include "Exceptions/MalformedMaze.h"
using game_exceptions::MalformedMaze;
namespace game
{
Maze::Maze(const vector<vector<char>> play_field, const vector<int> player_start_position):
field(play_field),
player_start_position(PositionVector{player_start_position[1], player_start_position[0]})
{
if (!this->is_pos_free(this->player_start_position, false))
throw MalformedMaze("Player oob");
}
bool Maze::was_player_killed_by_ghost(const Player& player) const
{
return this->field[player.get_pos().y][player.get_pos().x] == 'A';
}
bool Maze::is_player_at_goal(const Player& player) const
{
return this->field[player.get_pos().y][player.get_pos().x] == 'Z';
}
bool Maze::is_pos_free(const PositionVector& pos, const bool& player_has_key) const
{
if (pos.x < 0 || pos.y < 0 || pos.y > field.size() - 1 || pos.x > field[pos.y].size() - 1)
return false;
if (field[pos.y][pos.x] == '#')
return false;
if (field[pos.y][pos.x] == 'T')
return player_has_key;
return true;
}
void Maze::render(const Player& player) const
{
for (int y = 0; y < field.size(); ++y)
{
for (int x = 0; x < field[y].size(); ++x)
{
if (y == player.get_pos().y && x == player.get_pos().x)
cout << "S";
else
cout << field[y][x];
cout << " ";
}
cout << "\n";
}
}
char Maze::get_field(const PositionVector& pos) const
{
return this->field[pos.y][pos.x];
}
void Maze::update_field(const PositionVector& pos, const char& target)
{
this->field[pos.y][pos.x] = target;
}
PositionVector Maze::get_player_start_position() const
{
return this->player_start_position;
}
} // game