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/******************************************************
** Program: cave.cpp
** Author: Nils Streedain
** Date: 11/21/2021
** Description: Cave class implementation file
** Input: N/A
** Output: N/A
******************************************************/
#include "cave.h"
#include "empty.h"
#include "rope.h"
#include "wumpus.h"
#include "pit.h"
#include "bats.h"
#include "gold.h"
#include <time.h>
#include <vector>
/*********************************************************************
** Function: Cave()
** Description: Constructor for the cave class
** Parameters: int size
** Pre-Conditions: size must be provided
** Post-Conditions: A cave of size size will be created and filled with the correct number of events
*********************************************************************/
Cave::Cave(int size, int seed) {
this->size = size;
this->seed = seed;
// Fill 2D vector matrix of size by size with empty rooms
for (int i = 0; i < size; i++) {
// Create/Fill a 1D vector for each column of the matrix
std::vector<Room*> column;
for (int j = 0; j < size; j++)
column.push_back(new Room(i, j));
// Push each column to the matrix
cave.push_back(column);
}
// Add all the required events to the cave rooms.
setupRandomRoom(new Rope);
setupRandomRoom(new Wumpus);
setupRandomRoom(new Pit);
setupRandomRoom(new Pit);
setupRandomRoom(new Bats);
setupRandomRoom(new Bats);
setupRandomRoom(new Gold);
// Sets local variables for the cave
gameOver = false;
wumpusAlive = true;
goldCollected = false;
}
/*********************************************************************
** Function: ~Cave()
** Description: Destructor for the cave class
** Parameters: N/A
** Pre-Conditions: N/A
** Post-Conditions: The cave will be destructed.
*********************************************************************/
Cave::~Cave() {
for (int i = 0; i < size; i++)
for (int j = 0; j < size; j++)
delete getRoom(i, j);
}
/*********************************************************************
** Function: getRoom()
** Description: Returns the Room at position (x, y)
** Parameters: int x, int y
** Pre-Conditions: x & y must be provided
** Post-Conditions: The room at (x, y) will be returned
*********************************************************************/
Room* Cave::getRoom(int x, int y) const {
return cave.at(x).at(y);
}
/*********************************************************************
** Function: isGameOver()
** Description: Returns the gameOver boolean
** Parameters: N/A
** Pre-Conditions: N/A
** Post-Conditions: The gameOver status will be returned
*********************************************************************/
bool Cave::isGameOver() const {
return gameOver;
}
/*********************************************************************
** Function: isWumpusAlive()
** Description: Returns the wumpusAlive boolean
** Parameters: N/A
** Pre-Conditions: N/A
** Post-Conditions: The wumpusAlive status will be returned
*********************************************************************/
bool Cave::isWumpusAlive() const {
return wumpusAlive;
}
/*********************************************************************
** Function: isGoldCollected()
** Description: Returns the goldCollected boolean
** Parameters: N/A
** Pre-Conditions: N/A
** Post-Conditions: The goldCollected status will be returned
*********************************************************************/
bool Cave::isGoldCollected() const {
return goldCollected;
}
/*********************************************************************
** Function: percept()
** Description: Prints the percept for the room at (x, y)
** Parameters: int x, int y
** Pre-Conditions: x & y must be provided
** Post-Conditions: The percept for the room at (x, y) will be printed
*********************************************************************/
void Cave::percept(int x, int y) const {
Event* event = getRoom(x, y)->getEvent();
if (!(event->getId() == ' ') && !(event->getId() == 'r'))
event->percept();
}
/*********************************************************************
** Function: percepts()
** Description: Prints percepts for rooms around the user's current room
** Parameters: N/A
** Pre-Conditions: N/A
** Post-Conditions: The percepts for a rooms around (x, y) will be printed
*********************************************************************/
void Cave::percepts() const {
if (userX < size - 1)
percept(userX + 1, userY);
if (userX > 0)
percept(userX - 1, userY);
if (userY < size - 1)
percept(userX, userY + 1);
if (userY > 0)
percept(userX, userY - 1);
std::cout << std::endl;
}
/*********************************************************************
** Function: setupRandomRoom()
** Description: Finds a random empt room and then adds a given event to it
** Parameters: Event *event
** Pre-Conditions: event must be provided
** Post-Conditions: A random empty room will be found and an event will be added ot it
*********************************************************************/
void Cave::setupRandomRoom(Event *event) {
srand(seed);
Room* randRoom;
int randX, randY;
do {
randX = rand() % size;
randY = rand() % size;
randRoom = getRoom(randX, randY);
} while(!(randRoom->getEvent()->getId() == ' '));
randRoom->setEvent(event);
if (event->getId() == 'r') {
userX = randX;
userY = randY;
}
}
/*********************************************************************
** Function: printSeparator()
** Description: Prints a separator between lines of the cave
** Parameters: N/A
** Pre-Conditions: N/A
** Post-Conditions: A separator between lines of the cave will be printed.
*********************************************************************/
void Cave::printSeparator() const {
for (int i = 0; i < size; i++)
std::cout << "+---";
std::cout << "+" << std::endl;
}
/*********************************************************************
** Function: printEvents()
** Description: Prints the formatted event of a room to the command line
** Parameters: Room* room
** Pre-Conditions: room must be provided
** Post-Conditions: A formatted event of a room will be printedto the command line
*********************************************************************/
void Cave::printEvents(Room* room) const {
Event* event = room->getEvent();
std::cout << "| ";
if (room->getXpos() == userX && room->getYpos() == userY)
std::cout << "* ";
else if (event == nullptr)
std::cout << " ";
else
std::cout << event->getId() << " ";
}
/*********************************************************************
** Function: printUserPos()
** Description: Prints the formatted state of a room to the command line when the user is in that room
** Parameters: Room* room
** Pre-Conditions: room must be provided
** Post-Conditions: Prints the formatted state of a room to the command line when the user is in that room
*********************************************************************/
void Cave::printUserPos(Room* room) const {
std::cout << "| ";
if (room->getXpos() == userX && room->getYpos() == userY)
std::cout << "* ";
else
std::cout << " ";
}
/*********************************************************************
** Function: print()
** Description: Prints the cave to the command line
** Parameters: bool debugMode
** Pre-Conditions: debugMode must be provided
** Post-Conditions: The cave will be printed to the command line
*********************************************************************/
void Cave::print(bool debugMode) const {
for (int i = 0; i < size; i++) {
printSeparator();
for (int j = 0; j < size; j++)
if (debugMode)
printEvents(getRoom(i, j));
else
printUserPos(getRoom(i, j));
std::cout << "|" << std::endl;
}
printSeparator();
}
/*********************************************************************
** Function: moveUp()
** Description: Function for moving the player up a space on the map
** Parameters: N/A
** Pre-Conditions: N/A
** Post-Conditions: The user will be moves if there is a space to move to
*********************************************************************/
void Cave::moveUp() {
if (userX > 0)
userX--;
}
/*********************************************************************
** Function: moveDown()
** Description: Function for moving the player down a space on the map
** Parameters: N/A
** Pre-Conditions: N/A
** Post-Conditions: The user will be moves if there is a space to move to
*********************************************************************/
void Cave::moveDown() {
if (userX < size - 1)
userX++;
}
/*********************************************************************
** Function: moveLeft()
** Description: Function for moving the player left a space on the map
** Parameters: N/A
** Pre-Conditions: N/A
** Post-Conditions: The user will be moves if there is a space to move to
*********************************************************************/
void Cave::moveLeft() {
if (userY > 0)
userY--;
}
/*********************************************************************
** Function: moveRight()
** Description: Function for moving the player right a space on the map
** Parameters: N/A
** Pre-Conditions: N/A
** Post-Conditions: The user will be moves if there is a space to move to
*********************************************************************/
void Cave::moveRight() {
if (userY < size - 1)
userY++;
}
/*********************************************************************
** Function: arrowRoom()
** Description: Function for shooting an arrow into a room
** Parameters: int x, int y
** Pre-Conditions: x & y must be provided
** Post-Conditions: an arrow will be fired into the given room.
*********************************************************************/
void Cave::arrowRoom(int x, int y) {
if (x >= 0 && x < size && y >= 0 && y < size)
if (getRoom(x, y)->getEvent()->getId() == 'w')
wumpusAlive = false;
}
/*********************************************************************
** Function: moveWumpus()
** Description: Function for move the wumpus if the user misses it.
** Parameters: N/A
** Pre-Conditions: Wumpus must be alive
** Post-Conditions: The Wumpus will be moved 75% of the time if it is alive and the user misses it with an arrow
*********************************************************************/
void Cave::moveWumpus() {
if (wumpusAlive && rand() % 100 < 75)
for (int i = 0; i < size; i++)
for (int j = 0; j < size; j++) {
Room* room = getRoom(i, j);
if (room->getEvent()->getId() == 'w') {
room->setEvent(new Empty);
seed = rand();
setupRandomRoom(new Wumpus);
return;
}
}
}
/*********************************************************************
** Function: arrowUp()
** Description: Function for shooting an arrow up a on the map
** Parameters: N/A
** Pre-Conditions: N/A
** Post-Conditions: An arrow will be fired in that direction on the map
*********************************************************************/
void Cave::arrowUp() {
for (int i = 1; i < 4; i++)
arrowRoom(userX - i, userY);
moveWumpus();
}
/*********************************************************************
** Function: arrowDown()
** Description: Function for shooting an arrow down a on the map
** Parameters: N/A
** Pre-Conditions: N/A
** Post-Conditions: An arrow will be fired in that direction on the map
*********************************************************************/
void Cave::arrowDown() {
for (int i = 1; i < 4; i++)
arrowRoom(userX + i, userY);
moveWumpus();
}
/*********************************************************************
** Function: arrowLeft()
** Description: Function for shooting an arrow left a on the map
** Parameters: N/A
** Pre-Conditions: N/A
** Post-Conditions: An arrow will be fired in that direction on the map
*********************************************************************/
void Cave::arrowLeft() {
for (int i = 1; i < 4; i++)
arrowRoom(userX, userY - i);
moveWumpus();
}
/*********************************************************************
** Function: arrowRight()
** Description: Function for shooting an arrow right a on the map
** Parameters: N/A
** Pre-Conditions: N/A
** Post-Conditions: An arrow will be fired in that direction on the map
*********************************************************************/
void Cave::arrowRight() {
for (int i = 1; i < 4; i++)
arrowRoom(userX, userY + i);
moveWumpus();
}
/*********************************************************************
** Function: encounter()
** Description: Function for determining what to do whe the user enters a room with an event
** Parameters: N/A
** Pre-Conditions: N/A
** Post-Conditions: The event of the given room will be run.
*********************************************************************/
void Cave::encounter() {
switch (getRoom(userX, userY)->getEvent()->getId()) {
case 'g':
goldCollected = true;
break;
case 'w':
wumpusEncounter();
break;
case 'p':
std::cout << "You have fallen into the bottomless pit!" << std::endl;
gameOver = true;
break;
case 'r':
ropeEncounter();
break;
case 'b':
batEncounter();
break;
default:
break;
}
}
/*********************************************************************
** Function: wumpusEncounter()
** Description: Function for encountering a wumpus in the cave
** Parameters: N/A
** Pre-Conditions: N/A
** Post-Conditions: The game will end if the user has not killed the wumpus, otherwise it will continue
*********************************************************************/
void Cave::wumpusEncounter() {
if (wumpusAlive) {
std::cout << "You have been killed by the Wumpus!" << std::endl;
gameOver = true;
}
}
/*********************************************************************
** Function: ropeEncounter()
** Description: Function for encountering a rope in the cave
** Parameters: N/A
** Pre-Conditions: N/A
** Post-Conditions: The game will end if the user collected the gold, otherwise it will continue
*********************************************************************/
void Cave::ropeEncounter() {
if (goldCollected) {
std::cout << "You have escpaed the cave with the gold!" << std::endl;
gameOver = true;
} else
std::cout << "You may not leave the cave without collecting the gold." << std::endl;
}
/*********************************************************************
** Function: batEncounter()
** Description: Function for encountering a bat in the cave
** Parameters: N/A
** Pre-Conditions: N/A
** Post-Conditions: The use will be teleported to a random room and the event for that room will be run.
*********************************************************************/
void Cave::batEncounter() {
std::cout << "You have been been moved to another room by a bat!" << std::endl;
srand(static_cast<unsigned int>(time(0)));
userX = rand() % size;
userY = rand() % size;
encounter();
}