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//WIP: Dungeon Crawler Game
#include <iostream>
#include <stdlib.h>
#include <time.h>
#include <vector>
#define HEIGHT 10
#define WIDTH 10
using namespace std;
class MapObject
{
public:
int x, y;
char icon;
MapObject(int type);
void MoveRandom();
bool MovePlayer(int PMove);
};
void NewMap();
void DisplayMap();
bool IsGameOver();
bool IsValid(int x, int y);
int IsOccupied(int x, int y);
int Map[HEIGHT][WIDTH];
int main()
{
int PMove;
char PlayAgain;
do
{
//Set up for a new game
srand(time(NULL));
NewMap();
//Create the player and other 'sprites'
vector<MapObject> MySprites;
MySprites.push_back(MapObject(80)); //80 is the ascii code for 'P'
MySprites.push_back(MapObject(88)); //88 is the ascii code for 'X'
for (int i = rand() % 3 + 2; i > 0; i--)
{
MySprites.push_back(MapObject(84)); //84 is the ascii code for 'T'
}
for (int i = rand() % 3 + 2; i > 0; i--)
{
MySprites.push_back(MapObject(69)); //69 is the ascii code for 'E'
}
vector<MapObject>::size_type VecSize = MySprites.size();
DisplayMap();
//Loop until the game is over
do
{
std::cout << std::string(4, '\n');
//Loop until we get some valid input
do
{
std::cout << std::endl << "Enter a number to move (check your numpad): ";
cin >> PMove;
} while (!MySprites[0].MovePlayer(PMove));
//Move the enemies
for (int i = 1; i < VecSize; i++)
{
MySprites[i].MoveRandom();
}
DisplayMap();
} while (!IsGameOver());
cout << "Play again? (Y/N) ";
cin >> PlayAgain;
} while (PlayAgain == 'Y' || PlayAgain == 'y');
return 0;
}
//Constructor for map object class
MapObject::MapObject(int type)
{
icon = type;
do
{
x = rand() % WIDTH;
y = rand() % HEIGHT;
} while (IsOccupied(x, y));
Map[y][x] += type - 42;
}
//Map object function to move to a random adjacent spot
void MapObject::MoveRandom()
{
//return if not enemy object
if (icon != 69)
return;
//count and store available spots
int GoodSpots = 0, PosX[8], PosY[8];
for (int i = y - 1; i < y + 2; i++)
for (int j = x - 1; j < x + 2; j++)
if (IsValid(j, i))
if (IsOccupied(j, i) < 2)
{
PosX[GoodSpots] = j;
PosY[GoodSpots] = i;
GoodSpots++;
}
//pick one of the available spots
//and 'move' to it
int MyPos = rand() % GoodSpots;
Map[PosY[MyPos]][PosX[MyPos]] += 69 - 42;
Map[y][x] -= 69 - 42;
x = PosX[MyPos];
y = PosY[MyPos];
}
//Function that handles the player input
//Only returns true if the player can move to the indicated spot
bool MapObject::MovePlayer(int PMove)
{
int a, b;
//return if not player...
if (icon != 80)
return false;
//check for valid input
if (PMove < 1 || PMove > 9 || PMove == 5)
return false;
//change the input to coordinates
if (PMove > 6)
b = y - 1;
else if (PMove < 4)
b = y + 1;
if (PMove % 3 == 0)
a = x + 1;
else if (PMove % 3 == 1)
a = x - 1;
if (!IsValid(a, b))
return false;
Map[b][a] += 80 - 42;
Map[y][x] -= 80 - 42;
x = a;
y = b;
return true;
}
//Clears the 'map', resetting it to default
void NewMap()
{
for (int i = 0; i < HEIGHT; i++)
for (int j = 0; j < WIDTH; j++)
Map[i][j] = 42;
}
//Displays the 'map' on the screen
void DisplayMap()
{
char ch;
std::cout << std::string(50, '\n');
for (int i = 0; i < HEIGHT; i++)
{
std::cout << "\t";
for (int j = 0; j < WIDTH; j++)
{
ch = Map[i][j];
std::cout << " " << ch << " ";
}
std::cout << std::endl;
}
}
//Checks if the game is over
//Outputs appropriate messages
bool IsGameOver()
{
for (int i = 0; i < HEIGHT; i++)
for (int j = 0; j < WIDTH; j++)
if (Map[i][j] > 100)
{
if (Map[i][j] == 80 + 88 - 42)
std::cout << "\n\nYou won! ";
else if (Map[i][j] == 80 + 84 - 42)
std::cout << "\n\nWatch out for those traps! ";
else
std::cout << "\n\nYou were eaten! ";
return true;
}
return false;
}
//Check if the coordinates are within the bounds of the map
bool IsValid(int x, int y)
{
if (x >= WIDTH || x < 0 || y >= HEIGHT || y < 0)
return false;
else
return true;
}
//Check if the coordinates are occupied
//returns an int indicating occupied by what
int IsOccupied(int x, int y)
{
switch (Map[y][x])
{
case 80: //'P' for player
return 1;
case 69: //'E' for enemy
return 2;
case 84: //'T' for trap
return 3;
case 88: //'X' for goal
return 4;
default:
return 0;
}
}
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