1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296
|
//
// Template - provides a template to be used as the starting
// point
//
// the following include files define the majority of
// functions that any given program will need
#include <cstdio>
#include <cstdlib>
#include <iostream>
#include <time.h>
#include <string>
using namespace std;
class Monster
{
public:
Monster () // Class constructor
{
Alive = true;
ID = 2; // 2 = monster
XYPos = 0; // top left
oldXYPos = 0;
}
bool Alive;
int ID;
int XYPos;
int oldXYPos;
};
class Player
{
public:
Player()
{
Alive = true;
ID = 4; // 4 = player
XYPos = 0;
oldXYPos = 0;
Win = false;
}
bool Alive;
int ID;
int XYPos;
int oldXYPos;
bool Win;
};
void SetTraps (int* pCalabozo, int nAmount, int sizeX, int sizeY)
{
// Set nAmount traps in the nCalabozo Array.
// More than 1 trap can be in the same spot
int x;
int y;
for (int i = 0; i<nAmount; i++)
{
x = rand() % sizeX;
y = rand() % sizeY - 2;
pCalabozo [x + (sizeX*y)] = 1; // 1 = trap
}
}
void SetMonsters (int* pCalabozo, int nAmount, Monster* Mons, int sizeX)
{
int x;
int y;
for (int i = 0; i<nAmount; i++) // Clear all old positions for living monsters
{
if (Mons[i].Alive == true) // and only for alive monsters
{
x = Mons[i].oldXYPos / 100;
y = Mons[i].oldXYPos - (x * 100);
pCalabozo [x + (sizeX*y)] = 0;
}
}
for (int i = 0; i<nAmount; i++)
{
x = Mons[i].XYPos / 100;
y = Mons[i].XYPos - (x * 100);
if (pCalabozo [x + (sizeX*y)] == 2) // Already a monster there?
{
Mons[i].XYPos = Mons[i].oldXYPos; // Then don´t move
x = Mons[i].XYPos / 100;
y = Mons[i].XYPos - (x * 100);
}
if (pCalabozo [x + (sizeX*y)] == 1) // stepped on a trap?
{
Mons[i].ID = 3; // 3 = dead monster
Mons[i].Alive = false;
}
if (pCalabozo [x + (sizeX*y)] != 2) // Avoid displaying dead monsters over alive ones
pCalabozo [x + (sizeX*y)] = Mons[i].ID;
}
}
void SetPlayer (int* pCalabozo, Player &fnHero, int sizeX)
{
int x;
int y;
x = fnHero.oldXYPos / 100;
y = fnHero.oldXYPos - (x * 100);
if (pCalabozo [x + (sizeX*y)] == fnHero.ID) // If leaving a trail
pCalabozo [x + (sizeX*y)] = 0; // clear trail
x = fnHero.XYPos / 100;
y = fnHero.XYPos - (x * 100);
if ((pCalabozo [x + (sizeX*y)] == 1) or (pCalabozo [x + (sizeX*y)]) == 2) // Stepped on a trap or monster?
{
fnHero.ID = 5; // 5 = dead hero
fnHero.Alive = false;
}
pCalabozo [x + (sizeX*y)] = fnHero.ID; // Put hero on new position
}
void PrintCalabozo (int* pCalabozo, int sizeX, int sizeY)
{
char szTexturas [] = " OMXP++p+";
for (int x=0; x<sizeX + 2; x++)
{
cout<<"-";
}
cout<<"\n";
for (int y=0; y<sizeY; y++)
{
cout<<"|";
for (int x=0; x<sizeX; x++)
{
cout<<szTexturas [pCalabozo[x + (sizeX*y)]];
}
cout<< "|\n";
}
for (int x=0; x<sizeX + 2; x++)
{
cout<<"-";
}
cout<<"\n\n";
}
void MovePlayer (Player &fnHero, int sizeX, int sizeY)
{
string direccion;
int x;
int y;
fnHero.oldXYPos = fnHero.XYPos;
x = fnHero.XYPos / 100;
y = fnHero.XYPos - (x * 100);
cout << "Indique direccion para mover al jugador:" << endl; // Get input from user
cin >> direccion;
if (direccion == "u") y--; // up
if (direccion == "d") y++; // down
if (direccion == "l") x--; // left
if (direccion == "r") x++; // right
x = max (0,x);
x = min (sizeX-1,x);
y = max (0,y);
y = min (sizeY-1,y);
fnHero.XYPos = (x*100) + y;
}
void MoveMonsters (Monster* Mons, int Amount, int sizeX, int sizeY)
{
int x;
int y;
int pasos;
int direccion;
for (int i = 0; i<Amount; i++)
{
if (Mons[i].Alive == true) // Move only living monsters
{
x = Mons[i].XYPos / 100;
y = Mons[i].XYPos - (x * 100);
pasos = (rand()%3)-1; // Random number (-1, 0, 1)
direccion = rand()%2;
switch (direccion) // Decide wether to move l-r or u-d
{
case (0) : x += pasos; break;
case (1) : y += pasos; break;
}
x = max (0,x);
x = min (sizeX-1,x);
y = max (0,y);
y = min (sizeY-1,y);
Mons[i].oldXYPos = Mons[i].XYPos;
Mons[i].XYPos = (x*100) + y;
}
}
}
int main(int nNumberofArgs, char* pszArgs[])
{
srand ( time(NULL) ); // Rand seed
int nSizeX;
int nSizeY;
int nNumberOfMonsters;
// Get Calabozo size
cout<<"Ingrese numero de celdas horizontales\n";
cin>>nSizeX;
cout<<"Ingrese numero de celdas verticales\n";
cin>>nSizeY;
system ("CLS"); // to be replaced with better method
// Create Calabozo, fill with "0" , 0 = floor
int nCalabozo [nSizeX * nSizeY];
for (int i=0; i < (nSizeX * nSizeY); i++)
{
nCalabozo[i] = 0;
}
// Create Player and Player´s initial position.
Player Hero;
Hero.XYPos = (((nSizeX / 2) - 1) * 100) + (nSizeY - 1);
// Create Monsters Objects
nNumberOfMonsters = (nSizeX * nSizeY) / 20;
Monster M[nNumberOfMonsters];
for (int i = 0; i<nNumberOfMonsters; i++) // Set Monsters´ initial positions randomly
{
M[i].XYPos = ((rand() % nSizeX)*100) + (rand() % (nSizeY - 2));
}
// Put traps in dungeon
SetTraps (nCalabozo, nNumberOfMonsters, nSizeX, nSizeY);
// Put monsters in dungeon;
SetMonsters (nCalabozo, nNumberOfMonsters, M, nSizeX);
// Place Player in dungeon
SetPlayer (nCalabozo, Hero, nSizeX);
// Print dungeon
PrintCalabozo (nCalabozo, nSizeX, nSizeY);
// Begin Game
while ((Hero.Alive == true) and (Hero.Win == false))
{
MovePlayer (Hero, nSizeX, nSizeY); // Ask for input to move Hero
MoveMonsters (M, nNumberOfMonsters, nSizeX, nSizeY); // Move monsters randomly
SetMonsters (nCalabozo, nNumberOfMonsters, M, nSizeX);
SetPlayer (nCalabozo, Hero, nSizeX); // update player´s position & check for traps or monsters
system ("CLS"); // to be replaced with better method
PrintCalabozo (nCalabozo, nSizeX, nSizeY); // print map
}
// Move Monsters
// Check if user won or not.
// wait until user is ready before terminating program
// to allow the user t;o see the program results
system("PAUSE");
return 0;
}
|