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game.cpp
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game.cpp
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#include "game.h"
#include "global.h"
#include <iostream>
#include "map_entity.h"
#include "werewolf.h"
#include "vampire.h"
#include "map.h"
#include "player.h"
#include "fighter.h"
#include "avatar.h"
#include <Windows.h>
#include "magic_filter.h"
#include <string>
#include "team.h"
#include <chrono>
#include <thread>
#include <cstdlib>
#include <conio.h>
#include "entity.h"
#include <string>
using namespace std;
class player;
void set_player_preferences(int& dim_x, int& dim_y, char& team) {
bool repeat;
repeat = true;
HANDLE h = GetStdHandle(STD_OUTPUT_HANDLE);
SetConsoleTextAttribute(h, 9);
cout << "Time to choose the dimensions of the map... " << endl;
Sleep(500);
cout << "The dimensions must be from 10 to 30" << endl;
Sleep(500);
while (repeat) {
try {
string x;
string y;
/*FOR X DIMENSION*/
cout << "Enter x : ";
cin >> x;
/* If the input contains a character that's not represent a digit is wrong */
for (int i = 0; i < x.length(); i++) {
if (!isdigit(x[i])) {
if (x[i] == '.' && i != 0 && i != x.length() - 1) // if it's float ask for integer
throw(ERROR_FLOAT);
if (i != 0 || x[0] != '-')
throw(ERROR_CHAR_INPUT);
}
}
if (x[0] == '-')
throw(ERROR_NEG_INPUT);
// If the input has more than 3 digits/characters is surely wrong
// in that way an overflow is avoided
if (x.length() >= 3) {
throw(ERROR_OUT_OF_RANGE);
}
/*if the input is 1 or 2 characters that represents a number convert the string to number*/
dim_x = stoi(x);
// by agreement number of werewolves and vampires at the start is x*y/30
// and we want at least 3 fighters for each team
// also grids that has dimensions over 30 don't fit well at the terminal
if (dim_x < 10 || dim_x > 30)
throw(ERROR_OUT_OF_RANGE);
/*SAME FOR Y DIMENSION*/
cout << "Enter y : ";
cin >> y;
for (int i = 0; i < y.length(); i++) {
if (!isdigit(y[i])) {
if (y[i] == '.' && i != 0 && i != y.length() - 1)
throw(ERROR_FLOAT);
if(i != 0 || y[0] != '-')
throw(ERROR_CHAR_INPUT);
}
}
if (y[0] == '-')
throw(ERROR_NEG_INPUT);
if (y.length() >= 3) {
throw(ERROR_OUT_OF_RANGE);
}
dim_y = stoi(y);
if (dim_y > 30 || dim_y < 10 ) {
throw(ERROR_OUT_OF_RANGE);
}
/*if the input is valid ask the player to choose his/her team*/
repeat = false;
}
catch (int n) {
system("cls");
switch (n) {
case(ERROR_OUT_OF_RANGE):
cout << "Dimension out of range...\n"
<< "Reminder: x and y must be from 10 to 30 \n"
<< "Please try again.\n";
break;
case(ERROR_CHAR_INPUT):
cout << "Characters are not allowed...\n"
<< "Please try again.\n";
break;
case(ERROR_FLOAT):
cout << "Only integers are allowed...\n"
<< "Please try again.\n";
break;
case(ERROR_NEG_INPUT):
cout << "Only positive integers are allowed...\n"
<< "Please try again.\n";
break;
}
repeat = true;
}
}
system("cls");
/* if the char entered for team is different from 'V' or 'W', the input is not valid */
// repeat until player enter a valid input
cout << "Time to choose your team...\n"
<< "Enter V for Vampires and W for Werewolves: \n";
repeat = true;
while (repeat) {
try {
cin >> team;
if (team != 'V' && team != 'W') {
throw(ERROR_WRONG_TEAM);
}
repeat = false;
}
catch (int n) {
system("cls");
cout << "The team you entered doesn't match with 'V' or 'W'\n"
<< "Please try again.\n";
repeat = true;
}
}
system("cls");
}
/*Game - Member functions & Constructor*/
game::game(const int& x, const int& y, const char& team) : day(true), active(true), Avatar(x / 2 + 1, y / 2 + 1, team), Magic_filter(Map), Map(x, y), Player(team), team_vampires(Map), team_werewolves(Map), winners_team('0') {
/*place avatar and magic filter after they are consructed to the grid*/
map_entity* p = &Avatar;
Map.place_to_grid(Avatar.get_i(), Avatar.get_j(), p);
map_entity* pp = &Magic_filter;
Map.place_to_grid(Magic_filter.get_i(), Magic_filter.get_j(), pp);
}
void game::update() {
int i, j, p;
map_entity*** grid = Map.get_grid();
// werewolves & vampires change position randomly
// werewolves move up, down, left, right
// vampires, except for the moves up, down, left, right,
// can also move diagonally to any direction
vector<vampire*> vector_vampires = team_vampires.get_teammates();
vector<vampire*>::iterator ptr;
for (ptr = vector_vampires.begin(); ptr < vector_vampires.end(); ptr++) {
i = (**ptr).get_i(); // old coordinates
j = (**ptr).get_j();
p = get_random(0, 8); // random direction
// if the block that fighters is trying to go to is filled with
// earth, then fighter is able to move and
// fighter's coordinates change appropriately
switch (p) {
case 0: // stay in the same position
break;
case 1:
if (Map.check_type(i - 1, j, 'e')) { // move up
swap(grid[i][j], grid[i - 1][j]);
(**ptr).move(1);
};
break;
case 2:
if (Map.check_type(i + 1, j, 'e')) { // move down
swap(grid[i][j], grid[i + 1][j]);
(**ptr).move(2);
};
break;
case 3: // move left
if (Map.check_type(i, j - 1, 'e')) {
swap(grid[i][j], grid[i][j - 1]);
(**ptr).move(3);
};
break;
case 4: // move right
if (Map.check_type(i, j + 1, 'e')) {
swap(grid[i][j], grid[i][j + 1]);
(**ptr).move(4);
}
break;
case 5: // move up-right
if (Map.check_type(i - 1, j + 1, 'e')) {
swap(grid[i][j], grid[i - 1][j + 1]);
(**ptr).move(5);
};
break;
case 6: // move up-left
if (Map.check_type(i - 1, j - 1, 'e')) {
swap(grid[i][j], grid[i - 1][j - 1]);
(**ptr).move(6);
};
break;
case 7: // move down-right
if (Map.check_type(i + 1, j + 1, 'e')) {
swap(grid[i][j], grid[i + 1][j + 1]);
(**ptr).move(7);
};
break;
case 8: // move down-left
if (Map.check_type(i + 1, j - 1, 'e')) {
swap(grid[i][j], grid[i + 1][j - 1]);
(**ptr).move(8);
};
break;
}
}
vector<werewolf*> vector_werewolves = team_werewolves.get_teammates();
vector<werewolf*>::iterator ptrr;
int count = 0;
for (ptrr = vector_werewolves.begin(); ptrr < vector_werewolves.end(); ptrr++) {
i = (**ptrr).get_i(); // old coordinates
j = (**ptrr).get_j();
p = get_random(0, 4); // random direction
switch (p) {
case 0: //stay in the same position
break;
case 1: // move up
if (Map.check_type(i - 1, j, 'e')) {
swap(grid[i][j], grid[i - 1][j]);
(**ptrr).move(1);
};
break;
case 2: // move down
if (Map.check_type(i + 1, j, 'e')) {
swap(grid[i][j], grid[i + 1][j]);
(**ptrr).move(2);
};
break;
case 3: // move left
if (Map.check_type(i, j - 1, 'e')) {
swap(grid[i][j], grid[i][j - 1]);
(**ptrr).move(3);
};
break;
case 4: // move right
if (Map.check_type(i, j + 1, 'e')) {
swap(grid[i][j], grid[i][j + 1]);
(**ptrr).move(4);
}
break;
}
}
}
void game::change_day() {
if (day) {
day = false;
}
else {
day = true;
}
}
void game::run() {
cout << " The game is starting... \n \n ";
Sleep(1000);
cout << " During the game, vampires and werewolves are fighting...\n \n";
Sleep(1500);
cout << " You are able to move in the map using arrow keys ...\n \n";
Sleep(2000);
cout << " Your job is to collect as many magic filters as you can,\n"
" in order to heal the team you chose to support!\n \n";
Sleep(2500);
cout << " At least 10 magic filters are required. Press 'F' to use them.\n \n";
Sleep(2000);
if (Player.get_team() == 'V')
cout << " But remember... You can only use them at day...\n \n";
else
cout << " But remember... You can only use them at night...\n \n";
Sleep(2000);
cout << " Press space to pause and see more info about the game\n \n";
Sleep(1500);
cout << " Press 'X' to exit...\n \n";
Sleep(1000);
cout << " Enjoy!\n \n";
//system("pause");
cout << "\t\t\t\tPress any key when you are ready to play...";
system("pause > nul"); //source :: https://cboard.cprogramming.com/cplusplus-programming/130086-editing-output-message-system-pause.html
/* Print the initialized map before any update*/
system("cls");
Map.print(day);
Sleep(100);
system("cls");
static int frame = 1;
while (active) {
/*check for winner after the update that happened after the player pressed a key*/
if (check_for_winner()) {
active = false;
end();
return;
}
if (frame % 40 == 0) { // by agreement day changes and night alternate after 40 updates of game frame
change_day(); // used static variable so that it its value will be carried through the function calls
frame = 0; // set as 0 after the change in order to avoid overflow
}
/*if player didn't press a button*/
while (!_kbhit()) {
if (frame % 40 == 0) { // by agreement day changes and night alternate after 40 updates of game frame
change_day(); // used static variable so that it its value will be carried through the function calls
frame = 0; // set as 0 after the change in order to avoid overflow
}
if (check_for_winner()) { //check for winner while player doesn't press any key
active = false;
end();
return;
}
update();
Map.print(day);
frame++;
Sleep(100);
system("cls");
/*if defense happend print the new grid*/
if (interactions()) {
Map.print(day);
frame++;
Sleep(100);
system("cls");
}
};
/*if player pressed a button*/
Player.set_input();
const int& player_input = Player.get_input();
switch (player_input) {
case X: //'X' pressed -> game stops
active = false;
end();
return;
break;
case SPACE:
pause(); //space pressed -> game paused + info display
break;
case F:
// by agreement avatar can heal his/her team by using 10 magic filters
if (Avatar.get_filters() >= 10) {
// avatar who supports vampires can heal them only at day
if (Player.get_team() == 'V' && day)
Avatar.use_magic_filter(team_vampires.get_teammates());
// avatar who supports werewolves can heal them only at night
else if (Player.get_team() == 'W' && !day)
Avatar.use_magic_filter(team_werewolves.get_teammates());
}
break;
default: //use of arrow_keys to move avatar
//save the old dimensions of avatar in order to swap magic filter with
//the earth in which it will be placed after
int old_i = Avatar.get_i();
int old_j = Avatar.get_j();
bool catched = Avatar.move(player_input, Map); //returns true if avatar catch a magic filter
if (catched == true) {
Magic_filter.change_position(old_i, old_j, Map);
}
}
update(); //werewolve's and vampire's ramndom movement
//system("pause");
Map.print(day);
frame++;
Sleep(100);
system("cls");
if (interactions()) { // interactions returns true only if a defend
//cout << "After defense\n";
Map.print(day); // have happend between two fighters
//system("pause")
frame++;
Sleep(100); // In defend() it is possible for a fighter to move
system("cls"); // So, print map again
}
}
end();
return;
}
bool game::interactions() {
int count = 0, num = 0, defenses_counter = 0;
bool up = 0, down = 0, left = 0, right = 0;
map_entity*** grid = Map.get_grid();
for (int i = 1; i < Map.get_x() + 1; i++) {
for (int j = 1; j < Map.get_y() + 1; j++) {
if (grid[i][j]->is_checked()) // if it is stable_object/Avatar or fighter who interacted, continue
continue;
/* Check up, down, right and left block for existance of fighter*/
// if there is a fighter in the block push position's character to the
// vector
vector<char> positions;
up = !grid[i - 1][j]->is_checked();
if (up) {
positions.push_back('u');
}
down = !grid[i + 1][j]->is_checked();
if (down) {
positions.push_back('d');
}
right = !grid[i][j + 1]->is_checked();
if (right) {
positions.push_back('r');
}
left = !grid[i][j - 1]->is_checked();
if (left) {
positions.push_back('l');
}
count = up + down + left + right; // count -> the number of possible movements (used for get_random)
if (!count) // if there isn't a fighter close to him continue
continue;
/* select randomly to interact with one of the close fighters */
num = get_random(0, count - 1);
char p = positions.at(num); // choose from vector one position
fighter* fptr1 = dynamic_cast<fighter*>(grid[i][j]); // Convert map_entity pointer to fighter pointer to access
fighter* fptr2; // member functions
/* Interaction with the chosen fighter */
switch (p) {
case 'u':
fptr2 = dynamic_cast<fighter*>(grid[i - 1][j]);
defenses_counter += fptr1->interact(*fptr2, 'u', Map);
break;
case 'd':
fptr2 = dynamic_cast<fighter*>(grid[i + 1][j]);
defenses_counter += fptr1->interact(*fptr2, 'd', Map);
break;
case 'l':
fptr2 = dynamic_cast<fighter*>(grid[i][j - 1]);
defenses_counter += fptr1->interact(*fptr2, 'l', Map);
break;
case 'r':
fptr2 = dynamic_cast<fighter*>(grid[i][j + 1]);
defenses_counter += fptr1->interact(*fptr2, 'r', Map);
break;
}
}
}
/* Set checked of all the fighters who interact to false */
team_vampires.set_all_unchecked();
team_werewolves.set_all_unchecked();
/*returns true if defense happended so that the new grid will be printed*/
if (defenses_counter)
return true;
else
{
return false;
}
}
void game::display_game_info(){
HANDLE h = GetStdHandle(STD_OUTPUT_HANDLE);
SetConsoleTextAttribute(h, 10);
string vampire_display = "| Number of Vampires Alive: ";
string werewolf_display = "| Number of Werewolves Alive: ";
string magic_filter_display = "| Number of Magic Filters you owned: ";
vampire_display += to_string(team_vampires.teammates_alive());
werewolf_display += to_string(team_werewolves.teammates_alive());
magic_filter_display += to_string(Avatar.get_filters());
/* up outline of the box */
for (int i = 0; i < 20; i++) {
if (i == 0) cout << "\t\t\t";
std::cout << " -";
}
/* Display number of vampires alive */
std::cout << "\n\t\t\t" << vampire_display;
for (int i = 0, size = 40 - vampire_display.size(); i < size; i++)
std::cout << " ";
/* Display number of werewolves alive */
std::cout << "|\n\t\t\t" << werewolf_display;
for (int i = 0, size = 40 - werewolf_display.size(); i < size; i++)
std::cout << " ";
/* Display number of magic filters that Avatar has in his possesion */
std::cout << "|\n\t\t\t" << magic_filter_display;
for (int i = 0, size = 40 - magic_filter_display.size(); i < size; i++)
std::cout << " ";
std::cout << "|\n";
/* down outline of the box */
for (int i = 0; i < 20; i++) {
if (i == 0) cout << "\t\t\t";
std::cout << " -";
}
}
void game::display_info() {
display_game_info();
/* Display level of power, defense, heal and health
of all the fighters of player's team that are still alive */
cout << "\n \n \t \t \t \t Your Team's info";
if (Player.get_team() == 'V') {
team_vampires.display_team();
}
else {
team_werewolves.display_team();
}
}
void game::pause() {
/* Display number of fighters alive, number of magic filters
that Avatar has in his possesion and information about the
fighters of team that Avatar supports */
display_info();
cout << "\n \t \t \tPress space again to continue...";
char input = _getch();
int key = input;
while (key != SPACE) {
char input = _getch();
key = input;
}
system("cls");
return;
}
bool game::check_for_winner() {
/* if there are no alive fighters in a team,
then the other team wins and the game ends */
if (team_vampires.teammates_alive() == 0 || team_werewolves.teammates_alive() == 0) {
if (team_vampires.teammates_alive())
winners_team = 'V';
else if(team_werewolves.teammates_alive()) {
winners_team = 'W';
}
return true;
}
return false;
}
/*FINAL INFO DISPLAY - RESULTS OF THE GAME*/
void game::end() {
std::cout << "\t \t \t";
HANDLE h = GetStdHandle(STD_OUTPUT_HANDLE);
SetConsoleTextAttribute(h, 160);
cout << "THE END OF THE GAME...\n";
/*if there is winner*/
if (check_for_winner()) {
SetConsoleTextAttribute(h, 10);
if (Player.get_team() == winners_team)
cout << "\t\t\tYOU ARE THE WINNER ! \n ";
else {
SetConsoleTextAttribute(h, 12);
cout << "\n \t \t \tENEMIES WON... \n";
SetConsoleTextAttribute(h, 6);
cout << "\t \t\tMAYBE NEXT TIME... \n \n";
}
SetConsoleTextAttribute(h, 6);
cout << "\t \t \tFINAL SCORE: " << team_vampires.teammates_alive() << " - " << team_werewolves.teammates_alive() << endl;
std::cout << "\t \t \tPRESS 'ENTER' TO SEE MORE INFO...\n";
char input = _getch();
int key = input;
if (key == ENTER) {
display_game_info();
cout << "\n \n \t \t \t THE TEAM THAT WON THE BATTLE INFO: \n";
if (winners_team == 'V')
team_vampires.display_team();
else
team_werewolves.display_team();
}
else
std::cout << "\t \t \tSO YOU DON'T CARE...\n";
}
/*if there is no winner*/
else {
SetConsoleTextAttribute(h, 10);
std::cout << "\t \t \tPRESS 'ENTER' TO SEE MORE INFO...\n";
char input = _getch();
int key = input;
if (key == ENTER) {
display_game_info();
cout << "\n \n \t \t \t \t Team Vampires info";
team_vampires.display_team();
cout << "\n\t\t\t\t Team Werewolves info";
team_werewolves.display_team();
}
else
std::cout << "\t \t \tSO YOU DON'T CARE...\n";
}
return;
}