Question: Review the code and determine where functions could be used in place of existing code in main to make the code easier to read and
Review the code and determine where functions could be used in place of existing code in main to make the code easier to read and maintain. Also, before making changes, note all the code behaviors you think need improving.
.cpp file
// GSP115 TREASURE CAVE // Week 4 #pragma once #include "GSP115_Course_Project.h"
// Global Constants const int MAX_ROWS = 7; const int MIN_ROWS = 0; const int MAX_COLS = 7; const int MIN_COLS = 0; const int TOTAL_ROWS = MAX_ROWS + 1; const int TOTAL_COLS = MAX_COLS + 1;
//Display Constants const char ULC = 201; //Upper left corner const char HB = 205; //Horizontal border const char URC = 187; //Upper right corner const char VB = 186; //Vertical border const char LRC = 188; //Lower right corner const char LLC = 200; //Lower left corner const char MT = ' '; //Empty location const char PSymbol = 'P'; //Player symbol const char TOSymbol = 'T'; //Torch symbol const char WSymbol = 'W'; //Weapon symbol const char TRSymbol = '$'; //Treasure symbol const char MSymbol = 'M'; //Monster symbol const char NSymbol = 'N'; //Noisemaker symbol const char XSymbol = 'X'; //Cave exit symbol
using namespace std;
// function prototypes gameObject placeInCave(gameObjectType array[TOTAL_ROWS][TOTAL_COLS]); bool checkVisible(gameObject x, gameObject y, int dist); bool showOnBoard(gameObject x);
int main() { //**Initialize Variable** srand(time(NULL)); // Seed the random number function
gameObjectType cave[TOTAL_ROWS][TOTAL_COLS]; // the cave--a two dimensional array char board[TOTAL_ROWS + 3][TOTAL_COLS + 3] = // the game board--a two dimensional array { { MT,MT,'0','1','2','3','4','5','6','7',MT }, { MT,ULC,HB,HB,HB,HB,HB,HB,HB,HB,URC }, { 'A',VB,MT,MT,MT,MT,MT,MT,MT,MT,VB }, { 'B',VB,MT,MT,MT,MT,MT,MT,MT,MT,VB }, { 'C',VB,MT,MT,MT,MT,MT,MT,MT,MT,VB }, { 'D',VB,MT,MT,MT,MT,MT,MT,MT,MT,VB }, { 'E',VB,MT,MT,MT,MT,MT,MT,MT,MT,VB }, { 'F',VB,MT,MT,MT,MT,MT,MT,MT,MT,VB }, { 'G',VB,MT,MT,MT,MT,MT,MT,MT,MT,VB }, { 'H',VB,MT,MT,MT,MT,MT,MT,MT,MT,VB }, { MT,LLC,HB,HB,HB,HB,HB,HB,HB,HB,LRC } };
playerObject player = { true, false, false, false, false,{ -1, -1, false, true } }; // the player gameObject treasure = { -1, -1, false, true }; // the treasure gameObject monster = { -1, -1, false, true }; // the monster gameObject weapon = { -1, -1, false, true }; // the weapon gameObject torch = { -1, -1, false, true }; // the torch gameObject noisemaker = { -1, -1, false, true }; // the noisemaker int row, column; // temporarily hold the new player position int MonsterMoveCounter = 6; // track and control monster movement around treasure string msg; // status message variable char command; // player input bool monsterPause = false; // flag to indicate the monster has stopped moving bool movePlayer = true; // flag to indicate the player position can be updated bool gameOver = false; // status flag
//**Prepare Cave*********** //...Initialize an empty cave for (gameObjectType(&R)[TOTAL_COLS] : cave) { for (auto &C : R) C = EMPTY; }
//...Add player in rows 0-2, columns 0-2 player.position.row = rand() % 3; player.position.column = rand() % 3; cave[player.position.row][player.position.column] = PLAYER; //...Add Treasure in rows 4-6, column 1-6 treasure.row = rand() % 3 + 4; treasure.column = rand() % 6 + 1; cave[treasure.row][treasure.column] = TREASURE; //...Add Monster at treasure row +1 , column -1 monster.row = treasure.row + 1; monster.column = treasure.column - 1; cave[monster.row][monster.column] = MONSTER; //...Add Weapon in any empty location weapon = placeInCave(cave); cave[weapon.row][weapon.column] = WEAPON; //...Add Noisemaker in any empty location noisemaker = placeInCave(cave); cave[noisemaker.row][noisemaker.column] = NOISEMAKER; //...Add Torch in any empty location torch = placeInCave(cave); cave[torch.row][torch.column] = TORCH; //**Play Game************* //...Begin Game Loop while (!gameOver) { //....Display Board //.....Check visibility if (!player.hasTorch) { torch.isVisible = checkVisible(player.position, torch, 2); weapon.isVisible = checkVisible(player.position, weapon, 2); treasure.isVisible = checkVisible(player.position, treasure, 2); monster.isVisible = checkVisible(player.position, monster, 2); noisemaker.isVisible = checkVisible(player.position, noisemaker, 2); } //.....Place visible objects on board--note: changing the order below will create a visual bug. board[weapon.row + 2][weapon.column + 2] = showOnBoard(weapon) ? WSymbol : MT; board[torch.row + 2][torch.column + 2] = showOnBoard(torch) ? TOSymbol : MT; board[treasure.row + 2][treasure.column + 2] = showOnBoard(treasure) ? TRSymbol : MT; board[noisemaker.row + 2][noisemaker.column + 2] = showOnBoard(noisemaker) ? NSymbol : MT; board[monster.row + 2][monster.column + 2] = showOnBoard(monster) ? MSymbol : MT; board[player.position.row + 2][player.position.column + 2] = player.alive ? PSymbol : MT;
// Put the board on the screen for (char(&R)[TOTAL_COLS + 3] : board) { for (char &C : R) { cout << C; } cout << endl; }
cout << msg.c_str() << endl; //....Get command cout << "What is your command? "; cin >> command; //....Clear display and message msg.clear(); system("cls"); //....Process player command row = player.position.row; column = player.position.column; switch (command) { case 'a': column = player.position.column - 1; if (column < MIN_COLS) { column = player.position.column; msg = "You have hit the west wall!"; } break; case 's': row = player.position.row + 1; if (row > MAX_ROWS) { row = player.position.row; msg = "You have hit the south wall!"; } break; case 'w': column = player.position.column;//Is this really needed? row = player.position.row - 1; if (row < MIN_ROWS) { row = player.position.row; msg = "You have hit the north wall!"; } break; case 'd': row = player.position.row;//Is this really needed? column = player.position.column + 1; if (column > MAX_COLS) { column = player.position.column; msg = "You have hit the east wall!"; } break; case 'n': if (player.hasNoisemaker) { msg = "You make an irritating noise!"; monsterPause = true; } else { msg = "You make a feeble whimper."; } break; case 'q': gameOver = true; msg = "Quitting? "; break; default: movePlayer = false; break; } //....Check if the game is over if (!gameOver) {
//..... Check for events switch (cave[row][column]) { //......If treasure found, set flag to show player has treasure case TREASURE: player.hasTreasure = true; treasure.isFound = true; msg = "You found the treasure!"; gameOver = true; break; //......If weapon found, set flag to show player has weapon case WEAPON: player.hasWeapon = true; weapon.isFound = true; msg = "You have a weapon."; break; //......If noise-maker found, set flag to show player has noise-maker case NOISEMAKER: player.hasNoisemaker = true; noisemaker.isFound = true; msg = "You found a noisemaker."; break; //......If torch found, set flag to show player has torch case TORCH: player.hasTorch = true; torch.isFound = true; msg = "Let there be light! You found a torch."; weapon.isVisible = true; treasure.isVisible = true; noisemaker.isVisible = true; monster.isVisible = true; break; //......If monster found case MONSTER: if (!monster.isFound) { msg = "You have found the monster"; //.......Resolve combat if (player.hasWeapon) { msg = "You have slain the monster"; monster.isFound = true; } else { gameOver = true; player.alive = false; msg = "The monster has killed you"; } } break; } //.....Move Player if (movePlayer) { cave[player.position.row][player.position.column] = EMPTY; //updates position information cave[row][column] = PLAYER; board[player.position.row + 2][player.position.column + 2] = MT; //clear the screen where player was player.position.row = row; player.position.column = column; } movePlayer = true; //.....Process Monster if (!monster.isFound) { if (monsterPause) { // Monster paused. Check if Monster starts moving again if (rand() % 3 == 1) { monsterPause = false; } } else { //......Move Monster MonsterMoveCounter = (++MonsterMoveCounter) % 8; row = monster.row; column = monster.column; switch (MonsterMoveCounter) { case 0: column++; break; case 1: row--; break; case 2: row--; break; case 3: column--; break; case 4: column--; break; case 5: row++; break; case 6: row++; break; case 7: column++; break; default: break; } //......Check for events //.......If player found if (cave[row][column] == PLAYER) { msg = "The monster has found you"; //........Resolve combat if (player.hasWeapon) { msg = "The monster found you but was slain"; monster.isFound = true; } else { gameOver = true; player.alive = false; msg = "The monster found you and you have died"; } } else { //........Move Monster //cave[monster.row][monster.column] = hold; // reveal what is under the monster cave[monster.row][monster.column] = EMPTY; // clear the cave location board[monster.row + 2][monster.column + 2] = MT; // clear the screen behind monster //hold = cave[row][column]; // save what the monster is about to move over monster.row = row; // update monster's row monster.column = column; // update monster's column cave[row][column] = MONSTER; // change monster's location in the cave } }
} } } //...End Game Loop //**End Game************** //...Provide end win/loss message cout << msg.c_str() << endl; if (player.alive) { if (player.hasTreasure) msg = "You are alive and rich!"; else msg = "You didn't get the treasure, but you live to seek adventure another day."; } else { msg = "RIP Adventurer"; } cout << msg.c_str() << endl; //...Do clean-up //...Quit return 0; }
//-------------------------------------------------------------------------------- //================================================================================
gameObject placeInCave(gameObjectType array[TOTAL_ROWS][TOTAL_COLS]) { int r, c; gameObject obj; do { r = rand() % 8; c = rand() % 8; } while (array[r][c] != EMPTY); obj.row = r; obj.column = c; obj.isFound = false; return obj; }
bool checkVisible(gameObject x, gameObject y, int dist) { if ((abs(x.row - y.row) < dist && (abs(x.column - y.column) < dist))) return true; return false; }
bool showOnBoard(gameObject x) { return ((x.isVisible) && (!x.isFound)); }
.h file
#pragma once #include #include #include #include #include #include
enum gameObjectType { EMPTY, PLAYER, TREASURE, MONSTER, WEAPON, TORCH, NOISEMAKER//, CAVE_EXIT -add in week 6 };
struct gameObject { int row; // row position of the object int column; // column position of the object bool isFound; // flag to indicate if the object has been found (or is dead, in the case of the monster) bool isVisible; // flag to indicate if the object can be seen on the board };
struct playerObject { bool alive; // flag to indicate if the player is alive or dead bool hasWeapon; // flag to indicate if the player has the weapon bool hasTreasure; // flag to indicate if the player has the treasure bool hasTorch; // flag to indicate if the player has the torch bool hasNoisemaker; // flag to indicate if the player has the noisemaker gameObject position; // variables for row, column and visibility };
This is the output:
***Picture wont attach*** Its a game board with the letter 'P' for player and below the board says, "What is your command?"
It is a game where you use wasd for movement and you are trying to find the treasure before the monster gets you.
I am to add in functions to clear up the code while notating what is being done to the code. I find that the code just shuts down when finding the treasure. I have played around with the functions but cannot get the program to run properly.
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