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courtyard.cc
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//By Tom Rutherford
//courtyard has cells
//cells have dragons, hero bit, wall bit
//hero has arrows, princess, direction
//dragons have direction
//draw in text
#include <iostream>
#include <vector>
#include <cstdlib>
#include <ctime>
#include "courtyard.h"
using namespace std;
void update(vector<vector<cell> > &court, int &arrows, int &dragons);
bool wall(int r, int c, int d, const vector<vector<cell> > &court);
void move(int r, int c, char unit, int d, vector<vector<cell> > &court,
vector<vector<cell> > &newcourt);
void print(vector<vector<cell> > &court, int &time, int &arrows, int&);
void printCourt(vector<vector<cell> > &court);
void usage(){
cerr<<"Usage: courtyard num_dragons interval(ms)"<<endl;
}
int main(int argc, char* argv[]){
if(argc < 3){
usage();
exit(1);
}
vector<vector<cell> > court;
int dragons=atoi(argv[1]);
int interval=atoi(argv[2])*1000;
int arrows=2; // who only brings 2 arrows to a dragon-filled courtyard!?
int rr, rc; //random row and column
srand(time(NULL));
//initialize court
court.resize(12); //court is padded to include walls
for(int c=0; c<court.size(); c++)
court[c].resize(12);
//draw walls
for(int r=0; r<court.size(); r++)
for(int c=0; c<court[r].size(); c++)
if(r == 0 || c ==0 || r == 11 || c == 11)
court[r][c].isWall();
//distribute dragons
for(int d=0; d<dragons; d++){
rr=(rand()%10)+1, rc=(rand()%10)+1;
while( (rr == 1 && rc == 1) || (rr == 11 && rc == 11))
//reassign if we've picked the hero or princess's spot
rr=(rand()%10)+1, rc=(rand()%10)+1;
//cout<<"adding dragon at ("<<rr<<", "<<rc<<")"<<endl;
court[rr][rc].addD();
}
//install hero and princess
court[1][1].addH();
court[10][10].addP();
//print the courtyard
int t=0;
while(true){
if(arrows < 0){
cout<<"The hero has been slain!"<<endl;
exit(0);
}
print(court, t, arrows, dragons);
if(court[1][1].P()){
cout<<"The princess is safe!"<<endl;
exit(0);
}
cout<<endl;
update(court, arrows, dragons);
usleep(interval);
t++;
}
return 0;
}
//print courtyard and stats.
void print(vector<vector<cell> > &court, int &time, int &arrows, int& dragons){
system("clear 2> /dev/null");
cout<<"Time: "<<time<<" | Arrows Remaining: "<<arrows<<endl;
cout<<"There are "<<dragons<<" dragons..."<<endl;
printCourt(court);
}
//move everything
//read thru cells and move dragons. move hero down if PH is false, up if true
void update(vector<vector<cell> > &court, int& arrows, int &dragons){
vector<vector<cell> > newcourt=court;
int rd=0; //random direction, between 0 and 7
//for each cell
for(int r=0; r<court.size(); r++)
for(int c=0; c<court[r].size(); c++){
//if we have dragons and hero in the same square,
//the hero must fight the dragons
if(court[r][c].H() && court[r][c].D() > 0){
while(court[r][c].D() > 0){
if(arrows < 0){//Dragon eats hero!
cout<<"The hero has been slain!"<<endl;
break;
}
arrows--;
dragons--;
court[r][c].subD();
newcourt[r][c].subD();
}
}
//move dragons
while(court[r][c].D() > 0){
rd=rand()%8;
while(wall(r,c,rd, court))//if we hit a wall, try again
rd=rand()%8;
//move the dragon
move(r, c,'d', rd, court, newcourt);
} //*/
//move hero
//if the hero is here and the princess isn't
if(court[r][c].H() && !court[r][c].P()){
//cout<<"moving hero from "<<r<<", "<<c<<endl;
move(r, c, 'h', 7, court, newcourt);
}
else if(court[r][c].H() && court[r][c].P()){
//move hero and princess back towards start
move(r, c, 'h', 0, court, newcourt);
move(r, c, 'p', 0, court, newcourt);
}
}
court=newcourt;
}
//given row, column, and direction, move hero or dragon
// decrement oldcourt and increment newcourt
void move(int r, int c, char unit, int d, vector<vector<cell> > &court,
vector<vector<cell> > &newcourt){
//cout<<"moving"<<endl;
if(unit=='h'){
court[r][c].subH();
newcourt[r][c].subH();
switch(d){
case 0:
newcourt[r-1][c-1].addH();
break;
case 1:
newcourt[r-1][c].addH();
break;
case 2:
newcourt[r-1][c+1].addH();
break;
case 3:
newcourt[r][c-1].addH();
break;
case 4:
newcourt[r][c+1].addH();
break;
case 5:
newcourt[r+1][c-1].addH();
break;
case 6:
newcourt[r+1][c].addH();
break;
case 7:
newcourt[r+1][c+1].addH();
break;
}
}
else if(unit =='p'){
court[r][c].subP();
newcourt[r][c].subP();
switch(d){
case 0:
newcourt[r-1][c-1].addP();
break;
case 1:
newcourt[r-1][c].addP();
break;
case 2:
newcourt[r-1][c+1].addP();
break;
case 3:
newcourt[r][c-1].addP();
break;
case 4:
newcourt[r][c+1].addP();
break;
case 5:
newcourt[r+1][c-1].addP();
break;
case 6:
newcourt[r+1][c].addP();
break;
case 7:
newcourt[r+1][c+1].addP();
break;
}
}
else{
court[r][c].subD();
newcourt[r][c].subD();
switch(d){
case 0:
newcourt[r-1][c-1].addD();
break;
case 1:
newcourt[r-1][c].addD();
break;
case 2:
newcourt[r-1][c+1].addD();
break;
case 3:
newcourt[r][c-1].addD();
break;
case 4:
newcourt[r][c+1].addD();
break;
case 5:
newcourt[r+1][c-1].addD();
break;
case 6:
newcourt[r+1][c].addD();
break;
case 7:
newcourt[r+1][c+1].addD();
break;
}
}
}
//will moving in direction d from row r and column c cause us to hit a wall?
bool wall(int r, int c, int d, const vector<vector<cell> > &court){
//cout<<"is ("<<r<<", "<<c<<"), beside a wall in direction "<<d<<"?"<<endl;
if(r==1 && d < 3)
return true;
if(r==court.size()-2 && d > 4)
return true;
if(c==1 && (d == 0 || d == 3 || d == 5))
return true;
if(c==court[0].size()-2 && (d == 2 || d == 4 || d == 7))
return true;
//special case for tower
if( (r==1 && c==2 && d == 3) || (r==2 && c==2 && d == 0) || (r==2 && c==1 && d == 1))
return true;
// cout<<"...no"<<endl;
return false;
}
void printCourt(vector<vector<cell> > &court){
for(int r=0; r<court.size(); r++){
for(int c=0; c<court[r].size(); c++){
court[r][c].print();
cout<<" ";
}
cout<<endl;
}
cout<<endl;
}