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solidObjects.cpp
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325 lines (273 loc) · 11.7 KB
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/*******************************************************************************
* ** Author: Gavin Slusher
* ** Date: 6/2/2019
* ** Description: File to store all "solid objects" as defined by a boolean
* set by the MabObjects class. This is the implementation file
* ** *************************************************************************/
#include <iostream>
#include <string>
#include "MapObjects.hpp"
#include "Space.hpp"
#include "solidObjects.hpp"
using std::cout;
using std::cin;
using std::endl;
using std::string;
using std::stringstream;
/*******************************************************************************
* rTent::rTent()
* Constructor for the rTent object
*******************************************************************************/
rTent::rTent()
:MapObjects(RTENT, true, true, false, " ")
{
description = "It's a tent flap";
}
/*******************************************************************************
* lTent::lTent()
* Constructor for the lTent object
*******************************************************************************/
lTent::lTent()
:MapObjects(LTENT, true, true, false, " ")
{
description = "It's a tent flap";
}
/*******************************************************************************
* Rock::Rock()
* Constructor for the Rock object
*******************************************************************************/
Rock::Rock()
:MapObjects(ROCK, true, true, false, " ")
{
description = "It's a rock.";
}
/*******************************************************************************
* Tree::Tree()
* Constructor for the Tree object
*******************************************************************************/
Tree::Tree()
:MapObjects(TREE, true, true, false, " ")
{
description = "It's a tree";
}
/*******************************************************************************
* rExit::rExit()
* Constructor for the rExit. Needs extra parameters to know what Space the
* object is currently in, and what coordinates to output to.
*******************************************************************************/
rExit::rExit(Space *currentSpaceIn, int rowIn, int colIn)
:MapObjects(EXIT, true, true, false, " "), thisSpace(currentSpaceIn),
exitRow(rowIn), exitCol(colIn)
{
}
/*******************************************************************************
* void rExit::interact()
* Method to overide the interact() function so that the current space sends
* a signal to the Space object that it's in, to tell the game to move on to
* the next Space. Also copies the player while doing so.
*******************************************************************************/
void rExit::interact()
{
//move the player and set to null so no seg fault
thisSpace->getRight()->setPlayer((thisSpace->getPlayer()), exitRow, exitCol);
thisSpace->setPlayerNull();
//set the current space to the new one
thisSpace->getRight()->resetCurrentSpace();
thisSpace->setCurrentSpace(thisSpace->getRight());
}
/*******************************************************************************
* npcExit::npcExit()
* Constructor for the npcExit. Needs extra parameters to know what Space the
* object is currently in, and what coordinates to output to.
*******************************************************************************/
npcExit::npcExit(Space *currentSpaceIn, int rowIn, int colIn)
:MapObjects(NPC_EXIT, true, true, false, " "), thisSpace(currentSpaceIn),
exitRow(rowIn), exitCol(colIn)
{
}
/*******************************************************************************
* void npcExit::interact()
* Method to overide the interact() function so that the current space sends
* a signal to the Space object that it's in, to tell the game to move on to
* the next Space. Also copies the player while doing so.
*******************************************************************************/
void npcExit::interact()
{
//move the player and set to null so no seg fault
thisSpace->getRight()->setPlayer((thisSpace->getPlayer()), exitRow, exitCol);
thisSpace->setPlayerNull();
//set the current space to the new one
thisSpace->setCurrentSpace(thisSpace->getRight());
}
/*******************************************************************************
* sAddItem::sAddItem()
* Constructor for sAddItem(). Needs extra parameters to know what Space the
* object is currently in
*******************************************************************************/
sAddItem::sAddItem(Space *currentSpaceIn)
:MapObjects(NPC_ADD_ITEM, true, true, false, " "), thisSpace(currentSpaceIn)
{
}
/*******************************************************************************
* sAddItem::interact()
* Method to overide parent interact() function so that the object can "give"
* the player an item.
*******************************************************************************/
void sAddItem::interact()
{
cout << " Sparrow: There's got to be a way for us to get out of here!" << endl;
cout << " Sparrow: Do you think these will help with something?" << endl;
cout << endl;
cout << " *Acquired Oil Pastels!*" << endl;
enterToCont();
MapObjects *itemIn = new Item("Oil Pastels");
thisSpace->getPlayer()->addItem(itemIn);
}
/*******************************************************************************
* endNPC::endNPC()
* Constructor for the endNPC. Needs extra parameters to know what Space the
* object is currently in
*******************************************************************************/
endNPC::endNPC(Space *currentSpaceIn)
:MapObjects(END_NPC, true, true, false, " "), thisSpace(currentSpaceIn)
{
}
/*******************************************************************************
* endNPC::interact()
* Method to overide the interact() so that the object can end the game.
*******************************************************************************/
void endNPC::interact()
{
clearScreen();
cout << " Roni: I hear a helicopter! If only we could signal it somehow..." << endl;
cout << endl;
enterToCont();
clearScreen();
char input;
do
{
input = endChoice();
}while(input != '1' && input != '2');
clearScreen();
if (input == '1')
{
thisSpace->setEndGame(true);
}
}
/*******************************************************************************
* riddleNPC::riddleNPC()
* Constructor for the npcExit. Needs extra parameters to know what Space the
* object is currently in
*******************************************************************************/
riddleNPC::riddleNPC(Forest *currentSpaceIn)
:MapObjects(RIDDLE_NPC, true, true, false, " "), thisSpace(currentSpaceIn)
{
}
/*******************************************************************************
* riddleNPC::interact()
* Method to overide the interact() function so that the current space can send
* a signal to the Space object that it's in, so that the NPC can return
* dialogue dependent on a boolean set by the Space object it's in.
*******************************************************************************/
void riddleNPC::interact()
{
clearScreen();
if(thisSpace->getSolved()) //solved riddle
{
cout << " You see Pina there gasping for breath." << endl;
cout << endl;
cout << " Pina: What the hell was that thing? ...I think I was the last" << endl;
cout << " one out the door... I kept feeling something sharp and cold in" << endl;
cout << " my chest, but I ran and ran and ran... until I felt warm again." << endl;
cout << endl;
cout << " Pina: Hey man, listen." << endl;
cout << endl;
cout << " He pulls out his maps." << endl;
cout << endl;
cout << " Pina: Look. There's a trailhead parking lot two miles east from here." << endl;
}
else
{
cout << " You see a mangled form in the grass." << endl;
cout << " Oh god... it's Pina" << endl;
}
cout << endl;
enterToCont();
clearScreen();
}
/*******************************************************************************
* lExit::lExit()
* Constructor for the lExit class. Needs extra parameters to know what Space the
* object is currently in, and what coordinates to output to.
*******************************************************************************/
lExit::lExit(Space *currentSpaceIn, int rowIn, int colIn)
:MapObjects(EXIT, true, true, false, " "), thisSpace(currentSpaceIn),
exitRow(rowIn), exitCol(colIn)
{
}
/*******************************************************************************
* void lExit::interact()
* Method to overide the interact() function so that the current space sends
* a signal to the Space object that it's in, to tell the game to move on to
* the next Space. Also copies the player while doing so.
*******************************************************************************/
void lExit::interact()
{
//move the player and set to null so no seg fault
thisSpace->getLeft()->setPlayer((thisSpace->getPlayer()), exitRow, exitCol);
thisSpace->setPlayerNull();
//set the current space to the new one
thisSpace->getLeft()->resetCurrentSpace();
thisSpace->setCurrentSpace(thisSpace->getLeft());
}
/*******************************************************************************
* tExit::tExit()
* Constructor for the tExit. Needs extra parameters to know what Space the
* object is currently in, and what coordinates to output to.
*******************************************************************************/
tExit::tExit(Space *currentSpaceIn, int rowIn, int colIn)
:MapObjects(EXIT, true, true, false, " "), thisSpace(currentSpaceIn),
exitRow(rowIn), exitCol(colIn)
{
}
/*******************************************************************************
* void tExit::interact()
* Method to overide the interact() function so that the current space sends
* a signal to the Space object that it's in, to tell the game to move on to
* the next Space. Also copies the player while doing so.
*******************************************************************************/
void tExit::interact()
{
//move the player and set to null so no seg fault
thisSpace->getTop()->setPlayer((thisSpace->getPlayer()), exitRow, exitCol);
thisSpace->setPlayerNull();
//set the current space to the new one
thisSpace->getTop()->resetCurrentSpace();
thisSpace->setCurrentSpace(thisSpace->getTop());
}
/*******************************************************************************
* dExit::dExit()
* Constructor for the dExit. Needs extra parameters to know what Space the
* object is currently in, and what coordinates to output to.
*******************************************************************************/
dExit::dExit(Space *currentSpaceIn, int rowIn, int colIn)
:MapObjects(EXIT, true, true, false, " "), thisSpace(currentSpaceIn),
exitRow(rowIn), exitCol(colIn)
{
}
/*******************************************************************************
* void dExit::interact()
* Method to overide the interact() function so that the current space sends
* a signal to the Space object that it's in, to tell the game to move on to
* the next Space. Also copies the player while doing so.
*******************************************************************************/
void dExit::interact()
{
//move the player and set to null so no seg fault
thisSpace->getBottom()->setPlayer((thisSpace->getPlayer()), exitRow, exitCol);
thisSpace->setPlayerNull();
//set the current space to the new one
//reset the coming space so that we don't get duplicates pointers...
thisSpace->getBottom()->resetCurrentSpace();
thisSpace->setCurrentSpace(thisSpace->getBottom());
}