-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathgameboard.h
78 lines (69 loc) · 1.74 KB
/
gameboard.h
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
#ifndef GAMEBOARD_H
#define GAMEBOARD_H
#include<vector>
#include<string>
#include<iostream>
#include<utility>
#include<stack>
#include "actors.h"
#include "combatSimulation.h"
using namespace std;
namespace textAdventure{
class enemy;
class mainActor;
class Room{
string roomName;
string roomDescription;
int roomRow;
int roomColumn;
vector<enemy*> roomEnemies;
vector<healthPack*> roomHealthPacks;
vector<Weapon*> roomWeapons;
public:
Room(string& rName, int row, int column);
string getRoomDesc();
string getRoomName();
void addRoomEnemy(enemy* anEnemy);
string getWeaponNames();
vector<healthPack*> getRoomhps();
vector<Weapon*> getRoomWeapons();
bool existPickups();
enemy* getRoomEnemy();
void setRoomDesc(string description);
pair<int, int> currentPosition();
void addRoomHP(healthPack* hp);
void addRoomWeapon(Weapon* weapon);
void checkEvents();
};
class gameMap{
mainActor* user;
Room* gameBoard[4][4];
int currentRow = 0;
int currentColumn = 0;
stack<pair<int, int>> lastRoom;
bool movedBack = false;
vector<pair<string, string>> roomVect;
bool bedroomVisited = false;
public:
gameMap(){}
void addGameUser(mainActor* userToAdd);
void addRoom(Room* aRoom);
void initializeMap();
void getNearbyRooms(int row, int column, Room* aRoom);
pair<int, int> getCoordinates();
void enterRoom(Room* aRoom);
void navigateLeft();
void navigateRight();
void navigateForward();
void navigateBackward();
void chooseUserDirection(string userInput);
void setCurrentPosition(int curRow, int curColumn);
void rotateNegative90();
void rotatePositive90();
void printBoard();
pair<int, int> getCurrentPosition();
Room* roomAtPosition(int row, int column);
void goBack();
};
}
#endif