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 | //WIP: Dungeon Crawler Game
#include <iostream>
#include <stdlib.h>
#include <time.h>
#include <vector>
#define HEIGHT 10
#define WIDTH 10
using namespace std;
class MapObject
{
    public:
        int x, y;
        char icon;
        MapObject(int type);
        void MoveRandom();
        bool MovePlayer(int PMove);
};
void NewMap();
void DisplayMap();
bool IsGameOver();
bool IsValid(int x, int y);
int IsOccupied(int x, int y);
int Map[HEIGHT][WIDTH];
int main()
{
    int PMove;
    char PlayAgain;
    do
    {
        //Set up for a new game
        srand(time(NULL));
        NewMap();
        
        //Create the player and other 'sprites'
        vector<MapObject> MySprites;
        MySprites.push_back(MapObject(80));    //80 is the ascii code for 'P'
        MySprites.push_back(MapObject(88));    //88 is the ascii code for 'X'
        for (int i = rand() % 3 + 2; i > 0; i--)
        {
            MySprites.push_back(MapObject(84));    //84 is the ascii code for 'T'
        }
        for (int i = rand() % 3 + 2; i > 0; i--)
        {
            MySprites.push_back(MapObject(69));    //69 is the ascii code for 'E'
        }
        vector<MapObject>::size_type VecSize = MySprites.size();
        DisplayMap();
        
        //Loop until the game is over
        do
        {
            std::cout << std::string(4, '\n');
            //Loop until we get some valid input
            do
            {
                std::cout << std::endl << "Enter a number to move (check your numpad): ";
                cin >> PMove;
            } while (!MySprites[0].MovePlayer(PMove));
            //Move the enemies
            for (int i = 1; i < VecSize; i++)
            {
                MySprites[i].MoveRandom();
            }
            DisplayMap();
        } while (!IsGameOver());
        cout << "Play again? (Y/N) ";
        cin >> PlayAgain;
    } while (PlayAgain == 'Y' || PlayAgain == 'y');
    return 0;
}
//Constructor for map object class
MapObject::MapObject(int type)
{
    icon = type;
    do
    {
        x = rand() % WIDTH;
        y = rand() % HEIGHT;
    } while (IsOccupied(x, y));
    Map[y][x] += type - 42;
}
//Map object function to move to a random adjacent spot
void MapObject::MoveRandom()
{
    //return if not enemy object
    if (icon != 69)
        return;
    
    //count and store available spots
    int GoodSpots = 0, PosX[8], PosY[8];
    for (int i = y - 1; i < y + 2; i++)
        for (int j = x - 1; j < x + 2; j++)
            if (IsValid(j, i))
                if (IsOccupied(j, i) < 2)
                {
                    PosX[GoodSpots] = j;
                    PosY[GoodSpots] = i;
                    GoodSpots++;
                }
    //pick one of the available spots
    //and 'move' to it
    int MyPos = rand() % GoodSpots;
    Map[PosY[MyPos]][PosX[MyPos]] += 69 - 42;
    Map[y][x] -= 69 - 42;
    x = PosX[MyPos];
    y = PosY[MyPos];
}
//Function that handles the player input
//Only returns true if the player can move to the indicated spot
bool MapObject::MovePlayer(int PMove)
{
    int a, b;
    
    //return if not player...
    if (icon != 80)
        return false;
    
    //check for valid input
    if (PMove < 1 || PMove > 9 || PMove == 5)
        return false;
    
    //change the input to coordinates
    if (PMove > 6)
        b = y - 1;
    else if (PMove < 4)
        b = y + 1;
    
    if (PMove % 3 == 0)
        a = x + 1;
    else if (PMove % 3 == 1)
        a = x - 1;
    
    if (!IsValid(a, b))
        return false;
    
    Map[b][a] += 80 - 42;
    Map[y][x] -= 80 - 42;
    x = a;
    y = b;
    return true;
}
//Clears the 'map', resetting it to default
void NewMap()
{
    for (int i = 0; i < HEIGHT; i++)
        for (int j = 0; j < WIDTH; j++)
            Map[i][j] = 42;
}
//Displays the 'map' on the screen
void DisplayMap()
{
    char ch;
    std::cout << std::string(50, '\n');
    for (int i = 0; i < HEIGHT; i++)
    {
        std::cout << "\t";
        for (int j = 0; j < WIDTH; j++)
        {
            ch = Map[i][j];
            std::cout << " " << ch << " ";
        }
        std::cout << std::endl;
    }
}
//Checks if the game is over
//Outputs appropriate messages
bool IsGameOver()
{
    for (int i = 0; i < HEIGHT; i++)
        for (int j = 0; j < WIDTH; j++)
            if (Map[i][j] > 100)
            {
                if (Map[i][j] == 80 + 88 - 42)
                    std::cout << "\n\nYou won!  ";
                else if (Map[i][j] == 80 + 84 - 42)
                    std::cout << "\n\nWatch out for those traps!  ";
                else
                    std::cout << "\n\nYou were eaten!  ";
                return true;
            }
    return false;
}
//Check if the coordinates are within the bounds of the map
bool IsValid(int x, int y)
{
    if (x >= WIDTH || x < 0 || y >= HEIGHT || y < 0)
        return false;
    else
        return true;
}
//Check if the coordinates are occupied
//returns an int indicating occupied by what
int IsOccupied(int x, int y)
{
    switch (Map[y][x])
    {
        case 80:    //'P' for player
            return 1;
        case 69:    //'E' for enemy
            return 2;
        case 84:    //'T' for trap
            return 3;
        case 88:    //'X' for goal
            return 4;
        default:
            return 0;
    }
}
 |