Я работаю над Приключенческой игрой для проекта C ++. Цель состоит в том, чтобы иметь несколько комнат, определенных классом. Затем свяжите их все вместе, используя карту. У меня все работает, кроме проверки, нет ли места, и проверки того, что вход не используется для пустой комнаты. Например, он сказал бы: «Там ничего нет», а затем повторно оповестит пользователя о направлении движения. В настоящее время моя программа просто падает, если в направлении нет места и это направление выбрано. В настоящее время он настроен так, чтобы по крайней мере убедиться, что введено правильное направление (север, юг, восток или запад), но он не проверяет, доступно ли это направление. Кто-нибудь знает хороший способ сделать это?
main.cpp
#include <iostream>
#include <string>
#include <map>
#include "room.h"
using namespace std;
int main()
{
/* ---------- Variable Declerations ---------- */
string exitChoice;
/* ---------- Room Intialization ---------- */
room *kitchen = new room("Kitchen", "You are in the Kitchen. Pots and pans dangle above your head as you look across the room.");
room *diningRoom = new room("Dining Room", "You are in the Dining Room. You see a large table in the center of the room complete with a set of chairs. It seems no one has ate here in quite som time.");
room *garage = new room("Garage", "You are in the Garage. There are tools spread across the concerte floor complete with a Jeep Grand Cherokee on jack stands.");
room *masterBed = new room("Master Bed Room", "You are in the Bed Room. A large Master Bed greets you as you walk into the room. You can see a large master bath as weel in the backround");
room *hallway = new room("Hallway", "You are in the Hallway. A large set of stairs leads to the second floor, complete with a set to the basement. You also see a grand front door.");
room *familyRoom = new room("Family Room", "You are in the Family Room. You see a dark leather couch in front of you as well as a brand new LCD TV. It aappears South Park is on TV.");
room *bathRoom = new room("Bath Room", "You are in the Bath Room. A small room containing just a toilet is in front of you.");
room *frontLawn = new room("Front Lawn", "You are in the Front Lawn. You are on a pathway and observe freshly cut grass as well as several trees scattered across the yard.");
room *backLawn = new room("Back Lawn", "You are in the Back Lawn. You see 'Spot' running around chasing a tennis ball, as well as his dog house. A large wooden fence keeps him in the yard.");
/* ----------Room Links---------- */
/* Kitchen */
kitchen->link(diningRoom, "North");
kitchen->link(garage, "East");
kitchen->link(masterBed, "South");
kitchen->link(hallway, "West");
/* Dining Room */
diningRoom->link(kitchen, "South");
diningRoom->link(familyRoom, "West");
/* Master Bed Room */
masterBed->link(kitchen, "North");
masterBed->link(bathRoom, "West");
/* Garage */
garage->link(kitchen, "West");
garage->link(backLawn, "East");
/* Back Lawn */
backLawn->link(garage, "West");
/* Family Room */
familyRoom->link(diningRoom, "East");
familyRoom->link(hallway, "South");
/* Hallway */
hallway->link(familyRoom, "North");
hallway->link(kitchen, "East");
hallway->link(bathRoom, "South");
hallway->link(frontLawn, "West");
/* Front Lawn */
frontLawn->link(hallway, "East");
/* Bath Room */
bathRoom->link(hallway, "North");
bathRoom->link(masterBed, "East");
/* ----------Gameplay---------- */
room *currentRoom = kitchen;
while (exitChoice != "quit")
{
currentRoom->printRoom();
cout << endl;
currentRoom->printLiked();
cout << "Which exit? (Or 'quit'):";
cin >> exitChoice;
if(exitChoice != "quit" && exitChoice != "North" && exitChoice != "South" && exitChoice != "East" && exitChoice != "West")
{
cout << "Invalid Entry!" << endl;
cout << "Which exit? (Or 'quit'):";
cin >> exitChoice;
}
cout << "You move to the " << exitChoice << "..." << endl;
currentRoom->getLinked(exitChoice);
currentRoom = currentRoom->getLinked(exitChoice);
}
}
room.h
#ifndef ROOM_H
#define ROOM_H
using namespace std;
#include <string>
#include <iostream>
#include <map>
class room
{
private:
string name;
string description;
public:
/* Constructor Prototypes */
room(string, string);
room(string);
/* Get Name */
string getName()
{
return name;
}
/* Get Description */
string getDescription()
{
return description;
}
/* Print Room Information */
void room :: printRoom()
{
cout << "--" << getName() << "--" << endl;
cout << getDescription() << endl;
}
/* Map */
map<string, room*> exits;
/* Link Function*/
void link(room *room, string direction)
{
exits[direction] = room;
}
/* Print Linked Rooms */
void printLiked()
{
map<string, room*> :: iterator it;
cout << endl;
for(it = exits.begin(); it != exits.end(); ++it)
{
cout << "Exit: ";
cout << it->first << " (" << it->second->getName() << ")" << endl;
}
cout << endl;
}
/* Get linked room */
room* getLinked(string direction)
{
map<string, room*> :: iterator it;
it = exits.find(direction);
if(it != exits.end())
{
return it->second;
}
else
{
return NULL;
}}
};
#endif
room.cpp
#include <iostream>
#include <string>
#include <map>
using namespace std;
#include "room.h"
/* Constructor with Name and Description */
room :: room(string _name, string _description)
{
name = _name;
description = _description;
}/* Contrsuctor with Name */
room :: room(string _name)
{
name = _name;
}
новый фрагмент main.cpp
room* possibleNewRoom = currentRoom->getLinked(exitChoice);
if (possibleNewRoom != 0)
{
currentRoom = possibleNewRoom;
cout << "You move to the " << exitChoice << "..." << endl;
currentRoom->getLinked(exitChoice);
currentRoom = currentRoom->getLinked(exitChoice);
}
else
{
cout << "There are no exits in that direction." << endl;
}
Тебе нужно:
room* possibleNewRoom = currentRoom->getLinked(exitChoice);
if (possibleNewRoom != 0)
{
currentRoom = possibleNewRoom;
}
else
{
std::cout << "Ouch - you cannot move that way" << std::endl;
}
Самый распространенный способ сделать это — ввести в свой класс комнаты направленных членов:
class Room {
// ...
Room *north, *south, *east, *west;
// ...
Room() : north(NULL), south(NULL), east(NULL), west(NULL)
{ /* ... */ }
};
Затем вы соединяете комнаты друг с другом следующим образом:
Room* kitchen = new Room // ...
Room* hallway = new Room // ...
kitchen->north = hallway;
hallway->south = kitchen;
Когда вы пытаетесь двигаться в направлении, вы просто проверяете, является ли участник для этого направления NULL
:
// Player wants to go north.
if (this->north == NULL) {
// Tell the player that's not possible.
} else {
// OK, we can go to this->north.
}
Эта настройка позволит вам настроить более сложные соединения. Например, в случаях, когда движение на север, а затем на юг снова не должно привести вас к тому, с чего вы начали (возможно, это магический портал или что-то в этом роде).
Вы можете взять несколько идей дизайна о том, как создать это, посмотрев на TADS (система разработки текстовых приключений).