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board.e
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note
description: "Summary description for {BOARD}."
author: ""
date: "$Date$"
revision: "$Revision$"
class
BOARD
create
make
feature --??????
cells, exits: INTEGER
catLocation: POINT
subways: LINKED_LIST [SUBWAY]
mice: LINKED_LIST [MOUSE]
finished: BOOLEAN
-- displays the board
-- C if cat
-- M if mouse (alive and not finished)
-- O for subway exit
-- F if it is the final exit
-- black square if no object
display
local
i, j, k, l, m, s: INTEGER
subwayFound, isFinal, mouseFound: BOOLEAN
do
io.put_string_32 ("%N")
print ("%/27/[2J")
from
i := 1
until
i > cells
loop
from
j := 1
until
j > cells
loop
s := 0
subwayFound := false
isFinal := false
from
k := 1
until
k > subways.count
loop
from
l := 1
until
l > subways.at (k).exits.count
loop
if j = subways.at (k).exits.at (l).x and i = subways.at (k).exits.at (l).y then
subwayFound := true
--s := (subways.at (k).id -1) * 3 + subways.at (k).exits.at (l).id
if subways.at (k).isfinal then
isFinal := true
end
end
l := l + 1
end
k := k + 1
end
mouseFound := false
from
m := 1
until
m > mice.count
loop
if mice.at (m).alive and j = mice.at (m).currentposition.x and i = mice.at (m).currentposition.y and not mice.at (m).reachedfinal then
mouseFound := true
end
m := m + 1
end
if j = catLocation.x and i = catLocation.y then
io.put_string_32 ("C ")
else
if mouseFound then
io.put_string_32 ("M ")
else
if subwayFound then
if isFinal then
io.put_string_32 ("F ")
else
io.put_string_32 ("0 ")
end
else
io.put_string_32 ("%/0x25FC/ ")
end
end
end
j := j + 1
end
print ("%N")
i := i + 1
end
end
move_cat_up
do
if catLocation.y > 1 then
catLocation.setY (catLocation.y - 1)
end
end
move_cat_left
do
if catLocation.x > 1 then
catLocation.setX (catLocation.x - 1)
end
end
move_cat_down
do
if catLocation.y < cells then
catLocation.setY (catLocation.y + 1)
end
end
move_cat_right
do
if catLocation.x < cells then
catLocation.setX (catLocation.x + 1)
end
end
-- c = width and height
-- s = number of subways
-- e = number of exits for each subway
-- m = number of mice
make (c, s, e, m: INTEGER)
-- Initialization for `Current'.
local
randomGenerator: RANDOM
initX: INTEGER
initY: INTEGER
index, mouseIndex: INTEGER
finalSubway: INTEGER
do
finished := false
cells := c
exits := e
create randomGenerator.set_seed (8) -- ... is the initial "seed"
randomGenerator.start
initX := randomGenerator.item \\ c + 1
randomGenerator.forth
initY := randomGenerator.item \\ c + 1
create catLocation.make (initX, initY)
create subways.make
from
index := 1
until
index > s
loop
addRandomSubway (index, c, randomGenerator)
index := index + 1
end
randomGenerator.forth
finalSubway := randomGenerator.item \\ s + 1
subways.at (finalSubway).setFinal (true)
create mice.make
from
mouseIndex := 1
until
mouseIndex > m
loop
addRandomMouse (c, randomGenerator)
mouseIndex := mouseIndex + 1
end
end
-- adds a mouse at a random point
addRandomMouse (c: INTEGER; randomGenerator: RANDOM)
local
mouse: MOUSE
point: POINT
initX, initY: INTEGER
do
randomGenerator.forth
initX := randomGenerator.item \\ c + 1
randomGenerator.forth
initY := randomGenerator.item \\ c + 1
create point.make (initX, initY)
create mouse.make (point, Current)
mice.extend (mouse)
end
-- add a subway with exits at random points
addRandomSubway (id, c: INTEGER; randomGenerator: RANDOM)
local
subway: SUBWAY
index: INTEGER
initX: INTEGER
initY: INTEGER
exit: EXIT
do
create subway.make (id)
from
index := 1
until
index > exits
loop
randomGenerator.forth
initX := randomGenerator.item \\ c + 1
randomGenerator.forth
initY := randomGenerator.item \\ c + 1
create exit.makeExit (initX, initY, index)
subway.addExit (exit)
index := index + 1
end
subways.extend (subway)
end
-- get the final subway of the board
getFinalSubway: SUBWAY
local
subway: SUBWAY
i: INTEGER
do
create subway.make (-1)
from
i := 1
until
i > subways.count
loop
if subways.at (i).isFinal then
subway := subways.at (i)
end
i := i + 1
end
RESULT := subway
end
-- update game status
-- kill mice if on the same point as the cat
updateGameStatus
local
i, dead, final: INTEGER
do
dead := 0
final := 0
from
i := 1
until
i > mice.count
loop
if mice.at (i).alive then
if mice.at (i).currentposition.distanceto (catLocation) = 0 then
if not mice.at (i).reachedfinal then
mice.at (i).kill
end
else
mice.at (i).step
if mice.at (i).currentposition.distanceto (catLocation) = 0 and not mice.at (i).reachedfinal then
mice.at (i).kill
end
end
if mice.at (i).alive and mice.at (i).reachedfinal then
final := final +1
end
else
dead := dead+1
end
i := i+1
end
if dead + final = mice.count then
finished := true
end
end
hasReachedFinal (mouse: MOUSE): BOOLEAN
local
final: BOOLEAN
i: INTEGER
finalSubway: SUBWAY
do
final := false
finalSubway := getFinalSubway
from
i := 1
until
i > finalSubway.exits.count
loop
if mouse.currentposition.distanceto (finalSubway.exits.at (i)) = 0 then
final := true
end
i := i+1
end
Result := final
end
-- get the number of mice that were killed by the cat
getKilledMice: INTEGER
local
i, kills: INTEGER
do
kills := 0
from
i := 1
until
i > mice.count
loop
if not mice.at (i).alive then
kills := kills +1
end
i := i+1
end
Result := kills
ensure
Result <= mice.count and Result >= 0
end
-- get the number of mice that reached the final subway
getFinalMice: INTEGER
local
i, final: INTEGER
do
final := 0
from
i := 1
until
i > mice.count
loop
if mice.at (i).alive and mice.at (i).reachedfinal then
final := final +1
end
i := i+1
end
Result := final
ensure
Result <= mice.count and Result >= 0
end
end