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ListsLinking.h
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// A class to make linked lists
// Some of this code was use from a previous class, editted for this assignment
#ifndef LISTSLINKING_H
#define LISTSLINKING_H
#include <iostream>
#include <fstream>
#include <string>
using namespace std;
// structure for holding commands
struct CommandsNode
{
string name;
string description;
int points;
CommandsNode *next;
};
struct ProfileNode
{
string name;
int points;
};
template <typename NODETYPE>
class ListsLinking
{
private:
// The start of list
NODETYPE *head;
public:
// Constructor
ListsLinking()
{
head = nullptr;
}
// Destructor
~ListsLinking()
{
NODETYPE *currentPtr;
NODETYPE *nextNode;
// line up at the starting line
currentPtr = head;
while (currentPtr != nullptr)
{
// save next node location
nextNode = currentPtr->next;
// remove the node we're on
delete currentPtr;
// move to the next one
currentPtr = nextNode;
}
}
// add node to end of list, overloaded for commands
void appendNode(string name, string description, int points)
{
NODETYPE *newNode;
NODETYPE *currentPtr;
int result;
// Make sure this command isn't already in the game
result = testSameness(name);
if (result == 1)
{
cout << "Please try a different command." << endl;
// Wait for enter
cout << "Please hit [ENTER] to return to the main menu." << endl;
// **BUG FIX: 2 ignores are required, as the first will catch the new line from the previous enter OR endl. Doing ignore(2) does not work, as it will correctly wait for 2 enter presses.
cin.ignore();
cin.ignore();
return;
}
// make a new node
newNode = new NODETYPE;
newNode->name = name;
newNode->description = description;
newNode->points = points;
newNode->next = nullptr;
// insert the new node, either at the front if empty or at the end
if (!head)
head = newNode;
else
{
currentPtr = head;
while (currentPtr->next)
currentPtr = currentPtr->next;
currentPtr->next = newNode;
}
}
// add node to end of list, overloaded for profiles
void appendNode(string name, int points)
{
NODETYPE *newNode;
NODETYPE *currentPtr;
int result;
// make a new node
newNode = new NODETYPE;
newNode->name = name;
newNode->points = points;
newNode->next = nullptr;
// insert the new node, either at the front if empty or at the end
if (!head)
head = newNode;
else
{
currentPtr = head;
while (currentPtr->next)
currentPtr = currentPtr->next;
currentPtr->next = newNode;
}
}
// delete a specific node
int deleteNode(string name)
{
NODETYPE *currentPtr;
NODETYPE *previousNode;
// check to see if anything is in the list
if (!head)
return 1;
// check to see if first value is what we want to delete
if (head->name == name)
{
currentPtr = head->next;
delete head;
head = currentPtr;
return 0;
}
else
{
currentPtr = head;
// find the number in the node
while (currentPtr != nullptr && currentPtr->name != name)
{
previousNode = currentPtr;
currentPtr = currentPtr->next;
}
// if we found it, burn it to the ground and return
if (currentPtr)
{
previousNode->next = currentPtr->next;
delete currentPtr;
return 0;
}
}
return 1;
}
// give the list out to the console
void displayAll() const
{
NODETYPE *currentPtr;
// start line
currentPtr = head;
// run through the list
while (currentPtr)
{
cout << currentPtr->name << " "
<< currentPtr->description << " "
<< currentPtr->points << " points" << endl;
currentPtr = currentPtr->next;
}
}
// Save commands
void saveAll(string outputFile) const
{
NODETYPE *currentPtr;
ofstream file (outputFile);
// start line
currentPtr = head;
if (file.is_open())
{
// Start with head
file << currentPtr->name << "," << currentPtr->description << "," << currentPtr->points;
currentPtr = currentPtr->next;
// Go through rest of list
while (currentPtr)
{
file << endl << currentPtr->name << "," << currentPtr->description << "," << currentPtr->points;
currentPtr = currentPtr->next;
}
}
// Close file
file.close();
}
// Selects a command based on where it is in the list
NODETYPE* const selectCommand(const int selection)
{
NODETYPE *currentPtr;
// start line
// FOR TESTING
cout << "The head is " << head->name << endl;
currentPtr = head;
// Find the command based on its location
if (selection == 1)
return currentPtr;
else
{
for (int i = 0; i < selection; i++)
currentPtr = currentPtr->next;
return currentPtr;
}
}
// Test nodes for duplicates
int testSameness(const string name) const
{
NODETYPE *currentPtr;
int result = 0;
// start line
currentPtr = head;
// run through the list, checking for duplicates
while (currentPtr && result != 1)
{
if (currentPtr->name == name)
{
cout << name << " is already in the game!" << endl;
result = 1;
}
else
currentPtr = currentPtr->next;
}
// return the result
return result;
};
};
#endif