Need some help. My game locks up when you go to load file and it just locks up. Please help.

/*
  WumpusGame header file

  Contains the WumpusGame Class.  This is the main workhorse 
  of the program, and contains all of the global data, 
  including the master world map.  WumpusGame also handles
  the full user interface.

*/
#ifndef WUMPUS_H
#define WUMPUS_H

#include <iostream> //normal stream i/o (cout)
//#include <conio.h> //getch() and other dos console i/o
//not available under UNIX
#include <cstdio> //other IO routines
#include <fstream> //file i/o
#include <cstdlib> //atoi()
#include <cstring> //string 
using namespace std;
#include "agent.h"

class WumpusGame
{
public:

	void shell(); //outer control structure

	void init(); //loads option file
	void mainmenu();
	void optionsmenu(); //select options
	void agentmenu(); //select an agent
	void filemenu(); //choose a new map file
	void saveops(); //save current options to file

	void playgame(int human);  //play the game
	void loadmap(); //loads the current map file into the game grid

	void display(int); //GUI function (hahaha)
	void makemap(); //inits the map to blank
	void printline( int j, char sidebar [70]); //print one line of the map w/ sidebar
	void printline( int j, char sidebar [70], int number); //overloaded to get around itoa
	void displayPercepts(); //throws down current percepts

	int getinput(int &); //player input control
	int autopilot(int & code); //agent input control

	int gank(); //grabs the arrow or gold if there
	int fire(); //fires off an arrow if we have one
	int trajectory(); //actually moves the arrow around
	int moveAgentForward(); //walk the agent forward if possible
	void informAgent(); //tells the agent wazzup

	void highscore (int current_score); //locks in a new high score
	void savescores(); //writes the high scores back out	
	void loadscores(); //loads the high score list

	void Help(); //displays the help screen
	void closeout(); //exits the game

private:

	char map [22][22]; //holds the game world (loaded from file)
	Agent MrMan; //our adverturous agent

	char map_file[9]; //current map file 

	int agent_x,
		agent_y;
	int agent_dir; //stores the agent's direction
					// 1=N,2=E,3=S,4=W

	//option variables - loaded from another file
	int op_walls,
		op_pits,
		op_gold,
		op_wumpus,
		op_arrow_stay,
		op_arrow_num,
		op_move_limit;

	int op_agent; //which agent we're going to use

	int debug; //debug mode on or off

	//holds the high score - yes this is kinda dumb, but why else have points?
	int score_val;
	char score_name[20];

	int moves; //total # of moves taken

};

//#include "wumpus.cpp"

#endif
/*
  WumpusGame Implementation file

  See wumpus.h for information on WumpusGame.

*/


#include "wumpus.h"

void WumpusGame::shell()
{
	init();
	mainmenu();

	closeout();
	return;
}

void WumpusGame::init()
{
	ifstream opsfile ("wumpus.dat", ios::in);
	opsfile >> op_walls;
	opsfile >> op_pits;
	opsfile >> op_gold;
	opsfile >> op_wumpus;
	opsfile >> op_arrow_stay;
	opsfile >> op_arrow_num;
	opsfile >> op_move_limit;

	opsfile >> op_agent;

	opsfile.close();

	strcpy_s(map_file,"default"); //set default map_file name

	makemap(); //load in blank map (with walls)

	agent_x=1; agent_y = 1; //set agent start point
	agent_dir = 3; //agent starts in upper left, pointing South

	//these are the defaults, retained for reference
	/*	op_walls = 1;
		op_pits = 1;
		op_gold = 1;
		op_wumpus = 1;
		op_arrow_stay = 1;
		op_arrow_num = 5;
		op_move_limit = 0;*/
	debug = 0;

	srand(13); //seed the random # gen with my lucky number...
	loadscores(); //load the high score

}

void WumpusGame::makemap()
{
	//loads in a totally blank map
	int i,j;
	for (i = 0; i< 22; i++)
	{
		for (j=0; j<22; j++)
		{
			map[i][j] = '.';
		}
	}
	//walls down sides
	i=0;
	for (j=0; j<22; j++)
		map[i][j] = '#';
	i=21;
	for (j=0; j<22; j++)
		map[i][j] = '#';
	//walls on top and bottom
	j=0;
	for (i=0; i<22; i++)
		map[i][j] = '#';
	j=21;
	for (i=0; i<22; i++)
		map[i][j] = '#';

	return;
}


void WumpusGame::mainmenu()
{

	int done = 0;
	char choice;

	while (!done)
	{
	//clear the screen here if we could
	cout << "Welcome to: "<<endl;
	cout << "Wumpus World!"<<endl;
	cout << "Written by: James Cox, 2012"<<endl;
	cout << endl;
	cout<< "Current High Score:"<<endl;
	cout << score_name << " = " << score_val<<endl;
	cout << endl;
	cout << "Choose an Option:"<<endl;
	cout << "1 - Play Hunt the Wumpus" <<endl;
	cout << "2 - Watch Current Agent play Hunt the Wumpus"<<endl;
	cout << "3 - Options Menu"<<endl;
	cout << "4 - Help"<<endl;
	cout << "5 - Quit"<<endl;

	cout << ">";
	cin >> choice;

	switch (choice)
	{
	case '1':
		playgame(1);
		break;
	case '2':
		playgame(0);
		break;
	case '3':
		optionsmenu();
		break;
	case '4':
		Help();
		break;
	case '5':
		done = 1;
		break;
	default:
		break;
	}
}


	//cout << "Thanks for playing!!"<< endl;

return;
}

void WumpusGame::optionsmenu()
{
	//clear the screen here too
	char choice;
	int done = 0;
	int new_num;

	while (!done)
	{

		//print menu screen
		cout << "Options Menu"<<endl;
		
		cout << "A> Current Agent is: ";
		cout << op_agent << " ";
		cout <<endl;
		cout << "M> Current Map file is:";
		cout << map_file;
		cout << endl;

		cout << "Game World Options:"<<endl;
		cout << "1> Walls = ";
			if (op_walls == 1)
				cout << "ON"<<endl;
			else
				cout << "OFF"<<endl;
		cout << "2> Pits = ";
			if (op_pits == 1)
				cout << "ON"<<endl;
			else
				cout << "OFF"<<endl;
			
		cout << "3> Gold = ";
			if (op_gold == 1)
				cout << "ON"<<endl;
			else
				cout << "OFF"<<endl;
		cout << "4> Wumpus = ";
			if (op_wumpus == 1)
				cout << "ON"<<endl;
			else
				cout << "OFF"<<endl;
		cout << "5> Arrow_Stay = ";
			if (op_arrow_stay == 1)
				cout << "ON"<<endl;
			else
				cout << "OFF"<<endl;
		cout << "6> Number of Arrows: ";
			cout << op_arrow_num <<endl;
		cout << "7> Move Limit: ";
			if (op_move_limit == 0)
				cout << "Infinite"<<endl;
			else
				cout << op_move_limit<<endl;
		cout << "8> Save Current Options to File"<<endl;
		cout << "9> Return to Main Menu"<<endl;

		cout << endl;
		cout << ">";
		cin >> choice;

		switch (choice)
		{
		case '1':
			if (op_walls == 1)
				op_walls = 0;
			else
				op_walls = 1;
			break;
		case '2':
			if (op_pits == 1)
				op_pits = 0;
			else
				op_pits = 1;
			break;
		
		case '43':
			if (op_gold == 1)
				op_gold = 0;
			else
				op_gold = 1;
			break;
		case '4':
			if (op_wumpus == 1)
				op_wumpus = 0;
			else
				op_wumpus = 1;
			break;
		case '5':
			if (op_arrow_stay == 1)
				op_arrow_stay = 0;
			else
				op_arrow_stay = 1;
			break;
		case '6':
			cout << "Enter new number of arrows: ";
			cin >> new_num;
			op_arrow_num = new_num;
			break;
		case '7':
			cout << "Enter new move limit (0 for none): ";
			cin >> new_num;
			op_move_limit = new_num;
			break;
		case '8':
			saveops();
			break;
		case '9':
			done = 1;
			break;
		case 'a':
		case 'A':
			agentmenu();
			break;
		case 'm':
		case 'M':
			filemenu();
			break;
		default:
			break;

		}//end switch


	} //end while loop
	
	return;
}

void WumpusGame::agentmenu()
{
	int choice;

	cout << "Choose an Agent!" << endl;
	cout << "1> Dummy" <<endl;
	cout << "2> Cautious" <<endl;
	cout << "3> Explorer" <<endl;

	cout << endl<< " >";
	cin >> choice;

	switch (choice) //provides some error checking
	{
	case 1:
		op_agent = 1;
		break;
	case 2:
		op_agent = 2;
		break;
	case 3:
		op_agent = 3;
		break;
	default:
		break;
	}
}

void WumpusGame::filemenu()
{
	cout << endl;
	cout << "Enter a new file name:"<<endl;
	char newfile[30];
	cin >> newfile;

	char name[30];
	strcpy_s(name,newfile);
	strcat_s(name,".map");
ifstream infile ("wumpus.dat", ios::in );
	if (!infile) //check for input file
	{
	cout << "Fatal Error: - Failed to open input file: "<< name << endl;
	return; //exit if file does not exist.
	}

	strcpy_s(map_file,newfile);

	return;
}

void WumpusGame::saveops()
{

	ofstream opsfile ("wumpus.dat", ios::out );
	opsfile << op_walls <<endl;
	opsfile << op_pits <<endl;
	opsfile << op_gold <<endl;
	opsfile << op_wumpus <<endl;
	opsfile << op_arrow_stay <<endl;
	opsfile << op_arrow_num <<endl;
	opsfile << op_move_limit <<endl;
	opsfile << op_agent << endl;

	opsfile.close();



	cout << "Options Saved!"<<endl;
	return;
}



void WumpusGame::playgame(int human)
{
	//load map file
	cout << "Loading Map File"<<endl;
	loadmap();

	//reset location and direction
	agent_x = 1;
	agent_y = 1;
	agent_dir = 3; //south, remember?
	moves = 0;

	int done=0;
	int code=0;

	//if manual, spawn manual interface
	if (human)
	{
	
	MrMan.start(0,op_arrow_num); //init agent as human
	while (!done)
	{
		MrMan.amihome(agent_x,agent_y); //tell agent if at home
		informAgent(); //upadate percepts (and location)
		display(code); //draw screen
		done = getinput(code); //get user input and proform appropriate actions
	}
	display(code); //draw the last screen (so death messages show up)
	//hit enter to continue
	char temp;
	cin >> temp;

	highscore(MrMan.myScore() ); //update highscore if neccissary

	}

	//if agent, begin agent play with current agent
	else if (!human)
	{

		MrMan.start(op_agent,op_arrow_num); //init agent to current agent
		while (!done)
		{
			MrMan.amihome(agent_x,agent_y); //check if home
			informAgent(); //update percepts

			display(code); //do we need a different display routine?

			//the agent plays the game
			done = getinput(code);
		}
		display(code); //final screen so that user can see what happened
		//press enter to contimue
		highscore(MrMan.myScore()); //see if agent got the high score


	}
	
	
	return;
}


void WumpusGame::loadmap()
{

//cout << "Loading game:"<<endl;
char * name;
name = new char[12];

	strcpy(name,map_file);
	strcat(name,".map");


ifstream infile ("wumpus.dat", ios::in );
	if (!infile) //check for input file
	{
	cout << "Fatal Error: - Failed to open input file: "<< name << endl;
	//getch();
	return;//exit(-1); //exit if file does not exist.
	}

int i,j;
char temp;

infile >> temp;

i=1; j=1;

while (temp != '~')
{
		switch (temp)
      	{
         case '.':
         	map[i][j]='.';
            break;
         case '#':
			 if (op_walls == 1)
         		map[i][j]='#';
			 else
				map[i][j]='.';
            break;
         case 'p':
			 if (op_pits == 1)
				 map[i][j]='p';
			 else
				 map[i][j]='.';
            break;
     
         case 'g':
			 if (op_gold == 1)
				 map[i][j]='g';
			 else
				 map[i][j]='.';
            break;
         case 'w':
			 if (op_wumpus == 1)
				 map[i][j]='w';
			 else
				 map[i][j]='.';
            break;
         case 'a':
			 if (op_arrow_stay == 1)
				 map[i][j]='a';
			 else
				 map[i][j]='.';
            break;
         case ';':
         	i=0;
            j++;
         default:
         	break;
         }//end switch
i++;
infile >> temp;
} //end while

infile.close();
cout << "Game Loaded!"<<endl;
//getch();
return;
}

void WumpusGame::display(int code)
{
	char current_message[70];
	//int plist[8];

	//load the current player message based on the status code
	switch (code)
	{
	case 1:
		strcpy_s(current_message," Your Path is Blocked.");
		break;
	case 2:
		strcpy_s(current_message," You cannot climb out here.");
		break;
	case 3:
		strcpy_s(current_message," You climb out of the maze and escape.");
		break;
	case 10:
		strcpy_s(current_message," There is nothing to grab here.");
		break;
	case 11:
		strcpy_s(current_message," You grab the arrow!");
		break;
	case 12:
		strcpy_s(current_message," You grab the gold! (ka-ching!)");
		break;
	case 20:
		strcpy_s(current_message," You fire into the darkness.");
		break;
	case 21:
		strcpy_s(current_message," You fire into the darkness - and hear a SCREAM!.");
		break;
	case 22:
		strcpy_s(current_message," You have no more arrows.");
		break;
	
	case 13:
		strcpy_s(current_message, " Hey... I had some kinda error...");
		break;
	case 130:
		strcpy_s(current_message, " What - you have something better to do?");
		break;
	case 131:
		strcpy_s(current_message, " You have been eaten by the Wumpus! (crunch)");
		break;
	case 132:
		strcpy_s(current_message, " You have fallen down a bottomless pit! (Ahhhh!)");
		break;
	case 136:
		strcpy_s(current_message, " You have run out of moves!");
		break;
	default:
		strcpy_s(current_message," ");
		break;
	}

	char agent_message1[50];
	char agent_message2[50];
	char arrow_stat[15];
	char score_stat[15];
	char turn_stat[15];
//	char temp[10];

	if ( (MrMan.iamhuman() == 0) ) //if the robot is playing
	{
		strcpy_s(agent_message1, " Agent ");
		strcat_s(agent_message1, MrMan.myName() );
		strcat_s(agent_message1, " is playing.");

		strcpy_s(agent_message2, " Press a Key to Advance");
	}
	else
	{
		strcpy_s(agent_message1, " ");
		strcpy_s(agent_message2, " ");
	}

	strcpy_s(arrow_stat," Arrows Left: ");
	//itoa(MrMan.myArrows(),temp,10);
	//strcat(arrow_stat, temp);

	strcpy_s(score_stat," Score: ");
	//itoa(MrMan.myScore(),temp,10);
	//strcat(score_stat, temp);

	strcpy_s(turn_stat," Moves: ");
	//itoa(moves,temp,10);
	//strcat(turn_stat, temp);

	//note to self - itoa is not avaialble under UNIX (argh)

	//line 0:
	//cout << "######################" << " Gabe's Amazing Wumpus Simulator" << endl;
	printline(0," Wumpus World");
	//note: the space needs to be the first character, since the string starts immediately after the map
	printline(1, agent_message1);
	printline(2, agent_message2);
	printline(3, " ");
	printline(4, " Commands:");
	printline(5, " ");
	printline(6, " 8 - Advance");
	printline(7, " 4 - Turn Left");
	printline(8, " 6 - Turn Right");
	printline(9, " C - Climb out of Maze");
	printline(10, " G - Grab (gold or arrow)");
	printline(11, " S - Shoot Arrow");
	printline(12, " ");
	printline(13, " Q or 5 - Quit");
	printline(14, " H - Help");
	printline(15, " ");
	printline(16, turn_stat, moves);
	printline(17, arrow_stat, MrMan.myArrows() );
	printline(18, score_stat, MrMan.myScore() );
	printline(19, " Status:");
	printline(20, current_message);
	//cout << "######################" << endl;
	printline(21, " ");
	
	cout << "Current Percept Sequence:" << endl;
	displayPercepts();
	int temp_code;
	temp_code = code / 10;
	if ( (temp_code) == 13)
		cout << "Press Enter to return to main menu." << endl;
	else if( code == 3 ) //the player actually escaped
	{
		cout << endl<<"You've made it!  Final score = " << MrMan.myScore() << endl;
		cout << "Press a key to return to the main menu." <<endl;
	}
	else
		cout << "Command? ";// << endl;

	return;
}

void WumpusGame::printline( int j, char sidebar [70])
{
	int i;
	char agent_map[22][22];
	MrMan.getmap(agent_map); //yes, this really wastes memory space

		for (i=0; i<22; i++)
		{
			if ( (i==agent_x) && (j==agent_y) )
			{
				switch (agent_dir)
				{
				case 1:
					cout << '^';
					break;
				case 2:
					cout << '>';
					break;
				case 3:
					cout << 'v';
					break;
				case 4:
					cout << '<';
					break;
				default:
					cout << "X";
					break;
				}
			}
			else if (debug == 1)
				cout << map[i][j];
			else
				cout << agent_map[i][j];

		}
		cout << sidebar;
		cout << endl;
	return;
}

void WumpusGame::printline( int j, char sidebar [70], int number)
//we have to overload printlien for this reason:
	//some of the sidebars need to print numbers from an int
	
{
	int i;
	char agent_map[22][22];
	MrMan.getmap(agent_map); //yes, this really wastes memory space

		for (i=0; i<22; i++)
		{
			if ( (i==agent_x) && (j==agent_y) )
			{
				switch (agent_dir)
				{
				case 1:
					cout << '^';
					break;
				case 2:
					cout << '>';
					break;
				case 3:
					cout << 'v';
					break;
				case 4:
					cout << '<';
					break;
				default:
					cout << "X";
					break;
				}
			}
			else if (debug == 1)
				cout << map[i][j];
			else
				cout << agent_map[i][j];

		}
		cout << sidebar;
		cout << number;
		cout << endl;
	return;
}

void WumpusGame::displayPercepts()
{
	int plist[8];
	MrMan.getpercepts(plist);
	cout << '\t';
	if (plist[0] == 1)
		cout << "BUMP, ";
	else
		cout << "bump, ";
	if (plist[1] == 1)
		cout << "BREEZE, ";
	else
		cout << "breeze, ";
	
	if (plist[3] == 1)
		cout << "GLITTER, ";
	else
		cout << "glitter, ";
	if (plist[4] == 1)
		cout << "SMELL, ";
	else
		cout << "smell, ";
	if (plist[5] == 1)
		cout << "ARROW, ";
	else
		cout << "arrow, ";
	if (plist[6] == 1)
		cout << "SCREAM, ";
	else
		cout << "scream, ";
	if (plist[7] == 1)
		cout << "HOME";
	else
		cout << "home";

	cout <<endl;
	//cout << '\t' << "bump, breeze, glitter, smell, arrow, scream, home" << endl;
}


int WumpusGame::getinput(int & code)
{
	int err;
	char first;
	char in;

	moves ++; //increment the move counter

	if (op_move_limit > 0)
		if (moves > op_move_limit)
		{
			code = 136;
			return 1;
		}

	cin >> first;
	
	if ( (MrMan.iamhuman() == 0) ) //if the robot is playing
	{
		switch (first)
		{
		case 'd':
		case 'D':
		case 'q':
		case 'Q':
		case '5':
		case 'h':
		case 'H':
			in = first;
			break;
		default:
			in = MrMan.action(); //get the agent's action
			break;

		}//end switch
	}
	else
		in = first;

	switch (in)
	{
	case '8': //move forward;
		err = moveAgentForward();
		//if (err == 1)
		//	cout << "Your path is blocked"<<endl;
		break;
	case '6': //turn right
		agent_dir ++;
		if (agent_dir == 5)
			agent_dir = 1;
		break;
	case '4': //turn left
		agent_dir --;
		if (agent_dir == 0)
			agent_dir = 4;
		break;
	case 'C':
	case 'c':
		if (MrMan.amihome(agent_x,agent_y) == 1)
		{
			MrMan.bailed(); //tell the agent it escaped
			code = 3; //signal that we climbed out (just pretend it makes sense...)
			return 1; //return code to exit loop
		}
		else
			err = 2; //not home
		break;
	case 'g':
	case 'G':
		//grab either arrows or gold
		err = gank(); //nothing like functions
		break;
	case 's':
	case 'S':
		err = fire(); //fire an arrow (if we have one)
		break;
	case 'd':
	case 'D': 
		//we're cheating and have turned on debug mode
		if (debug == 1)
			debug =0;
		else
			debug = 1;
		break;
	case 'h':
	case 'H':
		Help();
		break;
	case 'q':
	case 'Q':
	case '5':
		code = 130;
		return 1;
		break;
	}

	code = err;
	//if (err == 131 || err == 132)
	int temp_code = err / 10;
	if ( temp_code == 13 )
		return 1; //player is dead
	return 0;
}


int WumpusGame::gank()
{
	if (map[agent_x][agent_y] == 'a')
	{
		map[agent_x][agent_y] = '.';
		MrMan.grabArrow();
		return 11;
	}
	else if (map[agent_x][agent_y] == 'g')
	{
		map[agent_x][agent_y] = '.';
		MrMan.grabGold();
		return 12;
	}
	else
		return 10;
}

int WumpusGame::fire()
{
	if (MrMan.myArrows() > 0 )
	{
		MrMan.shoot();
		return trajectory();
	}
	else
		return 22;
}

int WumpusGame::trajectory()
{
	int done = 0;
	int x = agent_x;
	int y = agent_y;
	int lag_x = agent_x;
	int lag_y = agent_y;
	//set xy to next square
	switch (agent_dir)
	{
	case 1:
		y--;
		break;
	case 2:
		x++;
		break;
	case 3:
		y++;
		break;
	case 4:
		x--;
		break;
	}


	while (!done)
	{
	char nextS = map[x][y];
	char thisS = map[lag_x][lag_y];
	switch (nextS)
	{
	case 'w':
		//arrow encounters and vaporizes the Wumpus
		map[x][y] = 'g'; //and the Wumpus drops his wallet (or something)
		MrMan.hearScream();
		done=1;
		return 21;
		break;
	case '#':
		//the arrow goes till it hits a wall, and then drops if the square is empty, otherwise it vanishes
		if ( (thisS == '.') && (op_arrow_stay == 1 ) )
			map[lag_x][lag_y] = 'a';
		done = 1;

		cout << "Thud\n";
		return 20;
		break;
	default:
		break;
	}
	//advance sqaures
	switch (agent_dir)
	{
	case 1:
		y--;
		lag_y--;
		break;
	case 2:
		x++;
		lag_x++;
		break;
	case 3:
		y++;
		lag_y++;
		break;
	case 4:
		x--;
		lag_x--;
		break;
	}

	}//end while

	return 13;
}

int WumpusGame::moveAgentForward()
{
	int retval =0; //the return value 0=fine 1=illegal move 131=player dead by Wumpus 132=fell down pits
	switch (agent_dir)
	{
	case 1: //move north
		if (map[agent_x][agent_y-1] != '#')
			agent_y--;
		else
			retval = 1;
		break;
	case 2: //move east
		if (map[agent_x+1][agent_y] != '#')
			agent_x++;
		else
			retval = 1;
		break;
	case 3: //move south
		if (map[agent_x][agent_y+1] != '#')
			agent_y++;
		else
			retval = 1;
		break;
	case 4: //move west
		if (map[agent_x-1][agent_y] != '#')
			agent_x--;
		else
			retval = 1;
		break;
	default:
		break;
	}

	//check to see if that killed the player
	if ( (map[agent_x][agent_y] == 'w') )
		retval = 131;
	if (map[agent_x][agent_y] == 'p') 
		retval = 132;

	return retval;
}

void WumpusGame::informAgent()
{
	char N, S, E, W;
	int status[6];
	for (int i = 0; i<6; i++)
		status[i] = 0; //percepts null by default
	//get the surreounding squares
	N = map[agent_x]   [agent_y-1];
	E = map[agent_x+1] [agent_y];
	S = map[agent_x]   [agent_y+1];
	W = map[agent_x-1] [agent_y];
	//bump
	switch (agent_dir)
	{
	case 1:
		if (N == '#')
			status[0] = 1;
		break;
	case 2:
		if (E == '#')
			status[0] = 1;
		break;
	case 3:
		if (S == '#')
			status[0] = 1;
		break;
	case 4:
		if (W == '#')
			status[0] = 1;
		break;
	}
	//breeze
	if ( (N == 'p') || (E == 'p') || (S == 'p') || (W == 'p') )
		status[1] =1;
	//squeak
	
	//glitter
	if (map[agent_x][agent_y] == 'g')
		status[3] = 1;
	//smell
	if ( (N == 'w') || (E == 'w') || (S == 'w') || (W == 'w') )
		status[4] =1;
	//arrow
	if (map[agent_x][agent_y] == 'a')
		status[5] = 1;

	MrMan.wazzup(status,agent_x,agent_y,agent_dir);
	return;
}



void WumpusGame::highscore(int current_score)
{
	//this would be a keen place to clrscr()

	if (current_score < score_val)
		return;

		
	if (MrMan.iamhuman() == 1)
	{
		score_val = current_score;
		cout << "You've gotten the new high score!"<<endl;
		cout << "What's your name, adventurer? "<<endl;
		cin >> score_name;
	}
	else
	{
		score_val = current_score;
		cout << "Agent " << MrMan.myName() << " has the new high score!"<<endl;
		strcpy_s(score_name,MrMan.myName() );
	}

	return;
}

void WumpusGame::savescores()
{
	ofstream score_file ("wumpus.dat", ios::out );
	score_file << score_name << endl;
	score_file << score_val << endl;
	score_file.close();
	return;
}

void WumpusGame::loadscores()
{
	ifstream score_file ("wumpus.dat", ios::in );
	score_file >> score_name;
	score_file >> score_val;
	score_file.close();
	return;
}

void WumpusGame::Help()
{
cout <<endl;
cout << "Wumpus World Help Screen"<<endl;
cout<< endl << "Well, the readme file is probably a better bet, actually."<<endl;
cout <<"Map Key:"<<endl;
cout << "^ > v < = Your Agent (facing the direction of the point)"<<endl;
cout << " = unknown square"<<endl;
cout << ".= visited and empty square"<<endl;
cout << ",= unvisited square, thought to be empty"<<endl;
cout << endl;
cout << "#= Wall"<<endl;
cout << "p= Confirmed pit"<<endl;
cout << "@= Unvisited, thought to be pit"<<endl;
cout << "b= Confirmed bat"<<endl;
cout << "*= Unvisited, thought to be bat"<<endl;
cout << "w= Confirmed Wumpus"<<endl;
cout << "!= Unvisited, thought to be Wumpus"<<endl;
cout << "a= Arrow"<<endl;
cout << "g= Gold"<<endl;
cout << endl;
cout << "Press a key to return"<<endl;
char temp;
cin >> temp;

return;
}


void WumpusGame::closeout()
{
	savescores();
	cout << "Thanks for playing!" <<endl;
	//exit(0);

}
/*
	Agent header file

	The Agent Class handles everything the agent knows about the
	world, whether the agent is the computer or a human player.
	Agent also handles infering the location of hazards (in 
	updatemap() ) and the AI logic routines (in Action() )

*/
#ifndef AGENT_H
#define AGENT_H

#include <cstdlib>
using namespace std;

class Agent
{
private:
	int human;
	int agent_code;
	int my_map[22][22];

	int me_x,
		me_y; //where the agent thinks it is
	int me_dir; //the direction the agent thinks it's facing

	//current percepts
	/*int bump,
		breeze,
		squeak,
		glitter,
		smell,
		arrow,
		scream,
		home;*/
	int percepts[8];

	int quiver; //current quiver count
	int score; //oh yeah - it's points time

	int shot; //remembers if we fired last turn
	
	void updatemap(); //updates my_map based on current percepts
	void setneighbors(char thing); //sets empty neighbor squares to thing

public:
	void start(int start_code, int arrow_num); //starts the agent based on start code 0=human (and arrow number)
	void getpercepts(int plist[8]); //returns current percepts
	void getmap(char what_I_know[22][22]); //hands out the current contents of the agent's map
	void setarrows(int num); //sets the current arrow count to max
	void grabArrow(); //takes the arrow here
	int myArrows(); //returns number of arrows in quiver
	void shoot(); //decrements arrow count by 1
	void grabGold(); //take the gold here

	int myScore(); //returns current score
	char * myName(); //returns agent's name

	int iamhuman(); //returns 1 if the agent is human
	int amihome(int x,int y); //checks to see if agent is at home
	void wazzup (int here[6],int x,int y,int dir); //tells the agent about everything but home and scream
	void hearScream(); //the Wumpus be dead
	void bailed(); //the agent has escaped
	void batsHere(int x, int y); //tells the agent that there really are bats in that square

	char action(); //returns the "keypress" of the agent playing
	int blocked(char temp); //returns blocking code for character
	char blockedSide(char side); //returns contents of sqaure to right or left
	char nextSquare(); //returns the contents of the next square in the direciton that the agent is facing

};

#endif
#include "agent.h"

/*
	Agent Implementation file

	See agent.h for information on the Agent class.

*/

void Agent::updatemap()
{
	if (my_map[me_x][me_y] != '.')
		score += 2; //points for each new square

	//mark square as visited
	my_map[me_x][me_y] = '.';

	//throw down objects (overrides visited yet empty '.' )
	if (percepts[3] == 1)
		my_map[me_x][me_y] = 'g'; //set gold
	if (percepts[5] == 1)
		my_map[me_x][me_y] = 'a'; //set arrows
	//put down walls
	if (percepts[0] == 1)
	{
		switch (me_dir)
		{
		case 1:
			my_map[me_x]   [me_y-1] = '#';
			break;
		case 2:
			my_map[me_x+1] [me_y] = '#';
			break;
		case 3:
			my_map[me_x]   [me_y+1] = '#';
			break;
		case 4:
			my_map[me_x-1] [me_y] = '#';
			break;
		}
	}

	//process surroundings
	if (percepts[1] == 1)
		setneighbors('@'); //mark maybe pits
	else if (percepts[4] == 1)
		setneighbors('!'); //mark maybe wumpus
	else
		setneighbors(',');

	return;
}

void Agent::setneighbors(char thing)
{

	char temp;
	temp = my_map[me_x]   [me_y-1];
	//if ( (temp != '#') && (temp != '.') && (temp != ',') && (temp != 'a') && (temp != 'g') )
	if ( (temp == ' ') || (temp == '@') || (temp == '*') || (temp == '!') )
		my_map[me_x]   [me_y-1] = thing;

	temp = my_map[me_x+1] [me_y];
	if ((temp == ' ') || (temp == '@') || (temp == '*') || (temp == '!'))
		my_map[me_x+1]   [me_y] = thing;

	temp = my_map[me_x]   [me_y+1];
	if ((temp == ' ') || (temp == '@') || (temp == '*') || (temp == '!'))
		my_map[me_x]   [me_y+1] = thing;

	temp = my_map[me_x-1] [me_y];
	if ((temp == ' ') || (temp == '@') || (temp == '*') || (temp == '!'))
		my_map[me_x-1]   [me_y] = thing;

	return;
}


void Agent::start(int start_code, int arrow_num)
{
	if (start_code == 0)
		human = 1;
	else
		human = 0;

	agent_code = start_code;

	//clear internal map
	//any similarities between this and the WumpusGame::makemap() function should be ignored...
	int i,j;
	for (i = 0; i< 22; i++)
	{
		for (j=0; j<22; j++)
		{
			my_map[i][j] = ' ';
		}
	}
	//walls down sides
	i=0;
	for (j=0; j<22; j++)
		my_map[i][j] = '#';
	i=21;
	for (j=0; j<22; j++)
		my_map[i][j] = '#';
	//walls on top and bottom
	j=0;
	for (i=0; i<22; i++)
		my_map[i][j] = '#';
	j=21;
	for (i=0; i<22; i++)
		my_map[i][j] = '#';

	me_x=1; //we always start at home (yes we do)
	me_y=1;
	me_dir = 3;

	setarrows(arrow_num);
	score=0;

	//set all percepts to 0 (not present)
	/*bump =0;
	breeze =0;
	squeak =0;
	glitter =0;
	smell =0;
	arrow =0;
	scream =0;
	home =0;*/
	for (int p =0; p<8; p++)
	{
		percepts[p] = 0;
	}

return;
}

void Agent::getpercepts(int plist[8])
{
	for (int i=0; i<8; i++)
		plist[i] = percepts[i];

	return;
}

void Agent::getmap(char what_I_know[22][22])
{
	int i,j;
	for (i = 0; i<22; i++)
	{
		for (j=0; j<22; j++)
			what_I_know[i][j] = my_map[i][j];
	}
	return;
}

void Agent::setarrows(int num) //sets the current arrow count to max
{
	num = 1;
	quiver = num;
	return;
}

void Agent::grabArrow() //takes the arrow here
{
	quiver++;
	my_map[me_x][me_y] = '.';
	score += 1; //get a point per arrow
	return;
}

int Agent::myArrows()
{
	return quiver;
}

void Agent::shoot()
{
	quiver--;
	score -= 5; //loose points per shot
	return;
}

void Agent::grabGold() //take the gold here
{
	score = score + 100;
	my_map[me_x][me_y] = '.';
	return;
}

int Agent::myScore()
{
	return score;
}

char * Agent::myName()
{
	switch (agent_code)
	{
	case 1:
		return "Dummy";
		break;
	case 2:
		return "Cautious";
		break;
	case 3:
		return "Explorer";
		break;
	}
	return "Nobody";
}

int Agent::iamhuman()
{
	return human;
}

int Agent::amihome(int x, int y)
{
	if (x == 1 && y == 1)
	{
		percepts[7]=1;
		return 1;
	}
	else
	{
		percepts[7]=0;
		return 0;
	}
}

void Agent::wazzup(int here[6],int x,int y,int dir)
{
	for (int i = 0; i<6; i++)
		percepts[i] = here[i];
	me_x = x;
	me_y = y;
	me_dir = dir;
	updatemap();
	return;
}

void Agent::hearScream()
{
	percepts[6] =1;
	//the scream percept stays set so that the agent remembers that the wumpus is still dead
	//this all breaks down, of course, if there is more that one Wumpus
	//but there won't be more than one... ;)
	score += 1000;  //we only get a scream if the wumpus is dead...
	return;
}

void Agent::bailed()
{
	score +=100;
	return;
}

void Agent::batsHere(int x, int y)
{
	my_map[x][y] = 'b';
	return;
}

char Agent::action()
{
	char my_move;

	switch (agent_code) //allows for multiple agents
	{
	case 1: //Dummy
		//grab anything there
		if (percepts[3] == 1 || percepts[5] == 1)
		{
			my_move = 'g';
			return my_move;
		}
		//fire if we smell the wumpus
		if (percepts[4] == 1)
		{
			my_move = 's';
			return my_move;
		}
		//turn right if bump, else go forward
		if (percepts[0] == 0)
			my_move = '8';
		else
			my_move = '6';
		break;

	case 2:  //Cautious
		//grab anything there
		if (percepts[3] == 1 || percepts[5] == 1)
		{
			my_move = 'g';
			return my_move;
		}

		//if we're facing the wumpus, and we havn't already shot, fire
		if ( (blocked( nextSquare() ) == 1) && (shot == 0 ) )
		{
			my_move = 's';
			shot = 1; //rember that we shot last turn
			return my_move;
		}

		//clear the shot bit before we move
		if (shot == 1)
			shot = 0; 

		//this agent will avoid everything
		if ( blocked( nextSquare() ) > 0)
			my_move = '6'; //turn right when blocked
		else
			my_move = '8';

		//climb out if at home and the wumpus is dead
		if ((percepts[7] == 1) && (percepts[6] == 1))
			my_move = 'c';

		break;

	case 3: //Explorer - tries to go everywhere, shoots when sure, avoids obstacles

		//grab anything there
		if (percepts[3] == 1 || percepts[5] == 1)
		{
			my_move = 'g';
			return my_move;
		}
			//first we try to go new places
		if (blocked( nextSquare() ) == 0) //move fwd if clear and new
			my_move = '8';
		else if ( blocked( blockedSide('r') ) == 0) //else turn right if thats clear and new
			my_move = '6';
		else if ( blocked( blockedSide('l') ) == 0) //finally, turn left if thats clear and new
			my_move = '4';
			//then we go to old places if we have to
		else if (blocked( nextSquare() ) == -1) //move fwd if clear
		{
			my_move = '8';
			//but, to break out of endless wandering, there is a 1/5 chance of rt turn in old areas
			if ((rand() % 5) == 1) 
				my_move = '6';
		}
			//swap order for old places (take different path)
		else if ( (blocked( blockedSide('l') ) == -1) && (blocked( blockedSide('r') ) == -1) )
			//if old on all sides, 50-50 shot
		{
			if ( (rand() % 10) > 5 )
				my_move = '6';
			else
				my_move = '4';
		}
		//otherwise turn towards free side
		else if ( blocked( blockedSide('r') ) == -1) //turn right if thats clear
			my_move = '6';
		else if ( blocked( blockedSide('l') ) == -1) // turn left if thats clear
			my_move = '4';
		else //else just pick one randomly
		{
			if ( (rand() % 10) > 5 )
				my_move = '6';
			else
				my_move = '4';
		}
		
		if ( (percepts[7] == 1) && (score > 100) ) //climb out if it has >1 golds
			my_move = 'c';

		break;
	
		//attack conditions:
		//smell it and sides clear (ie, facing wumpus and know it)
		if ( (percepts[4] == 1) )
			if ( (blocked(blockedSide('r')) != 1) && (blocked(blockedSide('l')) != 1) )
				my_move = 's';

	default:
		my_move = 'q';
		break;
	}

	return my_move;
}

int Agent::blocked(char temp)
//-1 - already visited '.'
//0 - empty and open ','
//1 - the wumpus
//2 - walls
//3 - pits
//4 - bats

{
	//char temp;
	//temp = nextSquare();
	switch (temp)
	{
	case '#':
		return 2;
		break;
	case 'b':
	case '*':
		return 4;
		break;
	case '@':
		return 3;
		break;
	case '!':
		return 1;
		break;
	case '.':
		return -1;
		break;
	default:
		return 0;
		break;
	}
}


char Agent::nextSquare()
{
	char temp;
	switch (me_dir)
	{
	case 1:
		temp = my_map[me_x]   [me_y-1];
		break;
	case 2:
		temp = my_map[me_x+1] [me_y];
		break;
	case 3:
		temp = my_map[me_x]   [me_y+1];
		break;
	case 4:
		temp = my_map[me_x-1] [me_y];
		break;
	}
	return temp;
}

char Agent::blockedSide(char side) //side can be r or l - boy I'm sick of int codes...
{
	char right, left, N, S, E, W;
		N = my_map[me_x]   [me_y-1]; //get surrounding squares
		E = my_map[me_x+1] [me_y];
		S = my_map[me_x]   [me_y+1];
		W = my_map[me_x-1] [me_y];

	switch (me_dir) //which direction we're facing
	{
	case 1: //N
		right = E;
		left = W;
		break;
	case 2: //E
		right = S;
		left = N;
		break;
	case 3://S
		right = W;
		left = E;
		break;
	case 4://W
		right = N;
		left = S;
		break;
	}

	if (side == 'r')
		return right;
	else
		return left;

}
/*

  This is the main shell file of the progam.
  All code and work in this program was designed and developed by
  Gabriel Helman.  Really.  The AIMA code was fairly useless, so I
  eneded up designing it all from scratch.
  The C++ libraries included are listed at the top of wumpus.h,
  along with why they were included.
*/

#include "wumpus.h"
void main()
{
WumpusGame OhSoFun;
OhSoFun.shell();
return;
}

Thanks in advance.

sorry i know its a lot of code. Put doing this for a class project and this is 50% of my total grade.

Dude, you are giving us a 500 line code and asking us to find the bug. Why can't you debug a bit on your own and post only that code portion which is the reason for your "lock up"?

its not a compiler error. It is in the wumpus.cpp file. I don't think the file is being created thus it can't open the saved options. Thats just a guess though.

Paste what output you are getting before problem occurs

Or what you could do is write a print statement in every function at the beginning so you can atleast know which function is messed up

Edited 4 Years Ago by DJSAN10: n/a

I got it, some how i got my files to save and read from all the same instead of having seperate files from the get go.

This question has already been answered. Start a new discussion instead.