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#include <fstream>
#include <iostream>
#include <cstdlib>
#include <ctime>
#include <string>
using namespace std;
// GLOBAL VARIABLES
string charname;
//NAV CLASS
class nav
{
public:
int navatk;
int navdef;
int navspd;
int navluk;
int navhpo;
int navepo;
//CLASS MEMBER FUNCTIONS
void INIT(int navattack, int navdefense, int navspeed, int navhp, int navluck, int navenergy);
void display();
};
//NAV MEMBER FUNCTION DEFINITIONS
void nav::INIT(int navattack, int navdefense, int navspeed, int navhp, int navluck, int navenergy)
{
navatk = navattack;
navdef = navdefense;
navspd = navspeed;
navhpo = navhp;
navluk = navluck;
navepo = navenergy;
}
void nav::display()
{
cout<<"attack: "<< navatk <<endl;
cout<<"defense: "<< navdef <<endl;
cout<<"speed: "<< navspd <<endl;
cout<<"health points: "<< navhpo <<endl;
cout<<"luck: "<< navluk <<endl;
cout<<"energy points: "<< navepo <<endl;
}
//BUG CLASS
class bug
{
public:
int bugatk;
int bugdef;
int bugluk;
int bugspd;
int bughpo;
int bugepo;
//CLASS MEMBER FUNCTIONS
void INIT(int bugattack, int bugdefense, int bugspeed, int bughp, int bugluck, int bugenergy);
void display();
};
//BUG MEMBER FUNCTION DEFINITIONS
void bug::INIT(int bugattack, int bugdefense, int bugspeed, int bughp, int bugluck, int bugenergy)
{
bugatk = bugattack;
bugdef = bugdefense;
bugspd = bugspeed;
bughpo = bughp;
bugluk = bugluck;
bugepo = bugenergy;
}
void bug::display()
{
cout<<"attack: "<< bugatk <<endl;
cout<<"defense: "<< bugdef <<endl;
cout<<"speed: "<< bugspd <<endl;
cout<<"health points: "<< bughpo <<endl;
cout<<"luck: "<< bugluk <<endl;
cout<<"energy points: "<< bugepo <<endl;
}
//WEAPON CLASS
class userweap
{
public:
int id;
int power;
int cost;
string descrip;
//CLASS MEMBER FUNCTIONS
void INIT(int id, int weappower, int weapcost);
void display();
string equip();
};
//CLASS MEMEBER FUNCTION DEFINITIONS
void userweap::INIT(int id, int weappower, int weapcost)
{
weappower = power;
weapcost = cost;
}
void userweap::display()
{
cout<<"power: " << power <<endl;
}
string userweap::equip()
{
string equipped;
equipped = id;
return equipped;
}
//GLOBAL HELPER FUNCTIONS
void intro();
string choice(nav & user);
void btutorial();
string allgood();
void checkstats(bug & simbug, nav & user);
void simbugmake(bug & simbug);
void regcannonmake(userweap & regcannonweap);
void beamswordmake(userweap & beamsword);
void laserbowmake(userweap & laserbow);
void flyingfistmake(userweap & flyingfist);
void razordiscmake(userweap & razordisc);
void blockpunchmake(userweap & blockpunch);
void flaremake(userweap & flare);
void wavemake(userweap & wave);
void whipmake(userweap & whip);
void mindshotmake(userweap & mindshot);
void weapons(userweap & regcannon);
//MAIN FUNCTION
int main(){
nav dummynav;
userweap dummyweap;
intro();
while( choice(dummynav) == "no") cout<< "let me show you them again" << endl;
btutorial();
while( allgood() == "no");
sleep(1);
weapons(dummyweap);
return 0;
}
void intro()
{
cout<<"what's your name again?"<<endl;
cin>>charname;
cout<<"pick a nav"<< endl;
}
string choice(nav & user)
{
sleep(1);
cout<<"..."<<endl;
sleep(1);
cout<<"bladenav: a well balanced navigator that can wield a multitude of de-bugging weapons"<<endl;
cout<<"arrownav: a speed-oriented navigator that can attack stealthily from far range"<<endl;
cout<<"fistsnav: an attack-heavy navigator with low speed but with a variety of high-power weapons"<<endl;
cout<<"shellnav: an extremely high defense navigator with low speed and attack "<<endl;
cout<<"golemnav: a high attack, high defense navigator with low speed, and a narrow range of attacks "<< endl;
cout<<"flamenav: a navigator with flame-based attacks with relatively large luck"<<endl;
cout<<"aqueonav: a navigator with aqua-based attacks with relatively large luck"<<endl;
cout<<"plantnav: a navigator with plant-based attacks with relatively large luck"<<endl;
cout<<"psychnav: a high hit points navigator with indirect attacking abilities"<<endl;
cout<<"chicknav: a navigator with terrible stats all around and no redeeming qualities whatsoever except for it's 100% luck stat."<<endl;
sleep(3);
cout<<"you may choose one and only one to control. pick wisely"<<endl;
string navchoice;
cin>> navchoice;
if (navchoice == "bladenav") user.INIT(50, 50, 50, 100, 10, 40);
else if (navchoice =="arrownav") user.INIT(55, 30, 65, 100, 10, 40);
else if (navchoice =="fistsnav") user.INIT(80, 55, 10, 115, 10, 30);
else if (navchoice =="shellnav") user.INIT(25, 80, 25, 120, 10, 40);
else if (navchoice =="golemnav") user.INIT(70, 70, 10, 100, 10, 40);
else if (navchoice =="flamenav") user.INIT(50, 50, 40, 100, 15, 45);
else if (navchoice =="aqueonav") user.INIT(50, 50, 40, 100, 15, 45);
else if (navchoice =="plantnav") user.INIT(50, 50, 40, 100, 15, 45);
else if (navchoice =="psychnav") user.INIT(20, 30, 30, 150, 10, 50);
else if (navchoice =="chicknav") user.INIT(20, 20, 20, 100, 100, 40);
sleep(1);
user.display();
sleep(1);
cout<<"is this you're final selection, "<< charname <<"?"<<endl;
string yesno;
cin >> yesno;
return yesno;
}
void btutorial()
{
userweap dummyweap;
regcannonmake(dummyweap);
beamswordmake(dummyweap);
laserbowmake(dummyweap);
flyingfistmake(dummyweap);
razordiscmake(dummyweap);
blockpunchmake(dummyweap);
flaremake(dummyweap);
wavemake(dummyweap);
whipmake(dummyweap);
mindshotmake(dummyweap);
cout<<"now that you've chosen your navigator, you should probably learn how to use it."<<endl;
sleep(1);
cout<<"..."<<endl;
sleep(1);
cout<<"when you find an enemy 'bug', battle mode is initiated."<<endl;
sleep(1);
cout<<" ______________________________________________________"<<endl;
cout<<"|ATTACK| WEAPONS | ITEMS | FLEE | CHECK STATS | DEFEND |"<<endl;
cout<<"|______|_________|_______|______|_____________|________|"<<endl;
sleep(1);
cout<<"(too many characters)."<<endl;
sleep(10);
cout<<"then, after your turn is over, your oppenent will either attack or defend."<< endl;
}
string allgood()
{
sleep(5);
cout<< "all good?" <<endl;
string yesno;
cin >> yesno;
return yesno;
}
//WEAPON CREATION
void regcannonmake(userweap & regcannon)
{
regcannon.INIT(1,5,0);
}
void beamswordmake(userweap & beamsword)
{
beamsword.INIT(2,7,1);
}
void laserbowmake(userweap & laserbow)
{
laserbow.INIT(3,6,1);
}
void flyingfistmake(userweap & flyingfist)
{
flyingfist.INIT(4,8,1);
}
void razordiscmake(userweap & razordisc)
{
razordisc.INIT(5,4,1);
}
void blockpunchmake(userweap & blockpunch)
{
blockpunch.INIT(6,5,1);
}
void flaremake(userweap & flare)
{
flare.INIT(7,5,1);
}
void wavemake(userweap & wave)
{
wave.INIT(8,5,1);
}
void whipmake(userweap & whip)
{
whip.INIT(9,5,1);
}
void mindshotmake(userweap & mindshot)
{
mindshot.INIT(10,7,1);
}
//CHECKSTATS
void checkstats(bug & simbug, nav & user)
{
cout<<"your stats:"<< endl;
user.display();
cout<<""<< endl;
cout<<"bug's stats:"<< endl;
simbug.display();
}
void weapons(userweap & regcannon)
{
sleep(1);
cout<<"weapons:"<<endl;
cout<<"regcannon"<<endl;
sleep(1);
cout<< "pick one" <<endl;
string weapchoice;
cin >> weapchoice;
if (weapchoice == "regcannon")
{
regcannon.display();
regcannon.equip();
while( allgood() == "no");
cout<< charname << " equipped the regcannon" <<endl;
}
}
void flee();
void flee()
{
}
void defend(nav & user);
void defend(nav & user)
{
}
void items();
void items()
{
}
bool battle(nav & user);
bool battle(nav & user)
{
bug simbug;
simbug.INIT(10,10,10,10,10,10);
cout<<simbug.bugatk<<endl;
return true;
}
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