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//James Wester
//The Last Frontier
#include <iostream>
#include <string>
#include <stdlib.h>
using namespace std;
int main()
{
char direction;
char enterRoom;
float playerHealth, playerMaxhealth;
float enemyHealth, enemyMaxhealth;
float biteDamage, punchDamage, kickDamage;
float biteChance, punchChance, kickChance;
float randomChance, enemyRandomchance;
int enemyAttackchoice;
float enemyFeralhealth, enemyMaxferalhealth;
string enemyAttack;
string fightCommand;
string name;
string pickupAxe;
cout << "Welcome to The Last Frontier, enter your character's name to begin: ";
cin >> name;
crashscene:
cout << name << ", it is October, 1973. You have been involved in an automobile accident." << endl;
cout << "You are low on supplies and need to find shelter immediately to protect yourself from the harsh climates" << endl;
cout << "of Barrow, Alaska." << endl;
cout << "Your vehicle is totaled; you are on foot." << endl;
cout << "Enter whether to go north, go south, go east, go west." << endl;
cout << "(n = go north, s = go south, e = go east, and w = go west): ";
cin >> direction;
biteDamage = 20;
kickDamage = 10;
punchDamage = 5;
biteChance = 35;
kickChance = 60;
punchChance = 80;
playerMaxhealth = 30;
playerHealth = 30;
enemyFeralhealth = 40;
enemyMaxferalhealth = 40;
if (direction == 'n')
{
generalstore:
cout << "Heading north you find a small gas station with a general store." << endl;
cout << "The store seems to have been there for over forty years, with aged oak" << endl;
cout << "which when new was used to construct the bulding." << endl;
cout << "(press f then press enter to enter the General Store or b to go back): ";
cin >> enterRoom;
if (enterRoom == 'f')
{
string pickupAxe;
cout << "The General store appears to be completely abandoned and" << endl;
cout << "You see a dead body on the ground covered in flannel." << endl;
cout << "You notice something of importance on the ground," << endl;
cout << "would you like to pick it up? (Press and enter p to pickup the item or" << endl;
cout << "press b and enter to leave): ";
cin >> pickupAxe;
if (pickupAxe == "p")
{
cout << "You have found a hefty Axe. Surely this will be useful at some point." << endl;
punchDamage = 25;
}
if (pickupAxe == "b")
{
cout << "You chose not to pick up the item and you leave the store." << endl;
punchDamage = 5;
goto generalstore;
}
}
if (enterRoom == 'b')
{
goto crashscene;
}
return 0;
}
if (direction == 'e')
{
cout << "Going east you find an array of small cabins." << endl;
cout << "Two of the Cabins have been broken into, one on the left and" << endl;
cout << "one on the right." << endl;
cout << "(Press f then enter to enter the Cabin on the right)" << endl;
cout << "(Or press g then enter to enter the cabin on the right): ";
cin >> enterRoom;
if (enterRoom == 'f')
{
cout << "Upon entering the cabin you discover a human gone feral!" << endl;
cout << "Unfortunately the human cannot be negotiated with, you must" << endl;
cout << "fight to survive!";
cout << "Fighting Commands are: punch, kick, bite: ";
cin >> fightCommand;
while (enemyFeralhealth > 0 && playerHealth > 0)
{
cout << "Feral Human's Health: " << enemyFeralhealth << "/" << enemyMaxferalhealth << endl;
cout << "Your health: " << playerHealth << "/" << playerMaxhealth << endl;
cin >> fightCommand;
if (fightCommand == "punch")
{
randomChance = rand() % 100 + 1;
if (randomChance >= punchChance)
{
enemyFeralhealth -= punchDamage;
}
}
if (fightCommand == "kick")
{
randomChance = rand() % 100 + 1;
if (randomChance >= kickChance)
{
enemyFeralhealth -= kickDamage;
}
}
if (fightCommand == "bite")
{
randomChance = rand() % 100 + 1;
if (randomChance >= biteChance)
{
enemyFeralhealth -= biteDamage;
}
}
enemyRandomchance = rand() % 100 + 1;
enemyAttackchoice = rand() & 3 + 1;
switch(enemyAttackchoice)
{
case "1": {
enemyAttack = "punch";
break;
case "2":
enemyAttack = "kick";
break;
case "3":
enemyAttack = "bite";
break;
}
}
if (fightCommand == "punch")
{
if (enemyRandomchance >= punchChance)
{
playerHealth -= punchDamage;
}
}
else if (fightCommand == "kick")
{
if (enemyRandomchance >= kickChance)
{
playerHealth -= kickDamage;
}
}
else if (fightCommand == "bite")
{
if (enemyRandomchance >= biteChance)
{
playerHealth -= biteDamage;
}
}
}
}
return 0;
}
return 0;
}
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