1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44
|
...
#define HIMi 0
#define HI 1
#define HIMa 2
#define EMK 3
#define ArmorHead 4
#define ArmorChest 5
#define ArmorHands 6
#define ArmorLegs 7
#define ArmorFeet 8
#define Item_Types 9
typedef struct { unsigned int counts[Item_Types] ; } Inventory ;
Inventory UserInventory;
Inventory ArmoryLocker1;
Inventory ArmoryLocker5;
Inventory ArmoryLocker8;
string Name;
string Class;
string Quest1Quick = "Yes";
string AskGP1 = "No";
string CentralRoomAction;
string InfirmaryAction, NurseAction, Buy;
string ArmoryAction, LockerAction;
string OutsideAction;
string DoGP1, ActGP1;
int classskillcheck = 0; //Checks the class to assign relevant skills.
int Skill1 = 0, Skill2 = 0, Skill3 = 0; //Determines the class skills based on the selected class.
//1/2/3-7/8/9 Is for Snipers, 11/12/13-17/18/19 is for Foot Soldiers, 21/22/23-27/28/29 is for Grenadiers.
int InfirmaryDoor = 1, ArmoryDoor = 0, CentralRoomDoor = 0, GP1Door = 1, GP2Door = 0; //Checks for locked doors.
int Credits = 1000; //Starting credits.
int Head = 0, Chest = 0, Hands = 0, Legs = 0, Feet = 0; //Armor value.
int main(){
UserInventory.counts = { 0, 0, 0, 0, 0, 0, 0, 0, 0 };
ArmoryLocker1.counts = { 1, 0, 0, 1, 0, 0, 0, 0, 0 };
ArmoryLocker5.counts = { 0, 0, 0, 0, 0, 0, 0, 0, 0 };
ArmoryLocker8.counts = { 0, 0, 0, 0, 1, 0, 1, 0, 1 };
// This code contains the opening sequence of the game, with the user's name.
...
|