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Event.cpp
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419 lines (334 loc) · 9.16 KB
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#include "Event.h"
Event::Event()
{
this->numOfEvents = 2;
}
Event::~Event() //virtual deconstructor
{
//something is supposed to go here :P
}
void Event::generateEvent(Character& character, dArr<Enemy>& enemies)
{
int i = rand() % 2 + 1;
switch (i)
{
case 1:
//Enemy encounter
std::cout << "Enemy encountered!\n";
system("pause>0");
system("CLS");
enemyEncounter(character, enemies);
break;
case 2:
//Puzzle
std::cout << "Puzzle encounter!\n";
system("pause>0");
system("CLS");
puzzleEncounter(character);
break;
default:
break;
}
}
//Different events
void Event::enemyEncounter(Character& character, dArr<Enemy>& enemies)
{
//condition to simulate a turn-changing battle
bool playerTurn = false;
int choice;
//coin toss for turn
int coinToss = rand() % 5;
if (coinToss >= 3)
playerTurn = true;
else
playerTurn = false;
//end conditions
int gainExp = 0;
int gainCurrency = 0;
bool escape = false;
bool playerDefeated = false;
bool enemiesDefeated = false;
//battleOver = false; //used for while loop //while (!battleOver)
int numOfEnemies;
if (character.getLevel() < 4)
{
numOfEnemies = 1;
}
else if (character.getLevel() >= 4 && character.getLevel() < 7)
{
numOfEnemies = rand() % 2 + 1;
}
else
{
numOfEnemies = rand() % 3 + 1;
}
for (size_t i = 0; i < numOfEnemies; i++)
{
enemies.push(Enemy("Return of Starman, Jr.", character.getLevel()));
}
//gainExp = enemies.size() *
//Battle variables
int accuracyRoll = 0;
int attack = 0;
int playerAccurancy = 0;
while (!escape && !playerDefeated && !enemiesDefeated)
{
if (!playerDefeated)
{
//UI
std::cout << "= Player Turn =\n\n";
std::cout << "Player: " << character.getName()
<< ", HP: " << character.getHp() << "/" << character.getHpMax() << '\n';
std::cout << "\n= Battle Menu =" << "\n\n";
std::cout << "1: Bash" << '\n';
std::cout << "2: ESP" << '\n';
std::cout << "3: Item" << '\n';
std::cout << "4: Defend" << '\n';
std::cout << "5: Escape" << '\n';
std::cout << "\nChoice: ";
std::cin >> choice;
while (std::cin.fail() || choice > 5 || choice < 1)
{
system("CLS");
std::cout << "Faulty input.\n";
std::cin.clear();
std::cin.ignore(100, '\n');
std::cout << "= Battle Menu =" << "\n\n";
std::cout << "1: Bash" << '\n';
std::cout << "2: ESP" << '\n';
std::cout << "3: Item" << '\n';
std::cout << "4: Defend" << '\n';
std::cout << "5: Escape" << '\n';
std::cout << "\nChoice: ";
std::cin >> choice;
}
std::cin.ignore(100, '\n');
std::cout << '\n';
//player's move
switch (choice)
{
case 1:
//ATTACKING
//select enemy
std::cout << "\nSelect enemy: " << "\n\n";
for (size_t i = 0; i < enemies.size(); i++)
{
std::cout << i+1 << ": "
<< enemies[i].getName() << " - "
<< "HP: "
<< enemies[i].getHp() << "/" << enemies[i].getHpMax()
<< '\n';
}
std::cout << "\nChoice: ";
std::cin >> choice;
while (std::cin.fail() || choice > enemies.size() || choice < 1)
{
system("CLS");
std::cout << "Faulty input.\n";
std::cin.clear();
std::cin.ignore(100, '\n');
std::cout << "\nSelect enemy: " << "\n\n";
for (size_t i = 0; i < enemies.size(); i++)
{
std::cout << i + 1 << ": "
<< enemies[i].getName() << ' ' << i+1 << '\n';
}
std::cout << "\nChoice: ";
std::cin >> choice;
}
std::cin.ignore(100, '\n');
std::cout << '\n';
//accuracy for hit or miss
accuracyRoll = 1 + (rand() % 100);
if (accuracyRoll >= 20 ) // 80% chance to hit
{
attack = character.getDamage() - (enemies[choice - 1].getDefense() / 2);
if (character.getDamage() < enemies[choice - 1].getDefense())
attack = ((character.getDamage() * 3) - enemies[choice - 1].getDefense()) / 4;
std::cout << character.getName() << " hit the enemy for "
<< attack << " damage.\n";
//system("pause>0");
enemies[choice - 1].takeDamage(attack);
//if targeted enemy's HP hits 0
if (!enemies[choice - 1].isAlive())
{
std::cout << enemies[choice - 1].getName()
<< " was tamed.";
//gets values from enemy that was tamed
gainExp = enemies[choice - 1].getExp();
gainCurrency = enemies[choice - 1].getCurrency();
//removes enemy from battle
enemies.remove(choice - 1);
}
system("pause>0");
system("ClS");
}
else if (accuracyRoll < 20) // 20% chance to miss
{
//we do a little trolling
int message = rand() % 2;
if (message == 1)
{
std::cout << "Just missed...\n";
system("pause>0");
system("ClS");
}
else
{
std::cout << character.getName() << " narrowly missed.\n";
system("pause>0");
system("CLS");
}
}
break;
case 2:
//ESP
std::cout << "No ESP skills right now...";
system("pause>0");
system("CLS");
break;
case 3:
//ITEM
std::cout << "Inventory is empty...";
system("pause>0");
system("CLS");
break;
case 4:
//DEFENDING
std::cout << "What are you defending from?";
system("pause>0");
system("CLS");
break;
case 5:
escape = true;
std::cout << "Ran away successfully.\n";
system("pause>0");
system("CLS");
//RUNNING
break;
default:
break;
}
}
//Leave Turn
playerTurn = false;
if(!escape && !playerTurn && !enemiesDefeated)
{
//enemies' attack
for (size_t i = 0; i < enemies.size(); i++)
{
accuracyRoll = 1 + (rand() % 100);
if (accuracyRoll >= 20) // 80% chance to hit
{
std::cout << "= Enemy Turn =\n\n";
attack = enemies[i].getDamage() - (character.getDefense() / 2);
if (enemies[i].getDamage() < character.getDefense())
attack = ((enemies[i].getDamage() * 3) - character.getDefense()) / 4;
std::cout << enemies[i].getName() << ' ' << i + 1 << " hit the player for "
<< attack << " damage.\n";
//system("pause>0");
character.takeDamage(attack);
if (!character.isAlive())
{
std::cout << character.getName() << " fell unconscious!\n\n";
//system("pause>0");
}
system("pause>0");
system("ClS");
}
else if (accuracyRoll < 20) //20% chance to miss
{
std::cout << "= Enemy Turn =\n\n";
int message = rand() % 2;
if (message == 1)
{
std::cout << enemies[i].getName() << ' ' << i + 1 << " just missed...\n";
system("pause>0");
system("ClS");
}
else
{
std::cout << enemies[i].getName() << ' ' << i+1 << " narrowly missed.\n";
system("pause>0");
system("CLS");
}
}
}
//Leave Turn
playerTurn = true;
}
//Conditions
if (!character.isAlive())
{
playerDefeated = true;
std::cout << "The battle was lost...\n";
system("pause>0");
for (size_t i = 0; i < enemies.size(); i++)
{
enemies.remove(i);
}
character.updateStats();
}
else if (enemies.size() <= 0)
{
enemiesDefeated = true;
std::cout << "YOU WON!\n";
system("pause>0");
std::cout << "You gained " << gainExp << " exp. points!\n";
std::cout << "You gained " << gainCurrency << " Auten!\n\n";
character.gainCurrency(gainCurrency);
character.gainExp(gainExp);
system("pause>0");
character.updateStats();
}
}
}
void Event::puzzleEncounter(Character& character)
{
bool completed = false;
int userAnswer = 0;
int chances = 3; //refrain from infinite guesses
//determine gains
int gainCurrency = (chances * character.getLevel() * (rand() % 10 + 1) / 3);
int gainExp = (chances * character.getLevel() * (rand() % 10 + 1) / 3);
Puzzle puzzle("Puzzles/1.txt");
while (!completed && chances > 0)
{
chances--; //decrement
std::cout << "chances left: " << chances << "\n\n";
std::cout << puzzle.getAsString(); //get question and answers to choose
std::cout << "Your answer: ";
std::cin >> userAnswer;
if(std::cin.fail())
{
chances--;
std::cout << "Faulty input.\n";
std::cin.clear();
std::cin.ignore(100, '\n');
std::cout << "Choice: ";
std::cin >> userAnswer;
}
std::cin.ignore(100, '\n');
std::cout << '\n';
if (puzzle.getCorrectAnswer() == userAnswer)
{
completed = true;
}
}
if (completed)
{
std::cout << "Congrats, you answered correctly!\n\n";
//give user exp, gold, etc
std::cout << "You gained " << gainExp << " exp. points!\n";
std::cout << "You gained " << gainCurrency << " Auten!\n";
character.gainCurrency(gainCurrency);
system("pause>0");
character.gainExp(gainExp);
system("pause>0");
}
else
{
std::cout << "You've expended all of your tries, this puzzle was loss...\n\n";
system("pause>0");
}
}