Boss.cpp 3.25 KB
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/******************************************************************************
 * 
 *
 *  Fucnction File for the Boss Class
 *  By: Kameron Kinsey
 *
 *
 *
 *
 */ 
 
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#include "Boss.h"
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#include <string>
#include <iostream>
using namespace std;

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void Boss::summonBoss(int floorNum) {
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    switch(floorNum) {
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        case 1:
            cout << "A Minotaur stands before you, Warhammer raised and nose pierced" << endl;
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            setFight(20);
            setTalk(15);
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        case 2:
            cout << "The Pop-Culture representation of Death Itself stands before you, scythe poised and hungry" << endl;
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            setFight(17);
            setTalk(17);
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        case 3:
            cout << "A Dragon stands before you. C'mon, you had to see this coming" << endl;
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            setFight(15);
            setTalk(20);
        case 4:
            cout << "A hooded figure stands before you, dice in one hand, and a rulebook in the other. " << endl
                 << "You cannot escape the power of the Dungen Master." << endl;
            setFight(20);
            setTalk(20);
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    }
}

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int Boss::getFight(int floorNum) {
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    switch(floorNum) {
        case 1:
            // Minotaur
            return fight = 20;
        case 2:
            // Death
            return fight = 17;
        case 3:
            // Dragon
            return fight = 15;
        case 4:
            // Dungen Master
            return fight = 20
    }
}

int Boss::getTalk(int floorNum) {
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    switch(floorNum) {
        case 1:
            // Minotaur
            return talk = 15;
        case 2:
            // Death
            return talk = 17;
        case 3:
            // Dragon
            return talk = 20;
        case 4:
            // Dungen Master
            return talk = 20
    }
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}

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void Boss::bossResponse(int floorNum, int playerWon) {
    
    if (playerWon == true) {
        switch(floorNum) {
            case 1:
                // Minotaur
                cout << "The Minotaur drops its hammer, a bellow escapes its lips as it falls to the floor. Defeated" << endl;
            case 2:
                // Death
                cout << "Death drops its scythe, as it disappears into the Soul Realm. Defeated" << endl;
            case 3:
                // Dragon
                cout << "The Dragon falls in a bout of flame, its fighting 'til its last breath. Defeated" << endl;
            case 4:
                // Dungen Master
                cout << "\"How did you defeat me?\" The Dungen Master exclaims. \"I had everyting prepared with utmost care.\"" << endl
                     << "\"Perfectly laid traps, well executed enemies, but somehow you still beat me.\"" << endl
                     << "\"Take it then, if you are willing to endure the consequences. . .\"" << endl;
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        }
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    }
}
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void giveBossItems(int floorNum, Inventory inventory) {
    
    switch(floorNum) {
        case 1:
            // Minotaur
            inventory.gainNewItem("Cow Hammer", 10, -5);
        case 2:
            // Death
            inventory.gainNewItem("Death Svythe", 7, 7);
        case 3:
            // Dragon
            inventory.gainNewItem("Dragon Heart", 0, 10);
        case 4:
            // Dungen Master
            inventory.gainNewItem("Maguffin of Vague Desireability", 15, 15);
    }
}