Commit c3b0e834 authored by Aaron Sturtevant's avatar Aaron Sturtevant

commiting

parent f52f627b
...@@ -19,16 +19,17 @@ void Boss::summonBoss(int floorNum) { ...@@ -19,16 +19,17 @@ void Boss::summonBoss(int floorNum) {
switch(floorNum) { switch(floorNum) {
case 1: case 1:
cout << "A Minotaur stands before you, Warhammer raised and nose pierced" << endl; cout << "A Minotaur stands before you, Warhammer raised and nose pierced" << endl;
break;
case 2: case 2:
cout << "The Pop-Culture representation of Death Itself stands before you, scythe poised and hungry" << endl; cout << "The Pop-Culture representation of Death Itself stands before you, scythe poised and hungry" << endl;
break;
case 3: case 3:
cout << "A Dragon stands before you. C'mon, you had to see this coming" << endl; cout << "A Dragon stands before you. C'mon, you had to see this coming" << endl;
break;
case 4: case 4:
cout << "A hooded figure stands before you, dice in one hand, and a rulebook in the other. " << endl 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; << "You cannot escape the power of the Dungen Master." << endl;
break;
} }
} }
...@@ -47,7 +48,7 @@ int Boss::getFight(int floorNum) { ...@@ -47,7 +48,7 @@ int Boss::getFight(int floorNum) {
return fight = 15; return fight = 15;
case 4: case 4:
// Dungen Master // Dungen Master
return fight = 20 return fight = 20;
} }
} }
...@@ -65,61 +66,74 @@ int Boss::getTalk(int floorNum) { ...@@ -65,61 +66,74 @@ int Boss::getTalk(int floorNum) {
return talk = 20; return talk = 20;
case 4: case 4:
// Dungen Master // Dungen Master
return talk = 20 return talk = 20;
} }
} }
void Boss::bossResponse(int floorNum, int playerWon) { void Boss::bossResponse(int floorNum, bool playerWon) {
if (playerWon == true) { if (playerWon == true) {
switch(floorNum) { switch(floorNum) {
case 1: case 1:
// Minotaur // Minotaur
cout << "The Minotaur drops its hammer, a bellow escapes its lips as it falls to the floor. Defeated" << endl; cout << "The Minotaur drops its hammer, a bellow escapes its lips as it falls to the floor. Defeated" << endl;
break;
case 2: case 2:
// Death // Death
cout << "Death drops its scythe, as it disappears into the Soul Realm. Defeated" << endl; cout << "Death drops its scythe, as it disappears into the Soul Realm. Defeated" << endl;
break;
case 3: case 3:
// Dragon // Dragon
cout << "The Dragon falls in a bout of flame, its fighting 'til its last breath. Defeated" << endl; cout << "The Dragon falls in a bout of flame, its fighting 'til its last breath. Defeated" << endl;
break;
case 4: case 4:
// Dungen Master // Dungen Master
cout << "\"How did you defeat me?\" The Dungen Master exclaims. \"I had everyting prepared with utmost care.\"" << endl 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 << "\"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; << "\"Take it then, if you are willing to endure the consequences. . .\"" << endl;
break;
} }
} else { } else {
switch(floorNum) { switch(floorNum) {
case 1: case 1:
// Minotaur // Minotaur
cout << "The Minotaur swings its hammer, it bellows with pleasure at your pain" << endl; cout << "The Minotaur swings its hammer, it bellows with pleasure at your pain" << endl;
break;
case 2: case 2:
// Death // Death
cout << "Death brings your soul closer to the reaping" << endl; cout << "Death brings your soul closer to the reaping" << endl;
break;
case 3: case 3:
// Dragon // Dragon
cout << "The Dragon lets loose a fountain of flame onto your sorry form" << endl; cout << "The Dragon lets loose a fountain of flame onto your sorry form" << endl;
break;
case 4: case 4:
// Dungen Master // Dungen Master
cout << "With a roll of the die and a smirk, you take damage" << endl; cout << "With a roll of the die and a smirk, you take damage" << endl;
break;
} }
} }
} }
void giveBossItems(int floorNum, Inventory inventory) { void Boss::giveBossItems(int floorNum, Inventory inventory) {
switch(floorNum) { switch(floorNum) {
case 1: case 1:
// Minotaur // Minotaur
inventory.gainNewItem("Cow Hammer", 10, -5); inventory.gainItem("Cow Hammer", 10, -5);
break;
case 2: case 2:
// Death // Death
inventory.gainNewItem("Death Svythe", 7, 7); inventory.gainItem("Death Svythe", 7, 7);
break;
case 3: case 3:
// Dragon // Dragon
inventory.gainNewItem("Dragon Heart", 0, 10); inventory.gainItem("Dragon Heart", 0, 10);
break;
case 4: case 4:
// Dungen Master // Dungen Master
inventory.gainNewItem("Maguffin of Vague Desireability", 15, 15); inventory.gainItem("Maguffin of Vague Desireability", 15, 15);
break;
} }
} }
\ No newline at end of file
...@@ -13,6 +13,11 @@ ...@@ -13,6 +13,11 @@
#include <iostream> #include <iostream>
#include <string> #include <string>
#include "Player.h"
#include "Boss.h"
#include "Monster.h"
#include "Inventory.h"
#include "Dungeon.h"
using namespace std; using namespace std;
class Boss { class Boss {
...@@ -26,7 +31,7 @@ class Boss { ...@@ -26,7 +31,7 @@ class Boss {
// Other Functions // Other Functions
void summonBoss(int floorNum); void summonBoss(int floorNum);
void bossResponse(int floorNum, int playerWon); void bossResponse(int floorNum, bool playerWon);
void giveBossItems(int floorNum, Inventory inventory); void giveBossItems(int floorNum, Inventory inventory);
}; };
......
...@@ -7,31 +7,34 @@ ...@@ -7,31 +7,34 @@
#include "Monster.h" #include "Monster.h"
using namespace std; using namespace std;
Monster monster;
Boss boss;
int Dungeon::rollRoom() { int Dungeon::rollRoom() {
int roll = rand() % 100 + 1; int roll = rand() % 20 + 1;
return roll; return roll;
} }
void Dungeon::getMonster(int encounterNum) { void Dungeon::getMonster(int encounterNum) {
Monster.summon(encounterNum); monster.summon(encounterNum);
} }
void Dungeon::monsterResponse(int encounterNum, bool playerWon) { void Dungeon::monsterResponse(int encounterNum, bool playerWon) {
Monster.monsterResponse(encounterNum, playerWon); monster.monsterResponse(encounterNum, playerWon);
} }
void Dungeon::getBoss(int floorNum) { void Dungeon::getBoss(int floorNum) {
Boss.summonBoss(floorNum); boss.summonBoss(floorNum);
} }
void Dungeon::bossResponse(int floorNum, bool playerWon) { void Dungeon::bossResponse(int floorNum, bool playerWon) {
Boss.bossResponse(floorNum, playerWon); boss.bossResponse(floorNum, playerWon);
} }
void giveBossItems(int encounterNum, Inventory inventory) { void Dungeon::giveBossItems(int encounterNum, Inventory inventory) {
Boss.giveItems(floorNum, inventory); boss.giveBossItems(floorNum, inventory);
} }
void giveMonsterItems(int encounterNum, Inventory inventory) { void Dungeon::giveMonsterItems(int encounterNum, Inventory inventory) {
Monster.giveItems(encounterNum, inventory); monster.giveMonsterItems(encounterNum, inventory);
} }
...@@ -15,14 +15,13 @@ class Dungeon { ...@@ -15,14 +15,13 @@ class Dungeon {
public: public:
int roomEncounter; int roomEncounter;
int floorNum = 1; int floorNum = 1;
int monsterRoll;
int roomCounter = 1; int roomCounter = 1;
int rollRoom(); int rollRoom();
void getMonster(int encounterNum); void getMonster(int encounterNum);
void monsterResponse(int encounterNum, string response); void monsterResponse(int encounterNum, bool playerWon);
void getBoss(int floorNum); void getBoss(int floorNum);
void bossResponse(int floorNum, string response); void bossResponse(int floorNum, bool plyarWon);
void giveBossItems(int floorNum, Inventory inventory); void giveBossItems(int floorNum, Inventory inventory);
void giveMonsterItems(int encounterNum, Inventory inventory); void giveMonsterItems(int encounterNum, Inventory inventory);
......
...@@ -16,69 +16,69 @@ using namespace std; ...@@ -16,69 +16,69 @@ using namespace std;
Monster::summon(int encounterNum) { void Monster::summon(int encounterNum) {
switch(encounterNum) { switch(encounterNum) {
case 1: case 1:
cout << "A Toilet stands before you, its porcelin shining in the dull light, containing questionable water" << endl; cout << "A Toilet stands before you, its porcelin shining in the dull light, containing questionable water" << endl;
break;
case 2: case 2:
cout << "A Green Bar is before you, you're not sure why, but you feel like you've just solved a math problem" << endl; cout << "A Green Bar is before you, you're not sure why, but you feel like you've just solved a math problem" << endl;
break;
case 3: case 3:
cout << "A Potato stands before you on a table, its eyes stare into your soul, or just behind you, it has a lazy eye" << endl; cout << "A Potato stands before you on a table, its eyes stare into your soul, or just behind you, it has a lazy eye" << endl;
break;
case 4: case 4:
cout << "A German soldier of the Third Reich stands before you, arm straight in the air" << endl; cout << "A German soldier of the Third Reich stands before you, arm straight in the air" << endl;
break;
case 5: case 5:
cout << "A plate of Waffles sit on a table, nothing wrong here, just some Waffles, hangin' out, bein' Waffles" << endl; cout << "A plate of Waffles sit on a table, nothing wrong here, just some Waffles, hangin' out, bein' Waffles" << endl;
break;
case 6: case 6:
cout << "A Beautiful Girl is standing before you, wait what's that poking out of her skirt? Probably just a dagger." << endl; cout << "A Beautiful Girl is standing before you, wait what's that poking out of her skirt? Probably just a dagger." << endl;
break;
case 7: case 7:
cout << "The Game Devs stand before you, they hope you're liking this game, they put some hard work into it. Heck, I had to create 150 Unique encounters" << endl; cout << "The Game Devs stand before you, they hope you're liking this game, they put some hard work into it. Heck, I had to create 150 Unique encounters" << endl;
break;
case 8: case 8:
cout << "A Human stands before you, what? Not everything in this list is Shakespeare" << endl; cout << "A Human stands before you, what? Not everything in this list is Shakespeare" << endl;
break;
case 9: case 9:
cout << "The Ugliest thing you've ever seen stan--oh wait that's just a mirror. Fight me, I dare you" << endl; cout << "The Ugliest thing you've ever seen stan--oh wait that's just a mirror. Fight me, I dare you" << endl;
break;
case 10: case 10:
cout << "A Door hangs before you, the pressure to conform to society's unrealistic standard for doors was too much. It will be missed" << endl; cout << "A Door hangs before you, the pressure to conform to society's unrealistic standard for doors was too much. It will be missed" << endl;
break;
case 11: case 11:
cout << "A Princess stands before you, but she's not why you're here, don't get distracted by needless side-quests, you've got a job to do!" << endl; cout << "A Princess stands before you, but she's not why you're here, don't get distracted by needless side-quests, you've got a job to do!" << endl;
break;
case 12: case 12:
cout << "EA stands before you, you must pay $69.99 to access the rest of this game" << endl; cout << "EA stands before you, you must pay $69.99 to access the rest of this game" << endl;
break;
case 13: case 13:
cout << "A Ghost stands before you, wait, that's just Carl in a bedsheet" << endl; cout << "A Ghost stands before you, wait, that's just Carl in a bedsheet" << endl;
break;
case 14: case 14:
cout << "A Textbook lies before you, haunting you about what you should be studying instead of playing this game" << endl; cout << "A Textbook lies before you, haunting you about what you should be studying instead of playing this game" << endl;
break;
case 15: case 15:
cout << "A Hobo stands before you, asking for some change, loose change, clothes change, societal change, anything. The Hobo is pretty bored with current events" << endl; cout << "A Hobo stands before you, asking for some change, loose change, clothes change, societal change, anything. The Hobo is pretty bored with current events" << endl;
break;
case 16: case 16:
cout << "1 Direction stands before you, they deserve this, we won't tell anyone" << endl; cout << "1 Direction stands before you, they deserve this, we won't tell anyone" << endl;
break;
case 17: case 17:
cout << "A Doll stands before you, porcelain eyes staring into your soul" << endl; cout << "A Doll stands before you, porcelain eyes staring into your soul" << endl;
break;
case 18: case 18:
cout << "A Real Slim Shady Gentleman sits before you, he stands up at your approach" << endl; cout << "A Real Slim Shady Gentleman sits before you, he stands up at your approach" << endl;
break;
case 19: case 19:
cout << "Depression hits you as soon as you enter the room, this will be an uphill battle" << endl; cout << "Depression hits you as soon as you enter the room, this will be an uphill battle" << endl;
break;
case 20: case 20:
cout << "The Color Blue stands before you. . . I don’t know ok? I lost my sanity 10 encounters back so here. Fight against, Flee from, or Talk to the Color Blue" << endl; cout << "The Color Blue stands before you. . . I don’t know ok? I lost my sanity 10 encounters back so here. Fight against, Flee from, or Talk to the Color Blue" << endl;
break;
} }
} }
...@@ -102,7 +102,7 @@ int Monster::getFight(int encounterNum) { ...@@ -102,7 +102,7 @@ int Monster::getFight(int encounterNum) {
return fight = 5; return fight = 5;
case 6: case 6:
// Not so Obvious Trap // Not so Obvious Trap
return fight = 5); return fight = 5;
case 7: case 7:
// Game Devs // Game Devs
return fight = 10; return fight = 10;
...@@ -169,7 +169,7 @@ int Monster::getTalk(int encounterNum) { ...@@ -169,7 +169,7 @@ int Monster::getTalk(int encounterNum) {
return talk = 15; return talk = 15;
case 6: case 6:
// Not so Obvious Trap // Not so Obvious Trap
return talk = 15); return talk = 15;
case 7: case 7:
// Game Devs // Game Devs
return talk = 10; return talk = 10;
...@@ -212,71 +212,92 @@ int Monster::getTalk(int encounterNum) { ...@@ -212,71 +212,92 @@ int Monster::getTalk(int encounterNum) {
case 20: case 20:
// Blue // Blue
return talk = 10; return talk = 10;
}
} }
void Monster::giveItems(int encounterNum, Inventory inventory) { void Monster::giveMonsterItems(int encounterNum, Inventory inventory) {
switch(encounterNum) { switch(encounterNum) {
case 1: case 1:
// Toilet // Toilet
inventory.gainNewItem("Porcelin Throne", 1, 1); inventory.gainItem("Porcelin Throne", 1, 1);
break;
case 2: case 2:
// Green Bar // Green Bar
inventory.gainNewItem("Sense of Accomplishment", 2, -1); inventory.gainItem("Sense of Accomplishment", 2, -1);
break;
case 3: case 3:
// Potato // Potato
inventory.gainNewItem("Eye of Potato", -1, 2); inventory.gainItem("Eye of Potato", -1, 2);
break;
case 4: case 4:
// Nazi // Nazi
inventory.gainNewItem("Nazi Uniform", 3, -10); inventory.gainItem("Nazi Uniform", 3, -10);
break;
case 5: case 5:
// Waffles // Waffles
inventory.gainNewItem("Syrup Bottle", -2, 3); inventory.gainItem("Syrup Bottle", -2, 3);
break;
case 6: case 6:
// Not so Obvious Trap // Not so Obvious Trap
inventory.gainNewItem("Mousetrap", 3, 1); inventory.gainItem("Mousetrap", 3, 1);
break;
case 7: case 7:
// Game Devs // Game Devs
inventory.gainNewItem("Sanity", -2, 4); inventory.gainItem("Sanity", -2, 4);
break;
case 8: case 8:
// Human // Human
inventory.gainNewItem("The Right to Bear Arms", 5, -5); inventory.gainItem("The Right to Bear Arms", 5, -5);
case 9: case 9:
// Mirror // Mirror
inventory.gainNewItem("Silver Mirror", -3, 4); inventory.gainItem("Silver Mirror", -3, 4);
break;
case 10: case 10:
// Door // Door
inventory.gainNewItem("Golden Key", -1, 3); inventory.gainItem("Golden Key", -1, 3);
break;
case 11: case 11:
// Princess // Princess
inventory.gainNewItem("Regal Tiara", -3, 5); inventory.gainItem("Regal Tiara", -3, 5);
break;
case 12: case 12:
// EA // EA
inventory.gainNewItem("Deep Pockets", -3, 5); inventory.gainItem("Deep Pockets", -3, 5);
break;
case 13: case 13:
// Ghost // Ghost
inventory.gainNewItem("Sheet", 1, 2); inventory.gainItem("Sheet", 1, 2);
break;
case 14: case 14:
// Textbook // Textbook
inventory.gainNewItem("Textbook", 5, 0); inventory.gainItem("Textbook", 5, 0);
break;
case 15: case 15:
// Hobo // Hobo
inventory.gainNewItem("Rabies", 5, -5); inventory.gainItem("Rabies", 5, -5);
break;
case 16: case 16:
// 1 Direction // 1 Direction
inventory.gainNewItem("Boy-Band Hair", -3, 4); inventory.gainItem("Boy-Band Hair", -3, 4);
break;
case 17: case 17:
// Doll // Doll
inventory.gainNewItem("Doll Eyes", 2, 2); inventory.gainItem("Doll Eyes", 2, 2);
break;
case 18: case 18:
// Real Slim Shady // Real Slim Shady
inventory.gainNewItem("Push Pin", 2, 2); inventory.gainItem("Push Pin", 2, 2);
break;
case 19: case 19:
// Depression // Depression
inventory.gainNewItem("The Power of Positive Thinking", 5, 5); inventory.gainItem("The Power of Positive Thinking", 5, 5);
break;
case 20: case 20:
// Blue // Blue
inventory.gainNewItem("Big Blue Bouncy Balls", 5, -2); inventory.gainItem("Big Blue Bouncy Balls", 5, -2);
break;
} }
} }
...@@ -286,126 +307,166 @@ void Monster::monsterResponse(int encounterNum, int playerWon) { ...@@ -286,126 +307,166 @@ void Monster::monsterResponse(int encounterNum, int playerWon) {
case 1: case 1:
// Toilet // Toilet
cout << "You have successfully defeated the Toilet, better wash your clothes afterward though. . ." << endl; cout << "You have successfully defeated the Toilet, better wash your clothes afterward though. . ." << endl;
break;
case 2: case 2:
// Green Bar // Green Bar
cout << "You now feel doubly accomplished at the defeat of the Green Bar" << endl; cout << "You now feel doubly accomplished at the defeat of the Green Bar" << endl;
break;
case 3: case 3:
// Potato // Potato
cout << "You have defeated the potato, it wasn't that difficult, but y'know" << ednl; cout << "You have defeated the potato, it wasn't that difficult, but y'know" << endl;
break;
case 4: case 4:
// Nazi // Nazi
cout << "You have defeated the Nazi. He deserved it anyways" << endl; cout << "You have defeated the Nazi. He deserved it anyways" << endl;
break;
case 5: case 5:
// Waffles // Waffles
cout << "They were just waffles. . . really. . . you monster" << endl; cout << "They were just waffles. . . really. . . you monster" << endl;
break;
case 6: case 6:
// Not so Obvious Trap // Not so Obvious Trap
cout << "You have successfully defeated the woman, she blows you a kiss" << endl; cout << "You have successfully defeated the woman, she blows you a kiss" << endl;
break;
case 7: case 7:
// Game Devs // Game Devs
cout << "You have been allowed to defeat us" << endl; cout << "You have been allowed to defeat us" << endl;
break;<