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Adventure Game (text based) in C++
Text-based adventure gameThe Mysts of Altair - text-based adventure gameText-based adventure survival horror gameFirst text-based adventure gameText based adventure game navigationText-based Adventure-Game EngineHaskell Text-Adventure GameJava text-based adventure gameShort text-based adventure gameText-based adventure and combat game
$begingroup$
I'm working on a simple text based adventure game. I've just finished working on the character creation portion. The code works perfectly fine when run, but I would just like to get some feedback to ensure that it checks off from a professional and efficient standpoint.
#include <iostream>
#include <string>
#include <ctime>
using namespace std;
/* Materials Structure */
typedef struct materials
int wood = 1, oak = 2, maple = 3, ash = 4, bronze = 2, iron = 3, steel = 4, mithril = 5, dragon = 6;
;
/* Weapon Structure */
typedef struct weapons
int dagger = 2, sword = 3, axe = 4, mace = 5, bow = 3, arrows = 2;
weapons;
/* Spell Structure */
typedef struct spells
int fire = 4, frost = 6, dark = 8, chaos = 10;
spells;
/* Character Structure */
typedef struct character
string name;
int health = 100, mana = 100, strength, stamina, intellect, weaponAttack, spellAttack, souls = 0;
spells spell;
weapons weapon;
materials material;
character;
/* Function Declaration */
character characterCreation(string name);
void printInfo(character createChar);
/* Main Function */
int main()
string characterName;
cout << "Please input character name: ";
cin >> characterName;
srand(time(NULL));
character player = characterCreation(characterName);
printInfo(player);
system("pause");
return 0;
/* Function Definition */
character characterCreation(string name)
character createChar;
createChar.name = name;
createChar.strength = rand() % 5 + 5;
createChar.stamina = rand() % 5 + 5;
createChar.intellect = rand() % 5 + 5;
createChar.health += 2 * createChar.stamina;
createChar.mana += 3 * createChar.intellect;
createChar.weaponAttack = (createChar.weapon.dagger * createChar.material.bronze) + (2 * createChar.strength);
createChar.spellAttack = (createChar.spell.fire + (createChar.intellect * 2));
return createChar;
void printInfo(character createChar)
cout << createChar.name << endl;
cout << createChar.health << endl;
cout << createChar.mana << endl;
cout << createChar.strength << endl;
cout << createChar.stamina << endl;
cout << createChar.intellect << endl;
cout << createChar.weaponAttack << endl;
cout << createChar.spellAttack << endl;
cout << createChar.souls << endl;
c++ beginner game adventure-game
New contributor
$endgroup$
add a comment |
$begingroup$
I'm working on a simple text based adventure game. I've just finished working on the character creation portion. The code works perfectly fine when run, but I would just like to get some feedback to ensure that it checks off from a professional and efficient standpoint.
#include <iostream>
#include <string>
#include <ctime>
using namespace std;
/* Materials Structure */
typedef struct materials
int wood = 1, oak = 2, maple = 3, ash = 4, bronze = 2, iron = 3, steel = 4, mithril = 5, dragon = 6;
;
/* Weapon Structure */
typedef struct weapons
int dagger = 2, sword = 3, axe = 4, mace = 5, bow = 3, arrows = 2;
weapons;
/* Spell Structure */
typedef struct spells
int fire = 4, frost = 6, dark = 8, chaos = 10;
spells;
/* Character Structure */
typedef struct character
string name;
int health = 100, mana = 100, strength, stamina, intellect, weaponAttack, spellAttack, souls = 0;
spells spell;
weapons weapon;
materials material;
character;
/* Function Declaration */
character characterCreation(string name);
void printInfo(character createChar);
/* Main Function */
int main()
string characterName;
cout << "Please input character name: ";
cin >> characterName;
srand(time(NULL));
character player = characterCreation(characterName);
printInfo(player);
system("pause");
return 0;
/* Function Definition */
character characterCreation(string name)
character createChar;
createChar.name = name;
createChar.strength = rand() % 5 + 5;
createChar.stamina = rand() % 5 + 5;
createChar.intellect = rand() % 5 + 5;
createChar.health += 2 * createChar.stamina;
createChar.mana += 3 * createChar.intellect;
createChar.weaponAttack = (createChar.weapon.dagger * createChar.material.bronze) + (2 * createChar.strength);
createChar.spellAttack = (createChar.spell.fire + (createChar.intellect * 2));
return createChar;
void printInfo(character createChar)
cout << createChar.name << endl;
cout << createChar.health << endl;
cout << createChar.mana << endl;
cout << createChar.strength << endl;
cout << createChar.stamina << endl;
cout << createChar.intellect << endl;
cout << createChar.weaponAttack << endl;
cout << createChar.spellAttack << endl;
cout << createChar.souls << endl;
c++ beginner game adventure-game
New contributor
$endgroup$
add a comment |
$begingroup$
I'm working on a simple text based adventure game. I've just finished working on the character creation portion. The code works perfectly fine when run, but I would just like to get some feedback to ensure that it checks off from a professional and efficient standpoint.
#include <iostream>
#include <string>
#include <ctime>
using namespace std;
/* Materials Structure */
typedef struct materials
int wood = 1, oak = 2, maple = 3, ash = 4, bronze = 2, iron = 3, steel = 4, mithril = 5, dragon = 6;
;
/* Weapon Structure */
typedef struct weapons
int dagger = 2, sword = 3, axe = 4, mace = 5, bow = 3, arrows = 2;
weapons;
/* Spell Structure */
typedef struct spells
int fire = 4, frost = 6, dark = 8, chaos = 10;
spells;
/* Character Structure */
typedef struct character
string name;
int health = 100, mana = 100, strength, stamina, intellect, weaponAttack, spellAttack, souls = 0;
spells spell;
weapons weapon;
materials material;
character;
/* Function Declaration */
character characterCreation(string name);
void printInfo(character createChar);
/* Main Function */
int main()
string characterName;
cout << "Please input character name: ";
cin >> characterName;
srand(time(NULL));
character player = characterCreation(characterName);
printInfo(player);
system("pause");
return 0;
/* Function Definition */
character characterCreation(string name)
character createChar;
createChar.name = name;
createChar.strength = rand() % 5 + 5;
createChar.stamina = rand() % 5 + 5;
createChar.intellect = rand() % 5 + 5;
createChar.health += 2 * createChar.stamina;
createChar.mana += 3 * createChar.intellect;
createChar.weaponAttack = (createChar.weapon.dagger * createChar.material.bronze) + (2 * createChar.strength);
createChar.spellAttack = (createChar.spell.fire + (createChar.intellect * 2));
return createChar;
void printInfo(character createChar)
cout << createChar.name << endl;
cout << createChar.health << endl;
cout << createChar.mana << endl;
cout << createChar.strength << endl;
cout << createChar.stamina << endl;
cout << createChar.intellect << endl;
cout << createChar.weaponAttack << endl;
cout << createChar.spellAttack << endl;
cout << createChar.souls << endl;
c++ beginner game adventure-game
New contributor
$endgroup$
I'm working on a simple text based adventure game. I've just finished working on the character creation portion. The code works perfectly fine when run, but I would just like to get some feedback to ensure that it checks off from a professional and efficient standpoint.
#include <iostream>
#include <string>
#include <ctime>
using namespace std;
/* Materials Structure */
typedef struct materials
int wood = 1, oak = 2, maple = 3, ash = 4, bronze = 2, iron = 3, steel = 4, mithril = 5, dragon = 6;
;
/* Weapon Structure */
typedef struct weapons
int dagger = 2, sword = 3, axe = 4, mace = 5, bow = 3, arrows = 2;
weapons;
/* Spell Structure */
typedef struct spells
int fire = 4, frost = 6, dark = 8, chaos = 10;
spells;
/* Character Structure */
typedef struct character
string name;
int health = 100, mana = 100, strength, stamina, intellect, weaponAttack, spellAttack, souls = 0;
spells spell;
weapons weapon;
materials material;
character;
/* Function Declaration */
character characterCreation(string name);
void printInfo(character createChar);
/* Main Function */
int main()
string characterName;
cout << "Please input character name: ";
cin >> characterName;
srand(time(NULL));
character player = characterCreation(characterName);
printInfo(player);
system("pause");
return 0;
/* Function Definition */
character characterCreation(string name)
character createChar;
createChar.name = name;
createChar.strength = rand() % 5 + 5;
createChar.stamina = rand() % 5 + 5;
createChar.intellect = rand() % 5 + 5;
createChar.health += 2 * createChar.stamina;
createChar.mana += 3 * createChar.intellect;
createChar.weaponAttack = (createChar.weapon.dagger * createChar.material.bronze) + (2 * createChar.strength);
createChar.spellAttack = (createChar.spell.fire + (createChar.intellect * 2));
return createChar;
void printInfo(character createChar)
cout << createChar.name << endl;
cout << createChar.health << endl;
cout << createChar.mana << endl;
cout << createChar.strength << endl;
cout << createChar.stamina << endl;
cout << createChar.intellect << endl;
cout << createChar.weaponAttack << endl;
cout << createChar.spellAttack << endl;
cout << createChar.souls << endl;
c++ beginner game adventure-game
c++ beginner game adventure-game
New contributor
New contributor
edited 6 mins ago
Jamal♦
30.4k11121227
30.4k11121227
New contributor
asked 44 mins ago
JustinJustin
61
61
New contributor
New contributor
add a comment |
add a comment |
1 Answer
1
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oldest
votes
$begingroup$
It's extremely unclear what you're asking (or whether your post might just be a troll post), so expect it to get closed shortly.
typedef struct weapons
int dagger = 2, sword = 3, axe = 4, mace = 5, bow = 3, arrows = 2;
weapons;
The typedef struct X ... X;
pattern is a C-ism; in C++ you don't need the typedef and can just write struct X ... ;
.
You're creating a struct type named weapons
with a bunch of per-instance member variables. This is almost certainly not what you meant to do. Probably what you meant was
enum class Weapon
dagger = 2,
sword = 3,
axe = 4,
mace = 5,
;
so that you could later write
Weapon w = Weapon::sword;
if (w == Weapon::axe) ...
What you actually wrote, unfortunately, is simply nonsense.
character characterCreation(string name);
Look up the C++ notion of "constructors" (and also destructors). What you have here would normally be spelled something like
Character::Character(const std::string& name)
this->name = name;
this->strength = rand() % 5 + 5;
and so on.
Also consider writing yourself a helper function
int randint(int lo, int hi)
return rand() % (hi - lo) + lo;
so that you can write simply
this->strength = randint(5, 10);
Ninety percent of what we call "programming" is just finding sources of repetition and eliminating them.
$endgroup$
add a comment |
Your Answer
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1 Answer
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active
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active
oldest
votes
$begingroup$
It's extremely unclear what you're asking (or whether your post might just be a troll post), so expect it to get closed shortly.
typedef struct weapons
int dagger = 2, sword = 3, axe = 4, mace = 5, bow = 3, arrows = 2;
weapons;
The typedef struct X ... X;
pattern is a C-ism; in C++ you don't need the typedef and can just write struct X ... ;
.
You're creating a struct type named weapons
with a bunch of per-instance member variables. This is almost certainly not what you meant to do. Probably what you meant was
enum class Weapon
dagger = 2,
sword = 3,
axe = 4,
mace = 5,
;
so that you could later write
Weapon w = Weapon::sword;
if (w == Weapon::axe) ...
What you actually wrote, unfortunately, is simply nonsense.
character characterCreation(string name);
Look up the C++ notion of "constructors" (and also destructors). What you have here would normally be spelled something like
Character::Character(const std::string& name)
this->name = name;
this->strength = rand() % 5 + 5;
and so on.
Also consider writing yourself a helper function
int randint(int lo, int hi)
return rand() % (hi - lo) + lo;
so that you can write simply
this->strength = randint(5, 10);
Ninety percent of what we call "programming" is just finding sources of repetition and eliminating them.
$endgroup$
add a comment |
$begingroup$
It's extremely unclear what you're asking (or whether your post might just be a troll post), so expect it to get closed shortly.
typedef struct weapons
int dagger = 2, sword = 3, axe = 4, mace = 5, bow = 3, arrows = 2;
weapons;
The typedef struct X ... X;
pattern is a C-ism; in C++ you don't need the typedef and can just write struct X ... ;
.
You're creating a struct type named weapons
with a bunch of per-instance member variables. This is almost certainly not what you meant to do. Probably what you meant was
enum class Weapon
dagger = 2,
sword = 3,
axe = 4,
mace = 5,
;
so that you could later write
Weapon w = Weapon::sword;
if (w == Weapon::axe) ...
What you actually wrote, unfortunately, is simply nonsense.
character characterCreation(string name);
Look up the C++ notion of "constructors" (and also destructors). What you have here would normally be spelled something like
Character::Character(const std::string& name)
this->name = name;
this->strength = rand() % 5 + 5;
and so on.
Also consider writing yourself a helper function
int randint(int lo, int hi)
return rand() % (hi - lo) + lo;
so that you can write simply
this->strength = randint(5, 10);
Ninety percent of what we call "programming" is just finding sources of repetition and eliminating them.
$endgroup$
add a comment |
$begingroup$
It's extremely unclear what you're asking (or whether your post might just be a troll post), so expect it to get closed shortly.
typedef struct weapons
int dagger = 2, sword = 3, axe = 4, mace = 5, bow = 3, arrows = 2;
weapons;
The typedef struct X ... X;
pattern is a C-ism; in C++ you don't need the typedef and can just write struct X ... ;
.
You're creating a struct type named weapons
with a bunch of per-instance member variables. This is almost certainly not what you meant to do. Probably what you meant was
enum class Weapon
dagger = 2,
sword = 3,
axe = 4,
mace = 5,
;
so that you could later write
Weapon w = Weapon::sword;
if (w == Weapon::axe) ...
What you actually wrote, unfortunately, is simply nonsense.
character characterCreation(string name);
Look up the C++ notion of "constructors" (and also destructors). What you have here would normally be spelled something like
Character::Character(const std::string& name)
this->name = name;
this->strength = rand() % 5 + 5;
and so on.
Also consider writing yourself a helper function
int randint(int lo, int hi)
return rand() % (hi - lo) + lo;
so that you can write simply
this->strength = randint(5, 10);
Ninety percent of what we call "programming" is just finding sources of repetition and eliminating them.
$endgroup$
It's extremely unclear what you're asking (or whether your post might just be a troll post), so expect it to get closed shortly.
typedef struct weapons
int dagger = 2, sword = 3, axe = 4, mace = 5, bow = 3, arrows = 2;
weapons;
The typedef struct X ... X;
pattern is a C-ism; in C++ you don't need the typedef and can just write struct X ... ;
.
You're creating a struct type named weapons
with a bunch of per-instance member variables. This is almost certainly not what you meant to do. Probably what you meant was
enum class Weapon
dagger = 2,
sword = 3,
axe = 4,
mace = 5,
;
so that you could later write
Weapon w = Weapon::sword;
if (w == Weapon::axe) ...
What you actually wrote, unfortunately, is simply nonsense.
character characterCreation(string name);
Look up the C++ notion of "constructors" (and also destructors). What you have here would normally be spelled something like
Character::Character(const std::string& name)
this->name = name;
this->strength = rand() % 5 + 5;
and so on.
Also consider writing yourself a helper function
int randint(int lo, int hi)
return rand() % (hi - lo) + lo;
so that you can write simply
this->strength = randint(5, 10);
Ninety percent of what we call "programming" is just finding sources of repetition and eliminating them.
answered 5 mins ago
QuuxplusoneQuuxplusone
12.5k12061
12.5k12061
add a comment |
add a comment |
Justin is a new contributor. Be nice, and check out our Code of Conduct.
Justin is a new contributor. Be nice, and check out our Code of Conduct.
Justin is a new contributor. Be nice, and check out our Code of Conduct.
Justin is a new contributor. Be nice, and check out our Code of Conduct.
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