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City.cpp
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971 lines (944 loc) · 22.2 KB
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#include "City.h"
City::City()
{
srand((unsigned)time(0));
name = getCityName();
hig = ((rand() % 15)+5);
wit = ((rand() % 15)+5);
setPosh(rand() % hig);
setPosw(rand() % wit);
backPosh.push_back (getPosh());
backPosw.push_back (getPosw());
tim=0;
for(int i=0;i <= hig;i++)
{
for(int j=0;j <= wit;j++)
{
map[i][j][0] =rand()%100;
}
}
for(int i=0; i <= hig ;i++)
{
for(int j=0; j <= wit;j++)
{
map[i][j][1] = (rand()%2)+1;
}
}
for(int i=0;i <= hig;i++)
{
for(int j =0;j <= wit;j++)
{
map[i][j][2] = rand()%13;
}
}
}
int City::getHig()
{
return hig;
}
int City::getWit()
{
return wit;
}
int City::getPosh()
{
return posh;
}
int City::getPosw()
{
return posw;
}
void City::addPosh()
{
posh++;
}
void City::addPosw()
{
posw++;
}
void City::lessPosh()
{
posh--;
}
void City::lessPosw()
{
posw--;
}
void City::setPosh(int e)
{
posh = e;
}
void City::setPosw(int h)
{
posw = h;
}
void City::battleMode()
{
string w1,w2,w3;
droneCreation();
cityIntro();
blockDet();
while(true)
{
switch(cityIn->getDrones())
{
case 1 : d1->moveDrone(); break;
case 2 : d1->moveDrone(); d1->moveDrone(); break;
case 3 : d1->moveDrone(); d1->moveDrone(); d1->moveDrone(); break;
default: break;
}
if(tim==20)
{
cout << "It's getting dark. Maybe you should get home." << endl << "You don't want to be outside when it gets dark"<<endl;
}
if(tim==25)
{
cout << "It's pitch black. Good luck getting home." << endl;
//night();
}
cout << ">";
cin >> w1 >> w2 >> w3;
{
if(w1.compare("go")==0)
{
if(w2.compare("north")==0)
{
if(hig==getPosh())
{
cout << "A long abbanonded police barracade stops you from going any further" << endl;
}
else
{
addPosh();
backPosh.push_back (getPosh());
backPosw.push_back (getPosw());
}
}
else if(w2.compare("south")==0)
{
if(0==getPosh())
{
cout << "A long abbanonded police barracade stops you from going any further" << endl;
}
else
{
lessPosh();
backPosh.push_back (getPosh());
backPosw.push_back (getPosw());
}
}
else if(w2.compare("east")==0)
{
if(wit==getPosw())
{
cout << "A long abbanonded police barracade stops you from going any further" << endl;
}
else
{
addPosw();
backPosh.push_back (getPosh());
backPosw.push_back (getPosw());
}
}
else if(w2.compare("west")==0)
{
if(0==getPosw())
{
cout << "A long abbanonded police barracade stops you from going any further" << endl;
}
else
{
lessPosw();
backPosh.push_back (getPosh());
backPosw.push_back (getPosw());
}
}
else
{
cout << "where??" << endl;
}
}
else if(w1.compare("search")==0)
{
search();
}
else if(w1.compare("return")==0)
{
cout << "You make your way back to the hover craft" << endl;
if(cityIn->getDrones()>0)
{
if(d1->findSomething()==true&&d1->areYouDead()==false)
{
cout<<"A drone drops something at your feet" << endl;
searching(100,d1->foundIt());
if(d1->areYouDead()==true)
{
cityIn->useDrones();
}
}
delete d1;
}
if(cityIn->getDrones()>1)
{
if(d2->findSomething()==true&&d2->areYouDead()==false)
{
cout<<"A drone drops something at your feet" << endl;
searching(100,d2->foundIt());
if(d2->areYouDead()==true)
{
cityIn->useDrones();
}
}
delete d2;
}
if(cityIn->getDrones()>2)
{
if(d3->findSomething()==true&&d3->areYouDead()==false)
{
cout<<"A drone drops something at your feet" << endl;
searching(100,d3->foundIt());
if(d3->areYouDead()==true)
{
cityIn->useDrones();
}
}
delete d3;
}
break;
}
else if(w1.compare("set")==0&&w2.compare("weapon")==0)
{
cityIn->setMG(w3);
}
else if(w1.compare("back")==0)
{
if(((int)backPosw.size())!=0&&((int)backPosh.size())!=0)
{
backPosw.pop_back();
backPosh.pop_back();
setPosh(backPosh.back());
setPosw(backPosw.back());
}
else
{
cout << "You can't go back any further"<< endl;
}
}
if(w1.compare("drop")==0)
{
cout << "Why would you want to leave stuff behind!?!?" << endl;
}
if(w1.compare("help")==0)
{
cout << "I'm helping!!!" << endl;
cout << "Different possible commans for different locations are:" << endl;
cout << "go north now" << endl;
cout << "check the ground" << endl;
cout << "attack the vamp" << endl;
cout << "search the area" << endl;
cout << "return to ship" << endl;
cout << "set weapon axe" << endl;
cout << "Note: all comands are 3 words long and in lower case" << endl;
}
}
blockDet();
}
}
void City::search()
{
if((map[getPosh()][getPosw()][1])==1)
{
combat();
}
int curr = map[getPosh()][getPosw()][0];
if(curr<10)
{//hopidal
int pre=cityIn->weight();
searching(40,"a first aid kit");
searching(10,"a scapel");
if(pre==cityIn->weight())
{
cout << "Nothing of use is added to your backpack" << endl;
}
}
else if(curr<20)
{//police Station
int pre=cityIn->weight();
searching(40,"a shotgun");
searching(20,"a pistol");
searching(60,"a shotgun shell");
searching(40,"a pistol clip");
if(pre==cityIn->weight())
{
cout << "Nothing of use is added to your backpack" << endl;
}
}
else if(curr<30)
{//fire station
int pre=cityIn->weight();
searching(40,"a fire axe");
if(pre==cityIn->weight())
{
cout << "Nothing of use is added to your backpack" << endl;
}
//dog();
}
else if(curr<40)
{//offices
int pre=cityIn->weight();
searching(40,"a CPU");
searching(40,"some scrap metal");
if(pre==cityIn->weight())
{
cout << "Nothing of use is added to your backpack" << endl;
}
}
else if(curr<50)
{//school
int pre=cityIn->weight();
searching(20,"a CPU");
searching(10,"a pistol");
searching(10,"a sligshot");
if(pre==cityIn->weight())
{
cout << "Nothing of use is added to your backpack" << endl;
}
}
else if(curr<60)
{//shop
int pre=cityIn->weight();
searching(40,"a CPU");
searching(15,"a pistol");
searching(30,"some scrap metal");
searching(40,"a first aid kit");
if(pre==cityIn->weight())
{
cout << "Nothing of use is added to your backpack" << endl;
}
}
else if(curr<98)
{//housing
int pre=cityIn->weight();
searching(15,"some scrap metal");
searching(10,"a pistol");
searching(10,"a pistol clip");
if(pre==cityIn->weight())
{
cout << "Nothing of use is added to your backpack" << endl;
}
//dog();
}
else if(curr==99)
{//petrol station
//TheEndGame();
}
}
void City::setInventory(Inventory *pass)
{
cityIn=pass;
}
void City::setPlayer(Player *pass)
{
player=pass;
}
void City::blockDet()
{
int curr = map[getPosh()][getPosw()][0];
cout <<"You are standing next to " << noun();
if (curr<10)
{
cout<<"hospidal"<<endl;
}
else if (curr<20)
{
cout<<"police Station"<<endl;
}
else if (curr<30)
{
cout<<"fire Station"<<endl;
}
else if (curr<40)
{
cout<<"office block"<<endl;
}
else if (curr<50)
{
cout<<"school"<<endl;
}
else if (curr<60)
{
cout<<"shop"<<endl;
}
else if (curr<99)
{
cout<<"housing block"<<endl;
}
else if (curr==99)
{
cout<<"petrol station"<<endl;
}
if(cityIn->getDrones()>0)
{
if(d1->getPosh()==posh&&d1->getPosw()==posw)
{
if(d1->areYouDead()==true)
{
cout << "You come across the ruins of a drone" << endl << "Some creature from the darkness destroyed it" << endl;
}
else
{
cout<<"You can see one of your drones flooting high in the sky above your head" << endl;
}
}
}
if(cityIn->getDrones()>1)
{
if(d2->getPosh()==posh&&d2->getPosw()==posw)
{
if(d2->areYouDead()==true)
{
cout << "You come across the ruins of a drone" << endl << "Some creature from the darkness destroyed it" << endl;
}
else
{
cout<<"You can see one of your drones flooting over the building on your left" << endl;
}
}
}
if(cityIn->getDrones()>2)
{
if(d3->getPosh()==posh&&d3->getPosw()==posw)
{
if(d3->areYouDead()==true)
{
cout << "You come across the ruins of a drone" << endl << "Some creature from the darkness destroyed it" << endl;
}
else
{
cout<<"You can see one of your drones through a broken window" << endl;
}
}
}
tim++;
}
void City::searching(int chance, string ob)
{
if((rand() % 100)<chance)
{
string ans;
cout << "You have found " << ob << endl;
cout << "Would you like to pick it up? [yes or no]" << endl;
cin >> ans;
if(ans.compare("yes")==0)
{
if(ob.compare("a first aid kit")==0)
{
cityIn->foundFaks();
}
else if(ob.compare("a shotgun shell")==0)
{
cityIn->foundShells();
}
else if(ob.compare("some scrap metal")==0)
{
cityIn->foundScrapMetal();
}
else if(ob.compare("a CPU")==0)
{
cityIn->foundCpu();
}
else if(ob.compare("a pistol clip")==0)
{
cityIn->foundClip();
}
else if(ob.compare("a shotgun")==0||ob.compare("a pistol")==0||ob.compare("a scapel")==0||ob.compare("a fire axe")==0||ob.compare("a slingshot")==0)
{
cityIn->addWep(ob);
}
else
{
cout << "My code is broke"<<endl;
}
if(cityIn->weight()<(player->getStr()*10))
{
cout << "You add " << ob << " to your backpack" <<endl;
}
else
{
cout << "You are not strong enough to carry all your stuff and have to leave it behind" << endl;
if(ob.compare("a first aid kit")==0)
{
cityIn->useFaks();
}
else if(ob.compare("a shotgun shell")==0)
{
cityIn->useShells();
}
else if(ob.compare("some scrap metal")==0)
{
cityIn->useScrapMetal();
}
else if(ob.compare("a CPU")==0)
{
cityIn->useCpu();
}
else if(ob.compare("a pistol clip")==0)
{
cityIn->useClip();
}
else if(ob.compare("a shotgun")==0||ob.compare("a pistol")==0||ob.compare("a scalpel")==0||ob.compare("a fire axe")==0||ob.compare("a slingshot")==0)
{
cityIn->reWep(ob);
}
else
{
cout << "Moose, your code is broke"<<endl;
}
}
}
else
{
cout << "You leave it behind" << endl;
}
}
}
string City::noun()
{
int deal = map[getPosh()][getPosw()][2];
switch(deal)
{
case 0: return "a half burnt down "; break;
case 1: return "a bady damaged "; break;
case 2: return "a large "; break;
case 3: return "a small "; break;
case 4: return "a graffie covered "; break;
case 5: return "a old "; break;
case 6: return "a spooky looking "; break;
case 7: return "a clean "; break;
case 8: return "an abandoned "; break;
case 9: return "a very old "; break;
case 10: return "a picturesque "; break;
case 11: return "a plain "; break;
case 12: return "a normal looking "; break;
default: return "a badass "; break;
}
}
void City::droneCreation()
{
switch(cityIn->getDrones())
{
case 1 : d1 = new Drone; break;
case 2 : d1 = new Drone; d2 = new Drone; break;
case 3 : d1 = new Drone; d2 = new Drone; d3 = new Drone; break;
default: break;
}
switch(cityIn->getDrones())
{
case 1 : d1->passPos(hig,wit,posh,posw); break;
case 2 : d1->passPos(hig,wit,posh,posw); d1->passPos(hig,wit,posh,posw); break;
case 3 : d1->passPos(hig,wit,posh,posw); d1->passPos(hig,wit,posh,posw); d1->passPos(hig,wit,posh,posw); break;
default: break;
}
}
void City::cityIntro()
{
cout<<"In the breaking dawn sun you can see " << name <<" clearly"<< endl;
cout<<"There should be some good loot here"<< endl;
}
string City::getCityName()
{
srand((unsigned)time(0));
switch(rand() % 20)
{
case 0: return "New York"; break;
case 1: return "Dublin"; break;
case 2: return "Moscow"; break;
case 3: return "London"; break;
case 4: return "Tokyo"; break;
case 5: return "Berlin"; break;
case 6: return "Los Angelus"; break;
case 7: return "Mexcio"; break;
case 8: return "Paris"; break;
case 9: return "Istanbul"; break;
case 10: return "Cairo"; break;
case 11: return "Beijing"; break;
case 12: return "Rio de Janeiro"; break;
case 13: return "Singapore"; break;
case 14: return "Saint Petersburg"; break;
case 15: return "Calcutta"; break;
case 16: return "Ho Chi Minh City"; break;
case 17: return "Toronto"; break;
case 18: return "Casablanca"; break;
case 19: return "Limerick"; break;
}
}
void City::combat()
{
srand((unsigned)time(0));
int working =((rand()%5)+0);
if(working==0)
{
zombie();
}
else if(working==1)
{
sleepingVamp();
}
else if(working==2)
{
wakeVamp();
}
else if(working==3)
{
zombieAnimal();
}
else if(working==4)
{
vampAnimal();
}
}
void City::zombie()
{
cout << "You see a Zombie lurching in the distance." << endl;
cout << "He notices you straight away and has started lurching towards you." << endl;
int steps=0;
string w1,w2,w3;
while(true)
{
steps++;
if(steps>5)
{
cout << "The Zombie tries to bite you." <<endl;
srand((unsigned)time(0));
if((rand()%10)==0)
{
cout << "The bite is deadly" << endl << endl;
cout << "Game Over";
while(true){}
}
else
{
cout << "He misses you"<< endl;
}
}
cout << " " << endl;
cout << ">";
cin >> w1 >> w2 >> w3;
cin.ignore(80, '\n');
if(w1.compare("attack")==0)
{
srand((unsigned)time(0));
bool checker;
checker = cityIn->checkAmmo();
if(checker==true)
{
if((player->getWepSkill())<(rand()%10))
{
player->addWepPoint();
cout<< "You hit the Zombie" <<endl;
if((cityIn->getWepStr())<(rand()%10))
{
cout << "And kill it"<<endl;
map[getPosh()][getPosw()][1]=0;
}
else
{
cout << "But it just shrugs off the damage" <<endl;
}
}
else
{
cout << "You try to hit it but miss badly" << endl;
}
}
else
{
cout << "A loud and clear clicking noise comes from your gun." << endl << "You are out of ammo" << endl;
}
}
else if(w1.compare("set")==0&&w2.compare("weapon")==0)
{
cityIn->setMG(w3);
}
}
}
void City::sleepingVamp()
{
cout << "During your search. You have come across a sleeping Vampire" << endl;
cout << "Would you like to drive a stake into his hearth?[yes or no]"<< endl << ">" ;
string ans;
cin >> ans;
cin.ignore(80, '\n');
if(ans.compare("yes")==0)
{
if((cityIn->getStake())==0)
{
cout << "You have no stakes and your russeling has awoke the Vampire" << endl;
wakeVamp();
}
else if((cityIn->getStake())>0)
{
cityIn->useStake();
cout << "The Vampire was speared through the hearth." << endl;
player->addWepPoint();
map[getPosh()][getPosw()][1]=0;
}
}
else
{
cout << "As you walk around you wake the Vampire" << endl;
wakeVamp();
}
}
void City::wakeVamp()
{
cout << "A Vampire rises out of the darkness." << endl;
cout << "He notices you straight away and flies right at you" << endl;
int steps=0;
string w1,w2,w3;
bool live = true;
while(live==true)
{
steps++;
if(steps>3)
{
cout << "The Vampire tries to bite you." <<endl;
srand((unsigned)time(0));
if((rand()%10)==0)
{
cout << "The bite is deadly" << endl << endl;
cout << "Game Over";
while(true){}
}
else
{
cout << "He misses you"<< endl;
}
}
cout << " " << endl;
cout << ">";
cin >> w1 >> w2 >> w3;
cin.ignore(80, '\n');
if(w1.compare("attack")==0)
{
srand((unsigned)time(0));
bool checker;
checker = cityIn->checkAmmo();
if(checker==true)
{
if((player->getWepSkill())<(rand()%10))
{
player->addWepPoint();
cout<< "You hit the Vampire" <<endl;
if((cityIn->getWepStr())<(rand()%10))
{
cout << "It's knocken down"<<endl;
cout << "Would you like to drive a stake into his hearth?[yes or no]"<< endl << ">" ;
string ans;
cin >> ans;
if(ans.compare("yes")==0)
{
if((cityIn->getStake())==0)
{
cout << "You have no stakes the Vampire is too damaged to fight on but if you return he will be waiting for you" << endl;
live = false;
}
else if((cityIn->getStake())>0)
{
map[getPosh()][getPosw()][1]=0;
cityIn->useStake();
cout << "The Vampire was spear through the hearth." << endl;
player->addWepPoint();
live = false;
}
}
}
else
{
cout << "But it just shrugs off the damage" <<endl;
}
}
else
{
cout << "You try to hit it but miss badly" << endl;
}
}
}
else if(w1.compare("set")==0&&w2.compare("weapon")==0)
{
cityIn->setMG(w3);
}
}
}
void City::zombieAnimal()
{
string type = getType();
cout << "You see a Zombie " <<type<<" lurching in the distance." << endl;
cout << "He notices you straight away and has started lurching towards you." << endl;
int steps=0;
string w1,w2,w3;
bool live = true;
while(live==true)
{
steps++;
if(steps>5)
{
cout << "The Zombie "<<type<< " tries to bite you." <<endl;
srand((unsigned)time(0));
if((rand()%10)==0)
{
cout << "The bite is deadly" << endl << endl;
cout << "Game Over";
while(true){}
}
else
{
cout << "He misses you"<< endl;
}
}
cout << " " << endl;
cout << ">";
cin >> w1 >> w2 >> w3;
cin.ignore(80, '\n');
if(w1.compare("attack")==0)
{
bool checker;
checker = cityIn->checkAmmo();
if(checker==true)
{
srand((unsigned)time(0));
if((player->getWepSkill())<(rand()%10))
{
player->addWepPoint();
cout<< "You hit the Zombie "<<type <<endl;
if((cityIn->getWepStr())<(rand()%10))
{
cout << "And kill it"<<endl;
map[getPosh()][getPosw()][1]=0;
live = false;
}
else
{
cout << "But it just shrugs off the damage" <<endl;
}
}
else
{
cout << "You try to hit it but miss badly" << endl;
}
}
}
else if(w1.compare("set")==0&&w2.compare("weapon")==0)
{
cityIn->setMG(w3);
}
}
}
void City::vampAnimal()
{
string type = getType();
cout << "A Vampire " << type << " rises out of the darkness." << endl;
cout << "He notices you straight away and flies right at you" << endl;
int steps=0;
string w1,w2,w3;
bool live = true;
while(live==true)
{
steps++;
if(steps>3)
{
cout << "The Vampire " << type << " tries to bite you." <<endl;
srand((unsigned)time(0));
if((rand()%10)==0)
{
cout << "The bite is deadly" << endl << endl;
cout << "Game Over";
while(true){}
}
else
{
cout << "He misses you"<< endl;
}
}
cout << " " << endl;
cout << ">";
cin >> w1 >> w2 >> w3;
cin.ignore(80, '\n');
if(w1.compare("attack")==0)
{
srand((unsigned)time(0));
bool checker;
checker = cityIn->checkAmmo();
if(checker==true)
{
if((player->getWepSkill())<(rand()%10))
{
player->addWepPoint();
cout<< "You hit the Vampire " << type <<endl;
if((cityIn->getWepStr())<(rand()%10))
{
cout << "It's knocken down"<<endl;
cout << "Would you like to drive a stake into his hearth?[yes or no]"<< endl << ">" ;
string ans;
cin >> ans;
if(ans.compare("yes")==0)
{
if((cityIn->getStake())==0)
{
cout << "You have no stakes the Vampire " << type << " is too damaged to fight on but if you return he will be waiting for you" << endl;
live = false;
}
else if((cityIn->getStake())>0)
{
map[getPosh()][getPosw()][1]=0;
cityIn->useStake();
cout << "The Vampire was speared through the hearth." << endl;
player->addWepPoint();
live = false;
}
}
}
else
{
cout << "But it just shrugs off the damage" <<endl;
}
}
else
{
cout << "You try to hit it but miss badly" << endl;
}
}
}
else if(w1.compare("set")==0&&w2.compare("weapon")==0)
{
cityIn->setMG(w3);
}
}
}
string City::getType()
{
srand((unsigned)time(0));
switch(rand() % 20)
{
case 0: return "Pig"; break;
case 1: return "Cow"; break;
case 2: return "Dog"; break;
case 3: return "Cat"; break;
case 4: return "Snake"; break;
case 5: return "Bear"; break;
case 6: return "Duck"; break;
case 7: return "Horse"; break;
case 8: return "Ninja"; break;
case 9: return "Pirate"; break;
case 10: return "Puppy"; break;
case 11: return "Crow"; break;
case 12: return "Zebra"; break;
case 13: return "Elephant"; break;
case 14: return "Babby"; break;
case 15: return "Clown"; break;
case 16: return "Lion"; break;
case 17: return "Tiger"; break;
case 18: return "Kitten"; break;
case 19: return "Ninja Robot Pirate on Crack"; break;// This was Seans idea
}
}