/* Very simple battle game Copyright (C) 2007 GameDev This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #include #include #define MAX_SPELLS 5 int plrHealth; int enmHealth; int plrPower; int enmPower; void enemy_turn(); void player_turn(); struct spell { int damage; //SDL_Surface *surface; // for later std::string name; }; spell spells[MAX_SPELLS]; spell enemy_spells[MAX_SPELLS]; std::string enemyName; std::string getStr() { std::string str; std::cin>> str; return str; } int getInt() { int i; std::cin>> i; return i; } void player_turn() { std::cout<< "Enter Spell To Use:" < 0) { std::cout<< "**BAM** You hit " << enemyName << "for " << plrSpell.damage << " damage!!!" << std::endl; enmHealth -= plrSpell.damage; enemy_turn(); } else { std::cout<< "You are too weak to continue!"; } } void enemy_turn() { // TODO: Make this random spell enmSpell = enemy_spells[4]; if(enmHealth > 0) { std::cout<< "**BAM** they hit you for " << enmSpell.damage << " damage!!!" << std::endl; plrHealth -= enmSpell.damage; player_turn(); } else { std::cout<< "They are too weak to continue!"; } } int main() { std::cout<< "*w00t* starting battle" << std::endl; spell s1; s1.damage = 10; s1.name = "Wind Blast"; spells[0] = s1; enemy_spells[0] = s1; spell s2; s2.damage = 15; s2.name = "Earth Blast"; spells [2] = s2; enemy_spells[2] = s2; spell s3; s3.damage = 20; s3.name = "Water Blast"; spells [3] = s3; enemy_spells[3] = s3; spell s4; s4.damage = 25; s4.name = "Fire Blast"; spells [4] = s4; enemy_spells[4] = s4; plrPower = 15; enmPower = 15; plrHealth = 100; enmHealth = 75; player_turn(); }