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//============================================================================
// Name : Console Text Shooter
// Author : Chay Hawk
// Version : 0.1.5
// Version Date : December 14th 2022 @ 2:06 PM
// Date Created : October 31st 2022 @ 12:28 PM
// Lines of Code : 273
// Description :
//============================================================================
#include <iostream>
#include <vector>
#include <string>
#include <map>
#include <utility>
using std::string;
using std::vector;
using std::cout;
using std::cin;
using std::map;
using std::pair;
using std::iterator;
using std::make_pair;
class Character
{
public:
Character(const string& name, int health) : mName(name), mHealth(health)
{}
string GetName() const { return mName; }
int GetHealth() const { return mHealth; }
private:
string mName{ "Character Name" };
int mHealth{ 100 };
};
class Item
{
public:
Item(const string& name, int size, int maxStackSize) : mName(name), mSize(size), mMaxStackSize(maxStackSize)
{}
Item() = default;
string GetName() const { return mName; }
int GetMaxStackSize() const { return mMaxStackSize; }
private:
string mName{ "Weapon Name" };
int mSize{ 0 }; //Space taken up in container
const int mMaxStackSize{ 0 }; //Max stack size for all items.
};
bool operator< (const Item& lhs, const Item& rhs)
{
return lhs.GetName() < rhs.GetName();
}
std::ostream& operator<< (std::ostream& os, const Item& item)
{
os << item.GetName();
return os;
}
//Should create a projectile weapon class and a melee weapon class that inherit from Weapon.
class Weapon : public Item
{
public:
Weapon
(
const string& name,
int size,
const int maxStackSize,
const int magazineMaxSize,
const int ammoReserveMaxSize,
int magazineCount,
int ammoReserveCount)
: Item{ name, size, maxStackSize },
mMagazineMaxSize(magazineMaxSize),
mAmmoReserveMaxSize(ammoReserveMaxSize),
mMagazineCount(magazineCount),
mAmmoReserveCount(ammoReserveCount)
{}
int GetMagazineMaxSize() const { return mMagazineMaxSize; }
int GetAmmoReserveMaxSize() const { return mAmmoReserveMaxSize; }
int GetMagazineCount() const { return mMagazineCount; }
int GetAmmoReserveCount() const { return mAmmoReserveCount; }
//This may need some revision but I believe its working correctly.
void Reload()
{
if (mAmmoReserveCount > 0)
{
int ammoNeeded = mMagazineMaxSize - mMagazineCount;
cout << ammoNeeded << "\n\n";
if (mAmmoReserveCount >= ammoNeeded)
{
cout << "DEBUG: Weapon reloaded\n\n";
mAmmoReserveCount -= ammoNeeded;
mMagazineCount = mMagazineMaxSize;
}
else
{
mMagazineCount += mAmmoReserveCount;
mAmmoReserveCount = 0;
}
}
else
{
cout << "You have no ammo left!\n\n";
}
}
void Fire()
{
//For this we need to make sure the magazine has enough ammo in it to fire first, then if it does
//allow it to fire, then once the ammo reaches 0, then reload.
if (mMagazineCount > 0)
{
mMagazineCount--;
cout << mMagazineCount << " rounds left\n\n";
}
else
{
cout << "Out of ammo, Reload!\n";
}
}
private:
const int mMagazineMaxSize{ 0 };
const int mAmmoReserveMaxSize{ 0 };
int mMagazineCount{ 0 };
int mAmmoReserveCount{ 0 };
};
class Container
{
public:
Container(const string& name, int containerSize) : mName(name), mContainerSize(containerSize)
{}
void AddItem(Item& item, int amount)
{
if (amount <= item.GetMaxStackSize())
{
mContainer.insert(pair<Item, int>(item, amount));
}
else if(amount > item.GetMaxStackSize())
{
cout << "DEBUG: Item " << item.GetName() << " has exceeded the max stack size, resizing...\n";
mContainer.insert(pair<Item, int>(item, item.GetMaxStackSize()));
}
}
//Remove item by key
void RemoveItem(Item& item)
{
mContainer.erase(item);
}
//Remove item by element
void RemoveItem(int element)
{
//mContainer.erase(element);
}
void DecrementAmountHeld()
{
}
void IncrementAmountHeld()
{
}
void DisplayContents()
{
int enumerate{ 1 };
if (mContainer.empty())
{
cout << "Inventory is empty\n\n";
}
else if (mContainer.size() > 0)
{
for (const auto& i : mContainer)
{
cout << enumerate++ << ") " << i.first << " x " << i.second << "\n";
}
}
cout << '\n';
}
int GetSize() const
{
return mContainer.size();
}
private:
string mName{ "Container Name" };
int mContainerSize{ 0 };
map<Item, int> mContainer;
};
int main()
{
Container PlayerInventory("Player Inventory", 50);
Item NineMMAmmo("9mm Round", 1, 999);
Item FiveFiveSixAmmo("5.56mm Round", 1, 999);
Item ShotgunSlugAmmo("Shotgun Slug Round", 1, 999);
Weapon Rifle("Rifle", 4, 1, 30, 9999, 7, 50);
Weapon Handgun("Handgun", 2, 1, 8, 999, 8, 16);
Weapon Shotgun("Shotgun", 5, 1, 8, 999, 8, 24);
cout << "Rifle Reserve Ammo: " << Rifle.GetAmmoReserveCount() << "\n";
cout << "Rifle Magazine Size: " << Rifle.GetMagazineCount() << "\n\n";
Rifle.Reload();
cout << "Rifle Reserve Ammo: " << Rifle.GetAmmoReserveCount() << "\n";
cout << "Rifle Magazine Size: " << Rifle.GetMagazineCount() << "\n\n";
//Rifle.Fire();
//Rifle.Fire();
//Rifle.Fire();
Rifle.Reload();
cout << "Rifle Reserve Ammo: " << Rifle.GetAmmoReserveCount() << "\n";
cout << "Rifle Magazine Size: " << Rifle.GetMagazineCount() << "\n\n";
//TESTING
cout << "TESTING\n\n";
PlayerInventory.AddItem(Rifle, 1);
PlayerInventory.AddItem(Handgun, 3);
PlayerInventory.AddItem(Shotgun, 2);
PlayerInventory.AddItem(ShotgunSlugAmmo, 500);
PlayerInventory.AddItem(NineMMAmmo, 200);
PlayerInventory.AddItem(FiveFiveSixAmmo, 856);
cout << "\n\nInventory Size: " << PlayerInventory.GetSize() << " items.\n\n";
int choice{ 0 };
int chooseItem{ 0 };
while (choice != 4)
{
cout << "1) Weapon Testing\n";
cout << "2) Remove Item\n";
cout << "3) Show Inventory\n";
cout << "4) Quit\n";
cout << ">";
cin >> choice;
cout << '\n';
switch (choice)
{
case 1:
cout << "Which weapon would you like to test?\n\n";
PlayerInventory.DisplayContents();
cin >> chooseItem;
break;
case 2:
cout << "Which item would you like to remove?\n\n";
PlayerInventory.DisplayContents();
cin >> chooseItem;
PlayerInventory.RemoveItem(chooseItem);
break;
case 3:
PlayerInventory.DisplayContents();
break;
case 4:
cout << "Goodbye!";
return 0;
break;
default:
cout << "You have made an invalid choice\n\n";
}
}
}
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