Adventure Game (text based) in C++Producer/Consumer implementation using condition_variableSimple...

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Adventure Game (text based) in C++

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Adventure Game (text based) in C++


Producer/Consumer implementation using condition_variableSimple multithreading C projectText-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 EngineJava text-based adventure gameA little C++ based 2D game engine I madeShort text-based adventure gameText-based adventure and combat game













4












$begingroup$


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.



The values of the materials, weapons, and spells are representing the amount of damage points each does for further and future calculations with the characters stats later in the game.



The code itself essentially allows you to input a characters name. Then, the strength, stamina, and intellect is randomly generated so that your character build is different at the beginning of each game. Then, once that has finished, the code takes into account the weapon type, the material of the weapon, the spell type and adds additional damage based on the players stats.



I would just like to know if there is a better way of writing my code to make it look cleaner, or if there possibly any concerns that might cause me issues down the road when I add more functionality to the game. Seeing as I am a beginner to C++, I am not incredibly great at determining whether my code is optimal or not.



#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;
}









share|improve this question









New contributor




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$endgroup$

















    4












    $begingroup$


    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.



    The values of the materials, weapons, and spells are representing the amount of damage points each does for further and future calculations with the characters stats later in the game.



    The code itself essentially allows you to input a characters name. Then, the strength, stamina, and intellect is randomly generated so that your character build is different at the beginning of each game. Then, once that has finished, the code takes into account the weapon type, the material of the weapon, the spell type and adds additional damage based on the players stats.



    I would just like to know if there is a better way of writing my code to make it look cleaner, or if there possibly any concerns that might cause me issues down the road when I add more functionality to the game. Seeing as I am a beginner to C++, I am not incredibly great at determining whether my code is optimal or not.



    #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;
    }









    share|improve this question









    New contributor




    Justin is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
    Check out our Code of Conduct.







    $endgroup$















      4












      4








      4





      $begingroup$


      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.



      The values of the materials, weapons, and spells are representing the amount of damage points each does for further and future calculations with the characters stats later in the game.



      The code itself essentially allows you to input a characters name. Then, the strength, stamina, and intellect is randomly generated so that your character build is different at the beginning of each game. Then, once that has finished, the code takes into account the weapon type, the material of the weapon, the spell type and adds additional damage based on the players stats.



      I would just like to know if there is a better way of writing my code to make it look cleaner, or if there possibly any concerns that might cause me issues down the road when I add more functionality to the game. Seeing as I am a beginner to C++, I am not incredibly great at determining whether my code is optimal or not.



      #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;
      }









      share|improve this question









      New contributor




      Justin is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.







      $endgroup$




      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.



      The values of the materials, weapons, and spells are representing the amount of damage points each does for further and future calculations with the characters stats later in the game.



      The code itself essentially allows you to input a characters name. Then, the strength, stamina, and intellect is randomly generated so that your character build is different at the beginning of each game. Then, once that has finished, the code takes into account the weapon type, the material of the weapon, the spell type and adds additional damage based on the players stats.



      I would just like to know if there is a better way of writing my code to make it look cleaner, or if there possibly any concerns that might cause me issues down the road when I add more functionality to the game. Seeing as I am a beginner to C++, I am not incredibly great at determining whether my code is optimal or not.



      #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






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      Justin is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
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      share|improve this question









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      Check out our Code of Conduct.









      share|improve this question




      share|improve this question








      edited 1 hour ago







      Justin













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      asked 4 hours ago









      JustinJustin

      212




      212




      New contributor




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      New contributor





      Justin is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.






      Justin is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.






















          1 Answer
          1






          active

          oldest

          votes


















          2












          $begingroup$

          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.






          share|improve this answer









          $endgroup$













          • $begingroup$
            I apologize, I should have clarified what my code is doing and what my expectations were. My post is not a troll, I prefer not to waste peoples time if I do not have to. I will make edits to the question. The numbers on the materials, weapons, and spells simply represent the amount of damage.
            $endgroup$
            – Justin
            2 hours ago












          • $begingroup$
            Thank you for the insight and helpful post though. I will take a look at more constructors and destructors. I used the struct with the hopes that I would be able to create a large combination of different weapon types/spells, being that my class has only just begun using structs I am not too familiar with constructors/destructors.
            $endgroup$
            – Justin
            2 hours ago












          • $begingroup$
            randint(5,10), as written, only generates 5 to 9, inclusive. You’d want hi - lo + 1 to get the full range.
            $endgroup$
            – AJNeufeld
            1 hour ago










          • $begingroup$
            @AJNeufeld: Half-open ranges are the building blocks of C++ (as well as most other programming languages), and the sooner OP gets familiar with them, the better. See here and here for places I've used the phrase "half-open range" in previous reviews.
            $endgroup$
            – Quuxplusone
            59 mins ago











          Your Answer





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          1 Answer
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          1 Answer
          1






          active

          oldest

          votes









          active

          oldest

          votes






          active

          oldest

          votes









          2












          $begingroup$

          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.






          share|improve this answer









          $endgroup$













          • $begingroup$
            I apologize, I should have clarified what my code is doing and what my expectations were. My post is not a troll, I prefer not to waste peoples time if I do not have to. I will make edits to the question. The numbers on the materials, weapons, and spells simply represent the amount of damage.
            $endgroup$
            – Justin
            2 hours ago












          • $begingroup$
            Thank you for the insight and helpful post though. I will take a look at more constructors and destructors. I used the struct with the hopes that I would be able to create a large combination of different weapon types/spells, being that my class has only just begun using structs I am not too familiar with constructors/destructors.
            $endgroup$
            – Justin
            2 hours ago












          • $begingroup$
            randint(5,10), as written, only generates 5 to 9, inclusive. You’d want hi - lo + 1 to get the full range.
            $endgroup$
            – AJNeufeld
            1 hour ago










          • $begingroup$
            @AJNeufeld: Half-open ranges are the building blocks of C++ (as well as most other programming languages), and the sooner OP gets familiar with them, the better. See here and here for places I've used the phrase "half-open range" in previous reviews.
            $endgroup$
            – Quuxplusone
            59 mins ago
















          2












          $begingroup$

          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.






          share|improve this answer









          $endgroup$













          • $begingroup$
            I apologize, I should have clarified what my code is doing and what my expectations were. My post is not a troll, I prefer not to waste peoples time if I do not have to. I will make edits to the question. The numbers on the materials, weapons, and spells simply represent the amount of damage.
            $endgroup$
            – Justin
            2 hours ago












          • $begingroup$
            Thank you for the insight and helpful post though. I will take a look at more constructors and destructors. I used the struct with the hopes that I would be able to create a large combination of different weapon types/spells, being that my class has only just begun using structs I am not too familiar with constructors/destructors.
            $endgroup$
            – Justin
            2 hours ago












          • $begingroup$
            randint(5,10), as written, only generates 5 to 9, inclusive. You’d want hi - lo + 1 to get the full range.
            $endgroup$
            – AJNeufeld
            1 hour ago










          • $begingroup$
            @AJNeufeld: Half-open ranges are the building blocks of C++ (as well as most other programming languages), and the sooner OP gets familiar with them, the better. See here and here for places I've used the phrase "half-open range" in previous reviews.
            $endgroup$
            – Quuxplusone
            59 mins ago














          2












          2








          2





          $begingroup$

          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.






          share|improve this answer









          $endgroup$



          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.







          share|improve this answer












          share|improve this answer



          share|improve this answer










          answered 4 hours ago









          QuuxplusoneQuuxplusone

          12.5k12061




          12.5k12061












          • $begingroup$
            I apologize, I should have clarified what my code is doing and what my expectations were. My post is not a troll, I prefer not to waste peoples time if I do not have to. I will make edits to the question. The numbers on the materials, weapons, and spells simply represent the amount of damage.
            $endgroup$
            – Justin
            2 hours ago












          • $begingroup$
            Thank you for the insight and helpful post though. I will take a look at more constructors and destructors. I used the struct with the hopes that I would be able to create a large combination of different weapon types/spells, being that my class has only just begun using structs I am not too familiar with constructors/destructors.
            $endgroup$
            – Justin
            2 hours ago












          • $begingroup$
            randint(5,10), as written, only generates 5 to 9, inclusive. You’d want hi - lo + 1 to get the full range.
            $endgroup$
            – AJNeufeld
            1 hour ago










          • $begingroup$
            @AJNeufeld: Half-open ranges are the building blocks of C++ (as well as most other programming languages), and the sooner OP gets familiar with them, the better. See here and here for places I've used the phrase "half-open range" in previous reviews.
            $endgroup$
            – Quuxplusone
            59 mins ago


















          • $begingroup$
            I apologize, I should have clarified what my code is doing and what my expectations were. My post is not a troll, I prefer not to waste peoples time if I do not have to. I will make edits to the question. The numbers on the materials, weapons, and spells simply represent the amount of damage.
            $endgroup$
            – Justin
            2 hours ago












          • $begingroup$
            Thank you for the insight and helpful post though. I will take a look at more constructors and destructors. I used the struct with the hopes that I would be able to create a large combination of different weapon types/spells, being that my class has only just begun using structs I am not too familiar with constructors/destructors.
            $endgroup$
            – Justin
            2 hours ago












          • $begingroup$
            randint(5,10), as written, only generates 5 to 9, inclusive. You’d want hi - lo + 1 to get the full range.
            $endgroup$
            – AJNeufeld
            1 hour ago










          • $begingroup$
            @AJNeufeld: Half-open ranges are the building blocks of C++ (as well as most other programming languages), and the sooner OP gets familiar with them, the better. See here and here for places I've used the phrase "half-open range" in previous reviews.
            $endgroup$
            – Quuxplusone
            59 mins ago
















          $begingroup$
          I apologize, I should have clarified what my code is doing and what my expectations were. My post is not a troll, I prefer not to waste peoples time if I do not have to. I will make edits to the question. The numbers on the materials, weapons, and spells simply represent the amount of damage.
          $endgroup$
          – Justin
          2 hours ago






          $begingroup$
          I apologize, I should have clarified what my code is doing and what my expectations were. My post is not a troll, I prefer not to waste peoples time if I do not have to. I will make edits to the question. The numbers on the materials, weapons, and spells simply represent the amount of damage.
          $endgroup$
          – Justin
          2 hours ago














          $begingroup$
          Thank you for the insight and helpful post though. I will take a look at more constructors and destructors. I used the struct with the hopes that I would be able to create a large combination of different weapon types/spells, being that my class has only just begun using structs I am not too familiar with constructors/destructors.
          $endgroup$
          – Justin
          2 hours ago






          $begingroup$
          Thank you for the insight and helpful post though. I will take a look at more constructors and destructors. I used the struct with the hopes that I would be able to create a large combination of different weapon types/spells, being that my class has only just begun using structs I am not too familiar with constructors/destructors.
          $endgroup$
          – Justin
          2 hours ago














          $begingroup$
          randint(5,10), as written, only generates 5 to 9, inclusive. You’d want hi - lo + 1 to get the full range.
          $endgroup$
          – AJNeufeld
          1 hour ago




          $begingroup$
          randint(5,10), as written, only generates 5 to 9, inclusive. You’d want hi - lo + 1 to get the full range.
          $endgroup$
          – AJNeufeld
          1 hour ago












          $begingroup$
          @AJNeufeld: Half-open ranges are the building blocks of C++ (as well as most other programming languages), and the sooner OP gets familiar with them, the better. See here and here for places I've used the phrase "half-open range" in previous reviews.
          $endgroup$
          – Quuxplusone
          59 mins ago




          $begingroup$
          @AJNeufeld: Half-open ranges are the building blocks of C++ (as well as most other programming languages), and the sooner OP gets familiar with them, the better. See here and here for places I've used the phrase "half-open range" in previous reviews.
          $endgroup$
          – Quuxplusone
          59 mins ago










          Justin is a new contributor. Be nice, and check out our Code of Conduct.










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          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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