I've made a basic battle system that i want to be accessible at different phases of my story
int GameStart()
{
std::unique_ptr<blankCharacter> myCharacter;
std::unique_ptr<blankEnemy> myEnemy;
std::unique_ptr<Inventory> myInventory;
std::unique_ptr<blankEnemy> myBoss;
string name;
int choice;
int Battle;
cout << " Please enter player name." << endl << endl;
cin >> name;
system("cls");
cout << "______________________________________________________________________________" << endl;
cout << "______________________________________________________________________________" << endl;
cout << "Please select fighting class." << endl << endl;
cout <<" 1 - Mage, although not the physically strongest, mages offer a healing role" << endl;
cout <<" 2 - Warrior, the most balanced of all the classes, excelling in durability." << endl;
cout <<" 3 - Rogue, for players who want to take a more creative approach to battle." << endl;
cout << "______________________________________________________________________________" << endl;
cout << "______________________________________________________________________________" << endl;
cin >> choice;
switch(choice)
{
case 1: //Mage
myCharacter = std::unique_ptr<blankCharacter>(new Mage(20,40,60,70,100,180,60));
myInventory = std::unique_ptr<Inventory>(new Inventory(3, 3,3));
myEnemy = std::unique_ptr<blankEnemy>(new Enemy(150, 60, 150));
break;
case 2: //Warrior
myCharacter = std::unique_ptr<blankCharacter>(new Warrior(40,50,65,100,160,100,60));
myInventory = std::unique_ptr<Inventory>(new Inventory(3, 3, 3));
myEnemy = std::unique_ptr<blankEnemy>(new Enemy(150, 60, 150));
myBoss = std::unique_ptr<blankEnemy>(new Enemy(200, 200, 200));
break;
case 3: //Rogue
myCharacter = std::unique_ptr<blankCharacter>(new Rogue(30,55,70,90,160,100,100));
myInventory = std::unique_ptr<Inventory>(new Inventory(3, 3, 3));
myEnemy = std::unique_ptr<blankEnemy>(new Enemy(150,60,150));
break;
default:
cout << "Please select a relevant value 1 to 3" << endl << endl;
break;
}
After the beginning part of the story you can progress along alternate paths, however i can't seem to get the information to carry over onto them paths although i tried passing them though.
int SecondPhase(blankCharacter, blankEnemy, string name, Inventory, int Battle, unique_ptr<blankCharacter> myCharacter, unique_ptr<blankEnemy> myEnemy, unique_ptr<Inventory> myInventory,unique_ptr<blankEnemy> myBoss)
Does anyone know how to solve the problem?