-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathOtherCharacter.cpp
More file actions
157 lines (132 loc) · 4.34 KB
/
Copy pathOtherCharacter.cpp
File metadata and controls
157 lines (132 loc) · 4.34 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
#include <string>
#include <iostream>
#include "Header.h"
//File for additional characters
void Enemy::DisplayStatsEnemy()
{
std::cout << "\n\n" << std::endl;
std::cout <<"============================================="<< std::endl;
std::cout << "Character Stats:" << std::endl;
std::cout << "Name: " << name << std::endl;
std::cout << "Age: " << age << std::endl;
std::cout << "Attitude: " << attitude << std::endl;
std::cout << "Race: " << race << std::endl;
std::cout << "Profession: " << profession << std::endl;
std::cout << "Level: " << level << std::endl;
std::cout << "Description: " << description << std::endl;
std::cout <<"=================Self Stats=================="<< std::endl;
std::cout << "Health: " << health << std::endl;
std::cout << "Defense: " << defense << std::endl;
std::cout << "Gold: " << gold << std::endl;
std::cout <<"============================================="<< std::endl;
std::cout << "\n\n" << std::endl;
}
void Enemy::RandomizeStats()
{
attitude = -1 + rand() % 2;
//=======================================================================Race_randomizer==================================================================
race = (rand() % 5 == 0) ? "Human" : (rand() % 4 == 0) ? "Elf" : (rand() % 3 == 0) ? "Dwarf" : (rand() % 2 == 0) ? "Orc" : "Goblin"; // Random race
}
void Enemy::EquipWeapon(Weapon* w)
{
if (equipped_weapon) {
equipped_weapon->Reset();
}
equipped_weapon = w;
if (equipped_weapon) {
equipped_weapon->Use();
GetTotalAttack();
GetTotalDefense();
}
}
void Enemy::EquipArmor(Armory* a)
{
if (equipped_armor) {
equipped_armor->Reset();
}
equipped_armor = a;
if (equipped_armor) {
equipped_armor->Use();
GetTotalAttack();
GetTotalDefense();
}
}
void Enemy::ApplyPotionEffect(int effectType, int potency)
{
switch (effectType) {
case 0: // HEALTH
health += potency;
std::cout << name << " restored " << potency << " HP!" << std::endl;
break;
case 1: // DEFENSE
defense += potency;
std::cout << name << " defense increased by " << potency << std::endl;
break;
case 2: // GOLD
gold += potency;
std::cout << name << " got " << potency << " gold!" << std::endl;
break;
case 3: // STRENGTH
strength += potency;
std::cout << name << " strength increased by " << potency << std::endl;
break;
default:
std::cout << "Unknown potion effect!" << std::endl;
}
}
void Enemy::AddEffect(int type, int potency, bool debuff)
{
ActiveEffect eff;
eff.type = type;
eff.potency = potency;
eff.isDebuff = debuff;
activeEffects.push_back(eff);
std::cout << name << " gained effect: " << ::GetEffectName(type);
}
void Enemy::ProcessEffects()
{
for (auto it = activeEffects.begin(); it != activeEffects.end(); ) {
switch (it->type) {
case 0:
if (it->isDebuff) {
if (health !=Shealth){
health += it->potency;
std::cout << name << " takes " << (-it->potency) << " poison damage! (HP: " << health << ")\n";
}
else std::cout << name << " is at full health.\n";
} else {
// не afford health regen over time from potion (instant only)
}
break;
case 1: defense += it->potency; break;
case 2: gold += it->potency; break;
case 3: strength += it->potency; break;;
}
}
}
int Enemy::GetDamage(Character& enemy, int damage) const
{
damage = enemy.GetTotalDefense() - damage;
if (damage < GetTotalDefense())
{
std::cout << "Enemy take " << damage << " damage! (HP: " << health << ")\n";
}
else if (damage >= GetTotalDefense())
{
std::cout << "Too much damage! Enemy take " << damage << ")\n";
std::cout << "Enemy is dead! Game over!" << std::endl;
}
return damage;
}
void Enemy::SetAttitude(int attitude_g)
{
this->attitude = attitude_g;
}
int Enemy::GetTotalAttack() const
{
return strength + (equipped_weapon ? equipped_weapon->GetAttack() : 0);
}
int Enemy::GetTotalDefense() const
{
return defense + (equipped_armor ? equipped_armor->GetDefense() : 0);
}