-
Notifications
You must be signed in to change notification settings - Fork 297
Expand file tree
/
Copy pathCharacter.cpp
More file actions
117 lines (104 loc) · 3 KB
/
Copy pathCharacter.cpp
File metadata and controls
117 lines (104 loc) · 3 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
#include "Character.h"
#include <iostream>
#include <vector>
#include "DefensiveItem.h"
#include "HelpfulItem.h"
Character::Character(int hp, int armor_, int attackDamage_ ) :
hitPoints(hp),
armor(armor_),
attackDamage(attackDamage_)
{
initialHitPoints.reset( new int(hitPoints) );
initialArmorLevel.reset( new int( armor) );
initialAttackDamage.reset( new int( attackDamage) );
}
void Character::attack( Character& other )
{
if( hitPoints <= 0 )
{
std::cout << getName() << " can't attack. " << getName() << " is dead." << std::endl;
std::cout << "make another party member use an item to revive them" << std::endl << std::endl;
return;
}
isDefending = false;
std::cout << getName() << " has attacked " << other.getName() << std::endl;
if( other.takeDamage(attackDamage) <= 0 )
{
//if you kill other, you get a boost in hit points and armor.
attackInternal(other);
}
}
void Character::defend()
{
std::cout << getName() << " is defending!!" << std::endl;
for( auto& item : defensiveItems )
{
if( auto* defensiveItem = dynamic_cast<DefensiveItem*>(item.get()) )
{
defensiveItem->use(this);
item.reset(); //can only be used once!
break;
}
}
isDefending = true;
}
void Character::help(Character& other)
{
std::cout << getName() << " is going to help " << other.getName() << std::endl;
for( auto& item : helpfulItems )
{
if( auto* helpfulItem = dynamic_cast<HelpfulItem*>(item.get()) )
{
helpfulItem->use(&other);
item.reset(); //can only be used once!
break;
}
}
}
int Character::takeDamage(int damage)
{
std::cout << getName() << " is taking " << damage << " damage!" << std::endl;
if( damage < armor )
{
armor -= damage;
}
else
{
damage -= armor;
armor = 0;
hitPoints -= damage;
if( hitPoints < 0 )
{
std::cout << getName() << " has died in battle!" << std::endl;
hitPoints = 0;
}
}
printStats();
return hitPoints;
}
#include <cassert>
void Character::attackInternal(Character& other)
{
if( other.hitPoints <= 0 )
{
/*
When you defeat another Character:
a) your stats are restored to their initial value if they are lower than it.
b) your stats are boosted 10%
c) the initial value of your stats is updated to reflect this boosted stat for the next time you defeat another character.
*/
assert(false);
std::cout << getName() << " defeated " << other.getName() << " and leveled up!" << std::endl;
}
}
void Character::printStats()
{
std::cout << getName() << "'s stats: " << std::endl;
assert(false);
/*
make your getStats() use a function from the Utility.h
*/
std::cout << getStats();
std::cout << std::endl;
std::cout << std::endl;
}