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Copy pathPlayer.cpp
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270 lines (232 loc) · 5.91 KB
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/************************************************************
** Author: Peter Nguyen
** CS162-400, Final project
** Date: 6/6/15
** Description: Player (Character subclass) implementation file
************************************************************/
#include "Player.hpp"
#include "Location.hpp"
#include "Inventory.hpp"
#include <iostream>
using std::cout;
using std::cin;
// Constructor definitions
Player::Player(std::string nameSet)
{
strengthDefault = 14;
setName(nameSet);
setType(COWBOY);
setStrengthPts(strengthDefault);
setAttackDice(2);
setAttackSides(6);
setDefenseDice(2);
setDefenseSides(6);
setArmor(0);
}
Player::Player()
{
strengthDefault = 14;
setName("The Stranger");
setType(COWBOY);
setStrengthPts(strengthDefault);
setAttackDice(2);
setAttackSides(6);
setDefenseDice(2);
setDefenseSides(6);
setArmor(0);
}
/************************************************************
** Player::action
** Description:
** Parameters: none
************************************************************/
void Player::action()
{
int choice;
char bagChoice;
Character* winner;
// Print Location description & menu options
getPlayerLoc()->printDescription();
// Get input
cout << "Enter your choice: ";
cin >> choice;
switch(choice)
{
// Reveal secret goal of the game (for grader)
case 0:
cout << "\n**** GOAL OF THE GAME ****\n";
cout << "MAIN OBJECTIVE: Fight and beat El Diablo\n";
cout << "SECONDARY OBJECTIVES:\n";
cout << "- At the plateau, fight the Henchman to get gold\n";
cout << "- In the valley, buy the rifle with the gold\n";
cout << "- At the mine, find bullets\n";
cout << "- At the river, catch some fish\n";
cout << "- Fish recovers 5 hit points\n";
cout << "- Having both gun and bullets doubles attack\n";
cout << "- Beat the Grizzly to reach El Diablo\n";
cout << "- There is a time limit of 60 turns\n";
cout << "**************************\n\n";
break;
// Move North
case 1:
if (getPlayerLoc()->getNorth() != NULL)
setPlayerLoc(getPlayerLoc()->getNorth());
else
{
cout << "\n**** You can't go that way ****\n";
cout << "The treacherous desert prevents you ...\n";
}
break;
// Move South
case 2:
if (getPlayerLoc()->getSouth() != NULL)
setPlayerLoc(getPlayerLoc()->getSouth());
else
{
cout << "\n**** You can't go that way ****\n";
cout << "The treacherous desert prevents you ...\n";
}
break;
// Move East
case 3:
if (getPlayerLoc()->getEast() != NULL)
setPlayerLoc(getPlayerLoc()->getEast());
else
{
cout << "\n**** You can't go that way ****\n";
cout << "The treacherous desert prevents you ...\n";
}
break;
// Move West
case 4:
if (getPlayerLoc()->getWest() != NULL)
setPlayerLoc(getPlayerLoc()->getWest());
else
{
cout << "\n**** You can't go that way ****\n";
cout << "The treacherous desert prevents you ...\n";
}
break;
// Heal
case 5:
if (bag.useItem("fish"))
{
heal();
cout << "You recovered 5 hit points!\n";
cout << "Current hit points: ";
cout << getStrengthPts() << "\n\n";
bag.printContents();
}
break;
// Special action
case 6:
cout << getPlayerLoc()->specialAction(this) << "\n";
if (!getObjectiveMet())
{
cout << "Current hit points: ";
cout << getStrengthPts() << "\n";
bag.printContents();
}
break;
default:
cout << "Invalid choice.\n\n";
}
}
/******* Accesses bag functions *******/
void Player::addBagItem(std::string itm)
{
bag.addItem(itm);
}
void Player::useBagItem(std::string itm)
{
bag.useItem(itm);
}
/******* Set function definitions *******/
void Player::setPlayerLoc(Location* loc)
{
playerLocation = loc;
}
void Player::setHasGold(bool hgd)
{
hasGold = hgd;
}
void Player::setHasGun(bool hg)
{
hasGun = hg;
}
void Player::setHasBullets(bool hb)
{
hasBullets = hb;
}
void Player::setKilledGrizz(bool kg)
{
killedGrizz = kg;
}
void Player::setObjectiveMet(bool objmet)
{
objectiveMet = objmet;
}
/******* Get function definitions *******/
Location* Player::getPlayerLoc()
{
return playerLocation;
}
bool Player::getHasGold()
{
return hasGold;
}
bool Player::getHasGun()
{
return hasGun;
}
bool Player::getHasBullets()
{
return hasBullets;
}
bool Player::getKilledGrizz()
{
return killedGrizz;
}
bool Player::getObjectiveMet()
{
return objectiveMet;
}
/************************************************************
** Player::attack
** Description: Generates a dice roll from AttackDice and
** AttackSides values and returns an attack value
** Parameters: none
************************************************************/
int Player::attack(Character* defender)
{
int attkTotal = 0; // Reset accumulator
for (int d = 0; d < getAttackDice(); d++)
{
attkTotal += rollDice(getAttackSides());
}
// If player has gun & bullets, double attack
if (getHasGun() && getHasBullets())
attkTotal = attkTotal * 2;
return attkTotal;
}
/************************************************************
** Player::defense
** Description: Generates a dice roll from DefenseDice and
** DefenseSides values and returns a final damage value
** after subtracting defense values
** Parameters: int attkValue
************************************************************/
int Player::defense(int attkValue)
{
int defenseTotal = 0, // Reset accumulator
attkFinal = 0;
for (int d = 0; d < getDefenseDice(); d++)
{
defenseTotal += rollDice(getDefenseSides());
}
attkFinal = attkValue - defenseTotal - getArmor();
if (attkFinal < 0) // Don't allow negative attack values
return 0;
else
return attkFinal;
}