- Moved calc_dmg to characters.h
- put vampire into new source files
This commit is contained in:
@ -174,3 +174,9 @@ result character::move_or_attack(const direction dir,
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return this->attack(dir,chlist);
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return this->attack(dir,chlist);
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}
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}
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int calc_dmg(const int ATK, const int DEF) {
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return ceil((100 / (100 + DEF)) * ATK);
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}
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@ -9,11 +9,14 @@
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#include <vector>
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#include <vector>
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#include <string>
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#include <string>
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#include <memory>
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#include <memory>
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#include <math.h>
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#include "constants.h"
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#include "constants.h"
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#include "position.h"
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#include "position.h"
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#include "layer.h"
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#include "layer.h"
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#include "objects.h"
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#include "objects.h"
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#include "rng.h"
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#include "rng.h"
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// #include "inventory.h" // Reserved for later
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// #include "inventory.h" // Reserved for later
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class character; // forward declaration
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class character; // forward declaration
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@ -96,4 +99,7 @@ protected:
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position_list remove_from_list(const position_list &sorted_positions,
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position_list remove_from_list(const position_list &sorted_positions,
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position_list excluded);
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position_list excluded);
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int calc_dmg(const int ATK, const int DEF);
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#endif
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#endif
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@ -6,30 +6,32 @@
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#include <vector>
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#include <vector>
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#include "position.h"
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#include "position.h"
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// IMPORTANT: added END to the end of all valued enums so that you can
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const int INF = 0x3F3F3F3F;
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// iterate over them
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enum error {none};
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enum error {none};
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// TODO: update result to include subject
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// TODO: update result to include subject
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enum result {fine, died, go_down, hit, moved};
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enum result {fine, died, go_down, hit, moved, miss};
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enum stat_name {HP, ATK, DEF, hostile};
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enum stat_name {HP, ATK, DEF, hostile};
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const int LAYER_CNT = 4; // TODO: update as you go
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const int LAYER_CNT = 4; // TODO: update as you go
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enum layer_num {map = 0, objects, characters, shop};
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enum layer_num {map = 0, objects, characters, shop};
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const int RACE_CNT = 2; // TODO: update as you go
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const int RACE_CNT = 3; // TODO: update as you go
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enum race {unknown = 0, rshade /* TODO: fill out the other races (including enemies) */};
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enum race {unknown = 0, rshade , rvampire /* TODO: fill out the other races (including enemies) */};
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// TODO: fill out the other races (including enemies)
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// TODO: fill out the other races (including enemies)
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const int MAX_HP[RACE_CNT] = {0, 125};
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const int MAX_HP[RACE_CNT] = {0, 125, INF};
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const int STARTING_HP[RACE_CNT] = {0, 125};
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const int STARTING_HP[RACE_CNT] = {0, 125, 50};
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const int STARTING_ATK[RACE_CNT] = {0, 25};
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const int STARTING_ATK[RACE_CNT] = {0, 25, 25};
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const int STARTING_DEF[RACE_CNT] = {0, 25};
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const int STARTING_DEF[RACE_CNT] = {0, 25, 25};
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const char CHARACTER_REP[RACE_CNT] = {'@', 'S'};
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const char CHARACTER_REP[RACE_CNT] = {'@', 'S'};
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const int DIRECTION_CNT = 8;
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const int DIRECTION_CNT = 8;
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// IMPORTANT: east is positive for x and SOUTH is positive for y
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// IMPORTANT: east is positive for x and SOUTH is positive for y
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// initializes all directions to an int
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// initializes all directions to an int
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@ -21,10 +21,6 @@ result shade::attack(const direction dir, const character_list &chlist) {
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return result::fine;
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return result::fine;
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}
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}
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int calc_dmg(const int ATK, const int DEF) {
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return ceil((100 / (100 + DEF)) * ATK);
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}
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result shade::get_hit(const enum race &race, const int atk,
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result shade::get_hit(const enum race &race, const int atk,
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const float hitrate) {
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const float hitrate) {
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if (rng.rand_num() <= hitrate * (float)RAND_MAX) // This is a hit!
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if (rng.rand_num() <= hitrate * (float)RAND_MAX) // This is a hit!
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@ -35,3 +31,4 @@ result shade::get_hit(const enum race &race, const int atk,
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return result::hit;
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return result::hit;
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}
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}
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@ -16,10 +16,10 @@ public:
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virtual result attack(const direction dir,
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virtual result attack(const direction dir,
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const character_list &chlist) override;
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const character_list &chlist) override;
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virtual result get_hit(const enum race &race, const int atk,
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virtual result get_hit(const enum race &race, const int atk,
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const float hitrate) override;
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const float hit_rate) override;
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};
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};
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// TODO: fill out the other races
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// TODO: implement enemie movement
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// TODO: implement enemie movement
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#endif
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#endif
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31
src/vampire.cc
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31
src/vampire.cc
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@ -0,0 +1,31 @@
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#include "vampire.h"
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#include <algorithm>
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#include <math.h>
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result vampire::attack(const direction dir, const character_list &chlist) {
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position tmp{pos + MOVE[dir]};
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for (auto &ch : chlist)
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if (tmp == ch->get_position()) {
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auto res = ch->get_hit(race, ATK, base_hitrate);
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if (res != result::miss) {
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HP += GAIN_HP;
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}
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return res;
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}
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return result::fine;
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}
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result vampire::get_hit(const enum race &race, const int atk,
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const float hitrate) {
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if (rng.rand_num() <= hitrate * (float)RAND_MAX)
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HP = std::max(HP - calc_dmg(atk, DEF), 0);
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if (HP == 0)
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return result::died;
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return result::hit;
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}
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17
src/vampire.h
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17
src/vampire.h
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@ -0,0 +1,17 @@
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#ifndef __VAMPIRE_H__
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#define __VAMPIRE_H__
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#include "characters.h"
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class vampire final: public character {
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public:
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vampire(const position_list &available_positions); // spawn at a random place
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virtual result attack(const direction dir,
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const character_list &chlist) override;
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virtual result get_hit(const enum race &race, const int atk,
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const float hit_rate) override;
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private:
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const int GAIN_HP = 5;
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};
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#endif
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