HALTED: major overhaul for character
This commit is contained in:
@ -54,10 +54,6 @@ int character::get_room_num() const {
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return room_num;
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}
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bool character::is_hostile() const {
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return hostile;
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}
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void character::set_room_num(const int room) {
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room_num = room;
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}
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@ -86,36 +82,6 @@ void character::set_hitrate(const fraction nhitrate) {
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base_hit_rate = nhitrate;
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}
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void character::set_hostile(const bool is_hostile) {
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hostile = is_hostile;
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}
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void character::apply_buff(const stat_name statn, const int amount) {
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// TODO: add checks for bounds
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switch (statn) {
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case stat_name::HP:
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HP += amount;
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break;
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case stat_name::ATK:
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ATK += amount;
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break;
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case stat_name::DEF:
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DEF += amount;
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break;
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case stat_name::hostile: {
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if (amount > 0)
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hostile = true;
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else
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hostile = false;
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break;
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}
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}
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}
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direction_list character::moveable(const position_list &available_positions)
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const {
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direction_list result;
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@ -128,13 +94,17 @@ const {
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return result;
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}
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void character::apply(direction &dir, potion_list &plist) {
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character::apply_result character::apply(const direction &dir,
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potion_list &plist) {
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for (size_t i = 0; i < plist.size(); ++i)
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if (pos + MOVE[dir] == plist[i]->get_pos()) {
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apply_result res{applied, plist[i]};
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insert_potion(plist[i]);
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plist.erase(plist.begin() + i);
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return;
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return res;
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}
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return {applied_nothing, nullptr};
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}
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void character::insert_potion(potion *p) {
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@ -191,30 +161,7 @@ result character::move(const direction dir,
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return result::fine;
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}
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result character::move_or_attack(const direction dir,
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const position_list &available_positions,
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character_list &chlist) {
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auto res = this->move(dir, available_positions);
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if (res != result::fine)
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return res;
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return this->attack(dir, chlist);
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}
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result character::move_or_attack(const direction dir,
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const position_list &available_positions,
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character *ch) {
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auto res = this->move(dir, available_positions);
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if (res != result::fine)
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return res;
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return this->attack(dir, ch);
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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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return ceil((100.0f / (100.0f + DEF)) * ATK);
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}
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@ -29,20 +29,32 @@ public:
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direction_list moveable(const position_list &available_positions) const;
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virtual result move(const direction dir,
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const position_list &available_positions);
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virtual result attack(const direction dir,
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struct attack_result {
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result res;
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int dmg_dealt;
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int remaining_HP;
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character *which; // hit whom
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};
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struct apply_result {
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result res;
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potion *which; // applied which potion
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};
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struct hit_result {
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result res;
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int dmg_dealt;
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int remaining_HP;
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};
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virtual attack_result attack(const direction dir,
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character_list &chlist) = 0;
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virtual result move_or_attack(const direction dir,
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const position_list &available_positions,
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character_list &chlist);
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virtual attack_result attack(const direction dir, character *ch) = 0;
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virtual result attack(const direction dir, character *ch) = 0;
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virtual result move_or_attack(const direction dir,
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const position_list &available_positions,
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character *ch);
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virtual void apply(direction &dir,
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virtual apply_result apply(const direction &dir,
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potion_list &potions);
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virtual result get_hit(const enum race &race, const int atk,
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virtual hit_result get_hit(const enum race &race, const int atk,
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const fraction hitrate) = 0;
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// overload for different races
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@ -60,7 +72,6 @@ public:
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int get_gold() const;
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float get_hitrate_real() const;
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fraction get_hitrate() const;
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bool is_hostile() const;
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int get_room_num() const;
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void set_position(const position &npos);
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@ -69,14 +80,8 @@ public:
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void set_DEF(const int nDEF);
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void set_gold(const int ngold);
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void set_hitrate(const fraction nhitrate);
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virtual void set_hostile(const bool is_hostile);
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void set_room_num(const int room);
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// if stat is hostile, positive to set it to hostile,
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// negative to set it to peaceful
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void apply_buff(const stat_name statn, const int amount);
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// void apply_buff(const stat_name statn, const float mul);
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// reserved for later
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protected:
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RNG *rng;
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const enum race race;
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@ -94,7 +99,6 @@ protected:
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potion_list potions; // inventory
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potion_list effects; // applied potions
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bool hostile;
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int room_num;
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private:
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void insert_potion(potion *p);
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@ -9,7 +9,11 @@ const int INF = 0x3F3F3F3F;
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enum error {none};
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// TODO: update result to include subject
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enum result {fine, died, go_down, go_up, hit, moved, miss, terminate};
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// fine will waste a turn
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enum result {fine, died, go_down, go_up, hit, moved,
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miss, terminate, applied, applied_nothing,
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toggle_the_world, restart_game, unknown
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};
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enum game_status {terminated, main_menu, in_game, options,
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dead, won, escaped, restart
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@ -22,7 +26,7 @@ enum game_command {game_command_terminate = 0,
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apply_north, apply_south, apply_east, apply_west,
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apply_northeast, apply_northwest,
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apply_southeast, apply_southwest,
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apply_prompt, apply_panic, // for curses_input specifically
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apply_panic, // for curses_input specifically
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attack_north, attack_south, attack_east, attack_west,
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attack_northeast, attack_northwest,
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attack_southeast, attack_southwest,
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@ -33,22 +37,28 @@ enum game_command {game_command_terminate = 0,
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enum stat_name {HP, ATK, DEF, hostile};
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const int RACE_CNT = 5; // TODO: update as you go
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const int RACE_CNT = 6; // TODO: update as you go
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enum race {rshade = 0, rvampire, rgoblin, rdrow, rdragon /* TODO: fill out the other races (including enemies) */};
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enum race {rshade = 0, rvampire, rgoblin, rdrow, rdragon, rmerchant /* 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] = {125, INF, 110, 150, 150};
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const int STARTING_HP[RACE_CNT] = {125, 50, 110, 150, 150};
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const int STARTING_ATK[RACE_CNT] = {25, 25, 15, 25, 20};
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const int STARTING_DEF[RACE_CNT] = {25, 25, 20, 15, 20};
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const char CHARACTER_REP[RACE_CNT] = {'S', 'V', 'G', 'd', 'D'};
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const int MAX_HP[RACE_CNT] = {125, INF, 110, 150, 150, 30};
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const int STARTING_HP[RACE_CNT] = {125, 50, 110, 150, 150, 30};
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const int STARTING_ATK[RACE_CNT] = {25, 25, 15, 25, 20, 70};
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const int STARTING_DEF[RACE_CNT] = {25, 25, 20, 15, 20, 5};
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const char CHARACTER_REP[RACE_CNT] = {'S', 'V', 'G', 'd', 'D', 'M'};
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const char *RACE_NAME[RACE_CNT] = {
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"Shade", "Vampire", "Goblin", "Drow", "Dragon"
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};
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const int POTION_TYPE_CNT = 6;
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const int DEFAULT_POTION_TYPE_CNT = 6;
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enum potion_type {restore_health = 0, boost_atk, boost_def,
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poison_health, wound_atk, wound_def
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};
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const char *POTION_REAL_NAME[POTION_TYPE_CNT] = {
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"RH", "BA", "BD", "PH", "WA", "WD"
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};
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// Calculation priorities
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const int CALC_ADD_BASE = 0;
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257
src/game.cc
257
src/game.cc
@ -9,7 +9,8 @@ game::game(const enum race starting_race,
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logger *new_log,
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RNG *new_rng):
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enabled_features{enabled_features},
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in{new_in}, out{new_out}, log{new_log}, rng{new_rng} {
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in{new_in}, out{new_out}, log{new_log}, rng{new_rng},
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curr_turn{0} {
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const position nil{0, 0};
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the_world = false;
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@ -28,7 +29,11 @@ game::game(const enum race starting_race,
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levels.reserve(max_level);
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curr_level = 0;
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hostile_merchants = false;
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new_level();
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msg += "Player character has spawned. ";
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print();
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}
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void game::new_level() {
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@ -41,84 +46,116 @@ void game::new_level() {
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}
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result game::player_moves(game_command cmd) {
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switch (cmd) {
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case game_command_terminate:
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if (cmd == game_command_terminate) {
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return result::terminate;
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case move_east: {
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} else if (cmd >= move_north && cmd <= move_southwest) { // Tried to move
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if (enabled_features & FEATURE_NCURSES)
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return player_move_or_attack(east);
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return player_move_or_attack((direction)(cmd - move_north));
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return player->move(east, levels[curr_level]->get_available_around(
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player->get_position()));
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}
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case move_west: {
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if (enabled_features & FEATURE_NCURSES)
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return player_move_or_attack(west);
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return player->move(west, levels[curr_level]->get_available_around(
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player->get_position()));
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}
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case move_north: {
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if (enabled_features & FEATURE_NCURSES)
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return player_move_or_attack(north);
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return player->move(north, levels[curr_level]->get_available_around(
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player->get_position()));
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}
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case move_south: {
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if (enabled_features & FEATURE_NCURSES)
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return player_move_or_attack(south);
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return player->move(south, levels[curr_level]->get_available_around(
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player->get_position()));
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}
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case move_northeast: {
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if (enabled_features & FEATURE_NCURSES)
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return player_move_or_attack(northeast);
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return player->move(northeast,
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return player->move((direction)(cmd - move_north),
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levels[curr_level]->get_available_around(
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player->get_position()));
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} else if (cmd >= apply_north && cmd <= apply_southwest) {
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auto res = player->apply((direction)(cmd - apply_north),
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levels[curr_level]->get_plist());
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if (res.res == applied) {
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msg += "PC used potion ";
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msg += POTION_REAL_NAME[res.which->get_type()];
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msg += ". ";
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} else {
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msg += "PC tried to drink thin air. ";
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}
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case move_northwest: {
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if (enabled_features & FEATURE_NCURSES)
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return player_move_or_attack(northwest);
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return res.res;
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} else if (cmd == apply_panic) {
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msg += "PC tried to use in some non-existent direction. ";
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return fine;
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} else if (cmd >= attack_north && cmd <= attack_southwest) {
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auto res = player->attack((direction)(cmd - attack_north),
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levels[curr_level]->get_chlist());
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return player->move(northwest,
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levels[curr_level]->get_available_around(
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player->get_position()));
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if (res.res == hit) {
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msg += "PC deals " + std::to_string(res.dmg_dealt) +
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" damage to " +
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CHARACTER_REP[res.which->get_race()] +
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" (" + std::to_string(res.remaining_HP) +
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" HP). ";
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} else if (res.res == miss) {
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msg += "PC missed ";
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msg += CHARACTER_REP[res.which->get_race()];
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msg += ". ";
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} else {
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msg += "PC tried to attack thin air. ";
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}
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case move_southeast: {
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if (enabled_features & FEATURE_NCURSES)
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return player_move_or_attack(southeast);
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if (res.which->get_race() == rmerchant)
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hostile_merchants = true;
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return player->move(southeast,
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levels[curr_level]->get_available_around(
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player->get_position()));
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return res.res;
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} else if (cmd == up_stairs) {
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if (player->get_position() ==
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levels[curr_level]->get_up_stairs())
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return go_up;
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msg += "PC tried to fly through the ceiling. ";
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return fine;
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} else if (cmd == down_stairs) {
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if (player->get_position() ==
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levels[curr_level]->get_down_stairs())
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return go_down;
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msg += "PC tried to dig through the floor. ";
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return fine;
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} else if (cmd == the_world) {
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msg += "PC toggled Stand: The World! ";
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return toggle_the_world;
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} else if (cmd == game_restart) {
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return restart_game;
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} else if (cmd == game_command_pass) {
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return fine;
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} else if (cmd == game_command_panic) {
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msg += "PC tried to produce some undefined behaviour. ";
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return unknown;
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}
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case move_southwest: {
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if (enabled_features & FEATURE_NCURSES)
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return player_move_or_attack(southwest);
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msg += "PC tried to produce some undefined behaviour. ";
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return unknown;
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}
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#include <algorithm>
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bool compare_characters(character *&a, character *&b) {
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return a->get_position() < b->get_position();
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}
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void game::move_enemies() {
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if (the_world)
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return;
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character_list enemies = levels[curr_level]->get_chlist();
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std::sort(enemies.begin(), enemies.end(), &game::compare_characters);
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for (auto ch : enemies) {
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return player->move(southwest,
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levels[curr_level]->get_available_around(
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player->get_position()));
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}
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}
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}
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game_status game::run() {
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player->start_turn();
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msg = "";
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auto res = player_moves(in->get_command());
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if (!(enabled_features & FEATURE_NCURSES) &&
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res == result::moved &&
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(player->get_position() ==
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levels[curr_level]->get_down_stairs()))
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res = go_down;
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if (!(enabled_features & FEATURE_NCURSES) &&
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res == result::moved &&
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(player->get_position() ==
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levels[curr_level]->get_up_stairs()))
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res = go_up;
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switch (res) {
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case result::terminate:
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return terminated;
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@ -133,6 +170,7 @@ game_status game::run() {
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player->discard_level_effects();
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++curr_level;
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new_level();
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msg += "PC went down a floor. ";
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break;
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}
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@ -140,19 +178,120 @@ game_status game::run() {
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if (curr_level == 0)
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return game_status::escaped;
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player->discard_level_effects();
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--curr_level;
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player->set_position(levels[curr_level]->get_down_stairs());
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msg += "PC went up a floor. ";
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break;
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}
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case toggle_the_world:
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the_world = !the_world;
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break;
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case restart_game:
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return restart;
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case unknown:
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case fine:
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case applied_nothing:
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++curr_turn;
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return game_status::in_game;
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default:
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break;
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}
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player->start_turn();
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player->apply_effects();
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if (player->get_HP() <= 0)
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return game_status::dead;
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move_enemies();
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if (player->get_HP() <= 0)
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return game_status::dead;
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++curr_turn;
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return game_status::in_game;
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}
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const position STATUS_RACE{0, 25};
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const position STATUS_FLOOR{69, 25};
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const position STATUS_HP{0, 26};
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const position STATUS_ATK{0, 27};
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const position STATUS_DEF{0, 28};
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const position STATUS_ACTION{0, 29};
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const char *ASK_ATK_MERCHANT =
|
||||
"Action: Do you really want to attack the peaceful merchant? [Y/N]";
|
||||
|
||||
size_t game::get_curr_turn() const {
|
||||
return curr_turn;
|
||||
}
|
||||
|
||||
void game::print() {
|
||||
if (msg.length() > MAX_MSG_LENGTH) {
|
||||
msg.resize(MAX_MSG_LENGTH);
|
||||
msg += "...";
|
||||
}
|
||||
|
||||
levels[curr_level]->print(out);
|
||||
player->print(out, true);
|
||||
|
||||
std::string tmp = "Race: ";
|
||||
tmp += RACE_NAME[player->get_race()];
|
||||
tmp += " Gold: " + std::to_string(player->get_gold());
|
||||
out->print_str(STATUS_RACE, tmp);
|
||||
|
||||
tmp = "Floor " + std::to_string(curr_level + 1);
|
||||
out->print_str(STATUS_FLOOR, tmp);
|
||||
|
||||
tmp = "Atk: " + std::to_string(player->get_ATK());
|
||||
out->print_str(STATUS_ATK, tmp);
|
||||
|
||||
tmp = "Def: " + std::to_string(player->get_DEF());
|
||||
out->print_str(STATUS_DEF, tmp);
|
||||
|
||||
tmp = "Action: " + msg;
|
||||
out->print_str(STATUS_ACTION, tmp);
|
||||
}
|
||||
|
||||
result game::player_move_or_attack(const direction &dir) {
|
||||
auto avlbl = levels[curr_level]->get_available_around(
|
||||
player->get_position());
|
||||
|
||||
if (find(avlbl, player->get_position() + MOVE[dir])
|
||||
!= avlbl.size()) {
|
||||
player->set_position(player->get_position() + MOVE[dir]);
|
||||
return result::moved;
|
||||
}
|
||||
|
||||
auto tmp = player->get_position() + MOVE[dir];
|
||||
character *target;
|
||||
|
||||
for (auto ch : levels[curr_level]->get_chlist())
|
||||
if (tmp == ch->get_position()) {
|
||||
target = ch;
|
||||
}
|
||||
|
||||
auto res = player->attack(dir, target);
|
||||
|
||||
if (target->get_race() == rmerchant)
|
||||
hostile_merchants = true;
|
||||
|
||||
if (res.res == hit) {
|
||||
msg += "PC deals " +
|
||||
std::to_string(res.dmg_dealt) + " damage to " +
|
||||
CHARACTER_REP[res.which->get_race()] + " (" +
|
||||
std::to_string(res.remaining_HP) + " HP). ";
|
||||
} else if (res.res == miss) {
|
||||
msg += "PC missed ";
|
||||
msg += CHARACTER_REP[res.which->get_race()];
|
||||
msg += ". ";
|
||||
} else {
|
||||
msg += "PC tried to attack thin air. ";
|
||||
}
|
||||
|
||||
return res.res;
|
||||
}
|
||||
|
11
src/game.h
11
src/game.h
@ -15,6 +15,7 @@ private:
|
||||
static const size_t MAX_LEVEL_CNT = 50;
|
||||
static const size_t MIN_LEVEL_CNT = 30;
|
||||
static const size_t DEFAULT_MAX_LEVEL = 5;
|
||||
static const size_t MAX_MSG_LENGTH = 300;
|
||||
|
||||
const feature enabled_features;
|
||||
|
||||
@ -23,6 +24,8 @@ private:
|
||||
logger *log;
|
||||
RNG *rng;
|
||||
|
||||
unsigned int curr_turn;
|
||||
|
||||
std::unique_ptr<character> player;
|
||||
std::vector<std::unique_ptr<level>> levels;
|
||||
|
||||
@ -30,6 +33,10 @@ private:
|
||||
size_t curr_level;
|
||||
|
||||
bool the_world;
|
||||
bool hostile_merchants;
|
||||
|
||||
// shrink if over 300
|
||||
std::string msg;
|
||||
public:
|
||||
game(const enum race starting_race,
|
||||
const feature enabled_features,
|
||||
@ -39,13 +46,15 @@ public:
|
||||
RNG *new_rng);
|
||||
game_status run();
|
||||
size_t get_curr_level() const;
|
||||
size_t get_curr_turn() const;
|
||||
const character *get_player() const;
|
||||
void print();
|
||||
private:
|
||||
result player_moves(game_command cmd);
|
||||
void new_level();
|
||||
void move_enemies();
|
||||
|
||||
result player_move_or_attack(const direction &dir);
|
||||
bool compare_characters(const character *&a, const character *&b);
|
||||
};
|
||||
|
||||
#endif
|
||||
|
@ -102,7 +102,6 @@ void level::gen_potions(RNG *rng, std::vector<position_list> &tiles) {
|
||||
|
||||
void level::print(display *out) const {
|
||||
map.print(out);
|
||||
player->print(out, true);
|
||||
|
||||
for (auto ch : chlist)
|
||||
ch->print(out);
|
||||
|
@ -84,3 +84,8 @@ float distance(const position &a, const position &b) {
|
||||
int distance_sqr(const position &a, const position &b) {
|
||||
return pow(a.x - b.x, 2) + pow(a.y - b.y, 2);
|
||||
}
|
||||
|
||||
bool is_adjacent(const position &a, const position &b) {
|
||||
return (a.x - b.x >= -1 && a.x - b.x <= 1) &&
|
||||
(a.y - b.y >= -1 && a.y - b.y <= 1);
|
||||
}
|
||||
|
@ -29,5 +29,6 @@ void remove_from_list(std::vector<position> &sorted_positions,
|
||||
|
||||
float distance(const position &a, const position &b);
|
||||
int distance_sqr(const position &a, const position &b);
|
||||
bool is_adjacent(const position &a, const position &b);
|
||||
|
||||
#endif
|
||||
|
36
src/shade.cc
36
src/shade.cc
@ -9,34 +9,46 @@ shade::shade(RNG *rng, const position &pos):
|
||||
hostile = true;
|
||||
}
|
||||
|
||||
result shade::attack(const direction dir, character_list &chlist) {
|
||||
character::attack_result shade::attack(const direction dir,
|
||||
character_list &chlist) {
|
||||
position tmp{pos + MOVE[dir]};
|
||||
|
||||
for (auto &ch : chlist)
|
||||
if (tmp == ch->get_position()) {
|
||||
return ch->get_hit(race, ATK, base_hit_rate);
|
||||
auto res = ch->get_hit(race, ATK, base_hit_rate);
|
||||
return {res.res, res.dmg_dealt, res.remaining_HP, ch};
|
||||
}
|
||||
|
||||
return result::fine;
|
||||
return {fine, 0, 0, nullptr};
|
||||
}
|
||||
|
||||
result shade::attack(const direction dir, character *ch) {
|
||||
character::attack_result shade::attack(const direction dir, character *ch) {
|
||||
position tmp{pos + MOVE[dir]};
|
||||
|
||||
if (tmp == ch->get_position())
|
||||
return ch->get_hit(race, ATK, base_hit_rate);
|
||||
if (tmp == ch->get_position()) {
|
||||
auto res = ch->get_hit(race, ATK, base_hit_rate);
|
||||
return {res.res, res.dmg_dealt, res.remaining_HP, ch};
|
||||
}
|
||||
|
||||
return result::fine;
|
||||
return {fine, 0, 0, nullptr};
|
||||
}
|
||||
|
||||
result shade::get_hit(const enum race &race, const int atk,
|
||||
character::hit_result shade::get_hit(const enum race &race, const int atk,
|
||||
const fraction hitrate) {
|
||||
if (rng->trial(hitrate)) // This is a hit!
|
||||
HP = std::max(HP - calc_dmg(atk, DEF), 0);
|
||||
if (rng->trial(hitrate)) {
|
||||
int tmp = calc_dmg(atk, DEF);
|
||||
|
||||
if (tmp > HP)
|
||||
tmp = HP;
|
||||
|
||||
HP -= tmp;
|
||||
|
||||
if (HP == 0)
|
||||
return result::died;
|
||||
return {result::died, tmp, HP};
|
||||
|
||||
return result::hit;
|
||||
return {result::hit, tmp, HP};
|
||||
}
|
||||
|
||||
return {result::miss, 0, HP};
|
||||
}
|
||||
|
||||
|
@ -6,11 +6,11 @@
|
||||
class shade final: public character {
|
||||
public:
|
||||
shade(RNG *rng, const position &pos); // spawn at a random place
|
||||
virtual result attack(const direction dir,
|
||||
virtual attack_result attack(const direction dir,
|
||||
character_list &chlist) override;
|
||||
virtual result get_hit(const enum race &race, const int atk,
|
||||
virtual hit_result get_hit(const enum race &race, const int atk,
|
||||
const fraction hit_rate) override;
|
||||
virtual result attack(const direction dir, character *ch) override;
|
||||
virtual attack_result attack(const direction dir, character *ch) override;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
Reference in New Issue
Block a user