Files
cc3k/src/characters.h

91 lines
2.9 KiB
C++

#ifndef __CHARACTERS_H__
#define __CHARACTERS_H__
#include <vector>
#include <string>
#include <memory>
#include <math.h>
#include "constants.h"
#include "fraction.h"
#include "position.h"
#include "potions.h"
#include "gold.h"
#include "rng.h"
class character; // forward declaration
// Note: player should not be in the character list
typedef std::vector<character> character_list;
class character {
public:
character(RNG *rng, const race &nrace); // fills out the starting stats
// usually I wouldn't do this but considering that the map has
// a super small size an O(n) solution is acceptable
// IMPORTANT: available_positions do NOT have characters in them
direction_list moveable(const position_list &available_positions) const;
virtual result move(const direction dir,
const position_list &available_positions);
virtual result attack(const direction dir,
character_list &chlist) = 0;
virtual result move_or_attack(const direction dir,
const position_list &available_positions,
character_list &chlist);
virtual void apply(direction &dir,
potion_list &potions);
virtual result get_hit(const enum race &race, const int atk,
const fraction hitrate) = 0;
result apply_effects();
void discard_level_effects();
void start_turn();
enum race get_race() const;
position get_position() const;
int get_HP() const;
int get_ATK() const;
int get_DEF() const;
int get_gold() const;
float get_hitrate_real() const;
fraction get_hitrate() const;
bool is_hostile() const;
void set_position(const position &npos);
void set_HP(const int nHP);
void set_ATK(const int nATK);
void set_DEF(const int nDEF);
void set_gold(const int ngold);
void set_hitrate(const fraction nhitrate);
void set_hostile(const bool is_hostile);
// if stat is hostile, positive to set it to hostile,
// negative to set it to peaceful
void apply_buff(const stat_name statn, const int amount);
// void apply_buff(const stat_name statn, const float mul);
// reserved for later
protected:
RNG *rng;
const enum race race;
int HP;
// IMPORTANT: keep track of ATK and DEF in game at turn time
int ATK;
int DEF;
fraction base_hit_rate;
position pos;
int gold; // characters spawn with gold
potion_list potions; // inventory
potion_list effects; // applied potions
bool hostile;
private:
void insert_potion(potion *p);
};
int calc_dmg(const int ATK, const int DEF);
#endif