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Enemy.cpp
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//==============================================================================
// File name : Enemy.cpp
// Author : Jeffrey Thor
// Date : 11/12/2015
// Description : Enemy Class - Game of Legends
// Collaborators: n/a
//==============================================================================
#include <iostream>
#include <stdlib.h>
#include <time.h>
#include "Enemy.h"
using namespace std;
//Default Constructor
Enemy::Enemy(){
enemyType = "";
level = 0;
health = 0;
maxHealth = 0;
alive = false;
srand(time(0));
}
/**
* Constructor. Sets all of the data members.
*
* @param enemyType The enemies type.
* @param level The enemy's level.
*/
Enemy::Enemy(string enemyType, int level){
this->enemyType = enemyType;
this->level = level;
}
/**
* Constructor. Sets all of the data members.
*
* @param enemyType The enemy's type.
* @param level The enemy's level.
*/
Jack::Jack(string enemyType, int level) : Enemy::Enemy(enemyType, level){
health = 150;
maxHealth = 150;
alive = true;
criticalPoint = 10;
missPoint = 10;
damageMultiplier = 1;
}
/**
* Constructor. Sets all of the data members.
*
* @param enemyType The enemy's type.
* @param level The enemy's level.
*/
Thug::Thug(string enemyType, int level) : Enemy::Enemy(enemyType, level){
health = 350;
maxHealth = 350;
alive = true;
criticalPoint = 16;
missPoint = 12;
damageMultiplier = 1;
}
/**
* Constructor. Sets all of the data members.
*
* @param enemyType The enemy's type.
* @param level The enemy's level.
*/
Brawler::Brawler(string enemyType, int level) : Enemy::Enemy(enemyType, level){
health = 420;
maxHealth = 420;
alive = true;
criticalPoint = 16;
missPoint = 14;
damageMultiplier = 1;
}
/**
* Constructor. Sets all of the data members.
*
* @param enemyType The enemy's type.
* @param level The enemy's level.
*/
Hunter::Hunter(string enemyType, int level) : Enemy::Enemy(enemyType, level){
health = 490;
maxHealth = 490;
alive = true;
criticalPoint = 3;
missPoint = 24;
damageMultiplier = 1.4;
}
/**
* Constructor. Sets all of the data members.
*
* @param enemyType The enemy's type.
* @param level The enemy's level.
*/
Knight::Knight(string enemyType, int level) : Enemy::Enemy(enemyType, level){
health = level * level * level;
maxHealth = level * level * level;
alive = true;
criticalPoint = 8;
missPoint = 10;
damageMultiplier = 2.0;
}
/**
* Constructor. Sets all of the data members.
*
* @param enemyType The enemy's type.
* @param level The enemy's level.
*/
Orc::Orc(string enemyType, int level) : Enemy::Enemy(enemyType, level){
health = 3000;
maxHealth = 3000;
alive = true;
criticalPoint = 10;
missPoint = 10;
damageMultiplier = 2.4;
}
/**
* Constructor. Sets all of the data members.
*
* @param enemyType The enemy's type.
* @param level The enemy's level.
*/
Guardian::Guardian(string enemyType, int level) : Enemy::Enemy(enemyType, level){
health = 5000;
maxHealth = 5000;
alive = true;
criticalPoint = 6;
missPoint = 8;
damageMultiplier = 2.6;
}
/**
* Constructor. Sets all of the data members.
*
* @param enemyType The enemy's type.
* @param level The enemy's level.
*/
KingJack::KingJack(string enemyType, int level) : Enemy::Enemy(enemyType, level){
health = 20000;
maxHealth = 20000;
alive = true;
criticalPoint = 3;
missPoint = 18;
damageMultiplier = 6;
}
/**
* Constructor. Sets all of the data members.
*
* @param enemyType The enemy's type.
* @param level The enemy's level.
*/
Tank::Tank(string enemyType, int level) : Enemy::Enemy(enemyType, level){
health = level*level*16;
maxHealth = level*level*16;
alive = true;
criticalPoint = 20;
missPoint = 20;
damageMultiplier = .8;
}
/**
* Constructor. Sets all of the data members.
*
* @param enemyType The enemy's type.
* @param level The enemy's level.
*/
Beast::Beast(string enemyType, int level) : Enemy::Enemy(enemyType, level){
health = level*level*10;
maxHealth = level*level*10;
alive = true;
criticalPoint = 12;
missPoint = 12;
damageMultiplier = 1.2;
}
/**
* Constructor. Sets all of the data members.
*
* @param enemyType The enemy's type.
* @param level The enemy's level.
*/
Brute::Brute(string enemyType, int level) : Enemy::Enemy(enemyType, level){
health = level*level*18;
maxHealth = level*level*18;
alive = true;
criticalPoint = 16;
missPoint = 20;
damageMultiplier = 1.6;
}
/**
* Constructor. Sets all of the data members.
*
* @param enemyType The enemy's type.
* @param level The enemy's level.
*/
Wolf::Wolf(string enemyType, int level) : Enemy::Enemy(enemyType, level){
health = level*level*15;
maxHealth = level*level*15;
alive = true;
criticalPoint = 5;
missPoint = 16;
damageMultiplier = 1.8;
}
/**
* Constructor. Sets all of the data members.
*
* @param enemyType The enemy's type.
* @param level The enemy's level.
*/
Witch::Witch(string enemyType, int level) : Enemy::Enemy(enemyType, level){
health = level*level*12;
maxHealth = level*level*12;
alive = true;
criticalPoint = 24;
missPoint = 2;
damageMultiplier = 2.6;
}
/**
* Constructor. Sets all of the data members.
*
* @param enemyType The enemy's type.
* @param level The enemy's level.
*/
Ghost::Ghost(string enemyType, int level) : Enemy::Enemy(enemyType, level){
health = level*level;
maxHealth = level*level;
alive = true;
criticalPoint = 24;
missPoint = 3;
damageMultiplier = 12;
}
//Deconstructor
Enemy::~Enemy(){
}
//Gets enemy's type.
string Enemy::getEnemyType() const{
return enemyType;
}
//Gets enemy's level.
int Enemy::getLevel() const{
return level;
}
//Gets enemy's health.
int Enemy::getHealth() const{
return health;
}
//Gets enemy's max health.
int Enemy::getMaxHealth() const{
return maxHealth;
}
//Gets enemy's state of life.
bool Enemy::getAlive() const{
return alive;
}
//Sets enemy's level.
void Enemy::setLevel(int level){
this->level = level;
}
//Sets enemy's health.
void Enemy::setHealth(int health){
this->health = health;
}
//Sets enemy's state of life.
void Enemy::setAlive(bool alive){
this->alive = alive;
}
/**
* Prints the enemy's stats.
*/
void Enemy::printStats(){
cout << "================================================================================" << endl;
cout << "ENEMY: " << enemyType << " LEVEL: " << level << " HEALTH: " << health << "/" << maxHealth << endl;
cout << "================================================================================" << endl;
}
/**
* Calculates damage of the enemy's primary attack.
*
* @param temp A temp string variable that holds "miss", "hit", or "critical".
* @return The damage of the attack.
*/
int Enemy::primaryAttack(string &temp){
int damage = 0;
if (rand() % missPoint == 0){
temp = "miss";
return damage;
}
else if (rand() % criticalPoint == 0){
temp = "critical";
damage = ((rand() % (level * 2) + (level * level)) * damageMultiplier) * 2;
return damage;
}
else{
temp = "hit";
damage = (rand() % (level * 2) + (level * level)) * damageMultiplier;
return damage;
}
}
/**
* Prints the outcome of the enemy's primary attack.
*
* @param temp A temp string variable that holds "miss", "hit", or "critical".
* @param damage The damage of the attack.
*/
void Enemy::printAttack(string temp, int damage){
if(temp == "miss"){
cout << "Miss!" << endl;
cout << enemyType << " did 0 points of damage" << endl << endl;
}
else if(temp == "critical"){
cout << "Critical hit!" << endl;
cout << enemyType << " did " << damage << " point(s) of damage" << endl << endl;
}
else if(temp == "hit"){
cout << "Hit!" << endl;
cout << enemyType << " did " << damage << " point(s) of damage" << endl << endl;
}
}