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4007cem_gameProject/Monster.cpp
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#include <iostream> | |
#include <stdexcept> | |
#include <string> | |
#include <vector> | |
#include "Monster.h" | |
#include "GameClasses.h" | |
using std::cout; | |
namespace Game { | |
void Monster::set_combat_data(int a, int d, int H) | |
{ | |
if (HP > 0) | |
throw Monster_errors{}; | |
atk = a; | |
dfs = d; | |
HP = H; | |
} | |
double Monster::read_atk() | |
{ | |
return atk; | |
} | |
double Monster::read_dfs() | |
{ | |
return dfs; | |
} | |
bool Monster::try_fight(int p_HP, int p_atk,int p_dfs) | |
//return 1 for a triumph, 0 for a defeat | |
{ | |
//able = ( (p_atk > dfs) && ((HP * (atk - p_dfs)) <= (p_HP * (p_atk - dfs)))) ? true : false; // player can harm monster; monster die first | |
// I am also wondering about lowering the fighting requirements to 'causing harm' only. Then the player could die and the game process | |
// would be saved. So if the player have something like 'a 2nd life', he could resume his game. | |
able = (p_atk > dfs); | |
return able; | |
} | |
bool Monster::fight(int& p_HP, int p_atk, int p_dfs) | |
// return 1 for a tiumph, 0 for a defeat | |
{ | |
if (!able) | |
throw Monster_errors{}; | |
// draw fighting page. Here I print the fighting process out | |
cout << "Start fighting " << name << "!\n"; | |
cout << "PlayerHP: " << p_HP << "\tMonsterHP: " << HP << '\n'; | |
while (p_HP > 0) { | |
HP -= p_atk - dfs; // animation here; sleep(1000) | |
cout << "PlayerHP: " << p_HP << "\tMonsterHP: " << HP << '\n'; | |
if (HP <= 0) { | |
alive = false; // monster died | |
cout << "Remarkable job!\n"; | |
return 1; | |
} | |
p_HP -= (atk - p_dfs >= 0) ? atk - p_dfs : 0; // animation here; sleep(1000) | |
cout << "PlayerHP: " << p_HP << "\tMonsterHP: " << HP << '\n'; | |
} | |
cout << "Ahhhh! I am dead.\n"; | |
return 0; // player died | |
} | |
} |