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untitled C++ Code
Posted by: matt | July 21, 2010 @ 7:14pm
C++ Code
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#include <iostream> #include <cstdlib> #include <ctime> #include "character_base.h" //#include "player.h" bool evasionCheck = false; // TRUE = CHARACTER HAS EVADED THE ATTACK FALSE = THE CHARACTER HAS NOT EVADED THE HIT. bool defenseCheck = false; // TRUE = CHARACTER HAS DEFENDED THE ATTACK. FALSE = CHARACTER HAS NOT DEFENDED THE ATTACK. int damageRecieved = 0; int attackChoice = 0; int ranNumber = 0; // The placeholder for the actual random number int maxNumber = 0; //Max number the RNG can go too int strikeType = 0; // Strike type for determing evasion. 3 = heavy 2 = normal 1 = light. //int srand((unsigned)time(0)); //seeds the RNG to system time class battle { //Evasion check method bool checkEvasion(int strikeType) { if (strikeType == 3) { if ((randomNumber(50)) > ((enemy.getEvasion) * 5)) { return true; } return false; }//end of striketype 3 if (strikeType == 2) { if ((randomNumber(75)) > ((enemy.getEvasion) * 5)) { return true; } return false; }//end of striketype 2 if (strikeType == 1) { if ((randomNumber(125)) > ((enemy.getEvasion) * 5)) { return true; } return false; }//end of striketype 1 }//end of checkEvasion //Random Number Method int randomNumber(int maxNumber) { srand((unsigned)time(0)); //seeds the RNG to system time ranNumber = (rand() % maxNumber); return ranNumber; } //Heavy Strike Method int heavy_strike() { damageRecieved = (randomNumber(15) * player.getSrength()) - (enemy.getDefense()); evasionCheck = checkEvasion(strikeType); if (evasionCheck == False) { if (damageRecieved < enemy.getDefense) { defenseCheck = true; } else { defenseCheck = false; } if (defenseCheck == false && evasionCheck == false) { return damageRecieved; } if (defenseCheck == true) { std::cout << "They defended the attack!"; return 0; } } if (evasionCheck == true) { std::cout << "They evaded the attack!"; return 0; } return 0; } //Light strike method int light_strike() { damageRecieved = (randomNumber(5) * player.getSrength()) - (enemy.getDefense()); evasionCheck = checkEvasion(strikeType); if (evasionCheck == False) { if (damageRecieved < enemy.getDefense) { defenseCheck = true; } else { defenseCheck = false; } if (defenseCheck == false && evasionCheck == false) { return damageRecieved; } if (defenseCheck == true) { std::cout << "They defended the attack!"; return 0; } } if (evasionCheck == true) { std::cout << "They evaded the attack!"; return 0; } return 0; } //Normal Strike method int normal_strike() { damageRecieved = (randomNumber(10) * player.getSrength()) - (enemy.getDefense()); evasionCheck = checkEvasion(strikeType); if (evasionCheck == False) { if (damageRecieved < enemy.getDefense) { defenseCheck = true; } else { defenseCheck = false; } if (defenseCheck == false && evasionCheck == false) { return damageRecieved; } if (defenseCheck == true) { std::cout << "They defended the attack!"; return 0; } } if (evasionCheck == true) { std::cout << "They evaded the attack!"; return 0; } return 0; } battle() { do { std::cout << "\n\nFIGHT!!"; do { std::cout << "\n\n 1 = Heavy Strike\n 2 = Normal Strike \n 3 = Light Strike\n"; std::count << "\n How will you attack? "; std::cin >> attackChoice; switch(attackChoice) // Determine player's intention for this turn. Heavy, normal or light strikes. { case 1: // Heavy Strike strikeType = 3; damageRecieved = heavy_strike(); enemy.setHealth(damageRecieved); break; case 2: // Normal Strike strikeType = 2; damageRecieved = normal_strike(); enemy.setHealth(damageRecieved); break; case 3: // Light Strike strikeType = 1; damageRecieved = light_strike(); enemy.setHealth(damageRecieved); break; default: std::cout << "Make a valid choice before it is too late Gladiator!"; break; } }while (attackChoice < 1 || attackChoice > 4); }while (player.getHealth() > 0 && enemy.getHealth() > 0); }// End of battle() }
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