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GameClass.h
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198 lines (175 loc) · 3.83 KB
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#pragma once
#include "GameFunctions.h"
class BaseWeapon {
public:
int qtyOfDamage;//Êîëëè÷åñòâî êóáîâ
int damageBonus;//Áîíóñ óðîíà
int hitBonus;//Áîíóñ ïîïàäàíèÿ
int numberOfAttacks;
};
class BaseCharacter {
public:
BaseCharacter();
~BaseCharacter();
int attack();// Ïðîèçâîäèì àòàêó è óìíîæàåì åå íà numberOfDamage
int howMuchDamage();//Âîçâðàùàåò çíà÷åíèÿ ïîëó÷åííîãî óðîíà
void takeDamage(int damage);//Ïîëó÷àåì óðîí
void deathRoll();
bool isAlive;
protected:
BaseWeapon weapon;//îðóæèå ïåðñîíàæà
//
// Õàðàêòåðèñòèêè ïåðñîíàæà
//
// Ïîëÿ êëàññà
int Ref;
int Body;
//
// Õàðàêòåðèñòèêè çàùèòû è âûæèâàåìîñòè
//
int Save;
int BTM;
int takenDamage;
//
// Áðîíÿ ïåðñîíàæà
//
int SPHead;
int SPTorso;
int SPRArm;
int SPLArm;
int SPRLeg;
int SPLLeg;
};
//Ðåàëèçàöèÿ ìàòîäîâ, äåñòðóêòîðîâ è êîíñòðóêòîðîâ
//Ðåàëèçàöèÿ BaseCharacter
BaseCharacter::BaseCharacter()
{
// èíèöèàëèçàöèÿ îðóæèÿ
weapon.damageBonus = rollRange(0, 4);
weapon.hitBonus = rollRange(0, 4);
weapon.qtyOfDamage = rollRange(2, 3);
weapon.numberOfAttacks = rollRange(1, 3);
//èíèöèàëèçàöèÿ ñòàòîâ
Ref = rollRange(6, 5);
Body = rollRange(4, 8);
//èíèöèàëèçàöèÿ áðîíè
SPHead = rollRange(0, 14);
SPTorso = rollRange(0, 18);
SPRArm = rollRange(0, 12);
SPLArm = rollRange(0, 12);
SPRLeg = rollRange(0, 10);
SPLLeg = rollRange(0, 10);
//èíèöèàëèçàöèÿ çäîðîâüÿ
takenDamage = 0;
Save = Body;
if (Body <= 2)// ýòà ñóìàñøåäøàÿ êîíñòðóêöèÿ îïðåäåëÿåò êîëëè÷åñòâî èãíîðèðóåìîãî óðîíà
{
BTM = 0;
}
else if (Body <= 4)
{
BTM = 1;
}
else if (Body <= 7)
{
BTM = 2;
}
else if (Body <= 9)
{
BTM = 3;
}
else
{
BTM = 4;
}
isAlive = true;
}
inline BaseCharacter::~BaseCharacter()
{
}
inline int BaseCharacter::attack()
{
int totalDamage = 0;
int rollHit = rollDice(10) + Ref + weapon.hitBonus;//ðîëèì ïîïàäàíèå, âñåãäà ïðèíèìàåì çà ôàêò ÷òî ó âñåõ âëàäåíèå îðóæèåì 5
if (rollHit < rollRange(10,11)) return 0; // åñëè íå ïîïàë òî óðîí 0, äèñòàíöèÿ ðàíäîìíàÿ îò 10 äî 20
switch (weapon.numberOfAttacks)
{
case 1:
totalDamage += dealWeaponDamage(weapon.qtyOfDamage, 1);
break;
case 2:
switch ((int)std::floor(rollDice(4) / 2))//îêðóãëÿåì äî int êîëëè÷åñòâî ïîïàäàíèé
{
case 1:
totalDamage += dealWeaponDamage(weapon.qtyOfDamage, 1);
break;
case 2:
totalDamage += dealWeaponDamage(weapon.qtyOfDamage, 2);
break;
case 3:
totalDamage += dealWeaponDamage(weapon.qtyOfDamage, 3);
break;
}
break;
case 3:
switch ((int)std::floor(rollDice(6) / 2))//îêðóãëÿåì äî int êîëëè÷åñòâî ïîïàäàíèé
{
case 1:
totalDamage += dealWeaponDamage(weapon.qtyOfDamage, 1);
break;
case 2:
totalDamage += dealWeaponDamage(weapon.qtyOfDamage, 2);
break;
case 3:
totalDamage += dealWeaponDamage(weapon.qtyOfDamage, 3);
break;
}
break;
}
if (rollDice(100) == 100) totalDamage += rollDice(6) * 7; // Ïðîöåíòíûé øàíñ òîãî ÷òî ÷åë åùå áðîñèò ãðàíàòó
totalDamage += weapon.damageBonus;
return totalDamage;
}
inline int BaseCharacter::howMuchDamage()
{
return takenDamage;
}
inline void BaseCharacter::takeDamage(int damage)
{
int totalDamage = 0;
int hadShotIn = rollDice(10);
switch (hadShotIn)
{
case 1:
totalDamage = armorPenetration(SPHead, damage, BTM)*2;
break;
case 2:
case 3:
case 4:
totalDamage = armorPenetration(SPTorso, damage, BTM);
break;
case 5:
totalDamage = armorPenetration(SPRArm, damage, BTM);
break;
case 6:
totalDamage = armorPenetration(SPLArm, damage, BTM);
break;
case 7:
case 8:
totalDamage = armorPenetration(SPRLeg, damage, BTM);
break;
case 9:
case 10:
totalDamage = armorPenetration(SPLArm, damage, BTM);
break;
}
takenDamage += totalDamage;
}
inline void BaseCharacter::deathRoll()
{
int deathPosition = std::ceil(takenDamage / 4);
int deathChance = deathPosition - 4;
if (deathPosition >= 4) {
if (rollDice(10) > Save - deathChance)isAlive = false;
}
}