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creature.cpp
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#include "creature.h"
#include "usefulF.h"
#include <iostream>
#include <cstdlib>
#include <ctime>
#include <string>
#include <cmath>
using namespace std;
bool generalStats::isAlive() {
return hp > 0;
}
//stored region names
char regions[8][40] = {
"Adventurers' valley (lv1+)",
"Slient forest (lv11+)",
"Cemetery of the dark (lv21+)",
"Forsaken castle (lv31+)",
"Other side of the world (lv41+)",
"Nest of dragons (lv51+)",
"Abyss (requirement?\?\?)"
};
//flags to see if players went there before
bool regionFlag[8] = {
false,
false,
false,
false,
false,
false,
false
};
//stored monster names
char regionMonsters[6][10][40] = {
{
"Green Slime",
"Mini Slime",
"Corrupted Slime",
"Sparky",
"Water trappers",
"Giant Mantis",
"Shroomitail",
"Glittering Slime",
"Boulder",
"Frosted"
},
{
"Screammaker",
"Greedy Goblin",
"Mangled Ogre",
"Reaper",
"Haunted",
"Trapped Soul",
"Glowing Spores",
"Entangled Vines",
"Goblin Leader",
"Ogre Commander"
},
{
"Brain Rot",
"Headless",
"Bloodthrist",
"Armored Zombie",
"Son of the Tempest",
"Mimic",
"Ravenger",
"Hanged",
"Suffocater",
"Aetherized Zombie"
},
{
"Witch Apprentice",
"Evitch",
"Spider Puppet",
"Hellhound",
"Wicked",
"Witchcraft Master",
"Salem",
"Frankenpuppet",
"Headslicer",
"Raven"
},
{
"Merezeda",
"Mazerguito",
"Dripper",
"Vampire",
"Haemoclotter",
"Father of all",
"Dracula",
"Spike",
"Amber",
"Dream Maker"
},
{
"Rathalos",
"Tempest",
"Valhazaard",
"Behemoth",
"Raijin",
"Fieryostra",
"Hellstrix",
"Dragon Rider",
"Alflection",
"Ruler"
}
};
//constructor of character
character::character(string nameInputed, bool genderInputed) {
name = nameInputed;
gender = genderInputed;
level = 1;
maxhp = 40;
maxmp = 20;
hp = maxhp;
mp = maxmp;
att = 10;
def = 10;
xp = 0;
xpReq = 50;
crit_chance = 5;
position = "City of Quart";
traitpoints = 1;
traitAllocation[0] = 0;
traitAllocation[1] = 0;
traitAllocation[2] = 0;
traitAllocation[3] = 0;
traitAllocation[4] = 0;
// role, skill, tbc
}
//level up
void character::lvUp() {
xp -= xpReq;
level += 1;
if (level % 5 == 0) {
traitpoints++;
}
xpReq = 50 * (level * level - level);
//status increase
maxhp += level * 3;
maxmp += level * 2;
att = (level * 10 + 3) * pow(1.17, traitAllocation[1]);
def = level * 7;
}
//Add traits
void character::traitSet(int option) {
if (option == 0) {
if (traitAllocation[0] != 1) {
maxhp = maxhp / pow(1.235, traitAllocation[0] - 1) * pow(1.235, traitAllocation[0]);
} else {
maxhp = maxhp * pow(1.235, traitAllocation[0]);
}
hp = maxhp;
} else if (option == 1) {
if (traitAllocation[1] != 1) {
att = att / pow(1.17, traitAllocation[1] - 1) * pow(1.17, traitAllocation[1]);
} else {
att = att * pow(1.17, traitAllocation[1]);
}
} else if (option == 2) {
if (traitAllocation[2] != 1) {
maxmp = maxmp / pow(1.205, traitAllocation[2] - 1) * pow(1.205, traitAllocation[2]);
} else {
maxmp = maxmp * pow(1.205, traitAllocation[2]);
}
mp = maxmp;
} else if (option == 3) {
crit_chance = 5 + 4 * traitAllocation[3];
}
}
//increase exp
void character::xpUp(int xpGain) {
xp += xpGain;
bool is_lvUp = false;
while (xp >= xpReq) {
lvUp();
is_lvUp = true;
}
if (is_lvUp) {
//recover hp, mp
hp = maxhp;
mp = maxmp;
printDelay("You level up! Your current level is: " + to_string(level), 40, true);
printDelay("You need " + to_string(xpReq) + " xp to reach next level.", 40, true);
printDelay("Your hp and mp fully recovered!", 40, true);
}
}
monster monsterCreation(int regionGrade) {
monster newMob;
int n = randomNumber(0, 9);
newMob.name = regionMonsters[regionGrade][n];
//newMob.expDrop = 100000;
if (player.level >= (regionGrade + 1) * 10 + 1 && regionGrade != 5) {
printDelay("Your level is higher than the region level.", 40, true);
printDelay("Your xp gain would be significantly reduced.", 40, true);
delay(1000);
newMob.expDrop = randomNumber(1, 3) * (regionGrade + 1) * 100;
newMob.level = (regionGrade + 1) * 10 + randomNumber(-4, 0);
} else {
newMob.expDrop = randomNumber(1, 3) * regionGrade * 100 + player.xpReq * 0.5;
newMob.level = player.level + randomNumber(-2, 2);
if (newMob.level <= 0) newMob.level = 1;
}
//newMob.expDrop = 1000000;
//mimic player status at the same level
newMob.hp = 40;
for (int i = 0; i < newMob.level; i++) {
newMob.hp += newMob.level * 3;
}
newMob.att = newMob.level * 10 + 3;
//adjustment
newMob.hp = newMob.hp * randomNumber(10, 20) / 10 + regionGrade * randomNumber(10, 40);
newMob.maxhp = newMob.hp;
newMob.att = newMob.att * 0.9 + (regionGrade + 1) * 2 + randomNumber(-5, +5) * (regionGrade + 1);
newMob.crit_chance = 5 + randomNumber(-3, 3);
newMob.def = (regionGrade + 1) * 8;
return newMob;
}
character player;
/* check
int main(){
character player("John", true);
std::cout << player.name << std::endl;
std::cout << player.gender << std::endl;
std::cout << player.level << std::endl;
std::cout << player.maxhp << std::endl;
std::cout << player.maxmp << std::endl;
std::cout << player.hp << std::endl;
std::cout << player.mp << std::endl;
std::cout << player.att << std::endl;
std::cout << player.def << std::endl;
std::cout << player.exp << std::endl;
std::cout << player.expReq << std::endl;
return 0;
}
//*/