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path: root/src/main/cpp/MeleeWeapon.cpp
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#include "Weapon.hpp"
#include "MeleeWeapon.hpp"
#include "Actor.hpp"

#include <string>
#include <stdexcept>

MeleeWeapon::MeleeWeapon(Weapon::Class weaponClass, const std::string &name, bool throwable)
    : Weapon(Item::Type::MELEEWEAPON, weaponClass, name), _throwable(throwable)
{
    if (!(weaponClass == Weapon::Class::SWORD
        || weaponClass == Weapon::Class::AXE 
        || weaponClass == Weapon::Class::LANCE)) {

        throw std::invalid_argument("Invalid class type for MeleeWeapon");
    }
}

bool MeleeWeapon::use(Actor &user, Actor &actor)
{
    //TODO implements attack probability
    //TODO balance advantages 
    
    int bonus = 0;
    MeleeWeapon *userWeapon = dynamic_cast<MeleeWeapon*>(user.weapon());
    // MeleeWeapon *actorWeapon = dynamic_cast<MeleeWeapon*>(actor.weapon());

    if (userWeapon == nullptr) {
        return false;
    }

    // if (user.skill(userWeapon->weaponClass) <= _requiredLevel) {
    //     return false;
    // }

    /*
    if (actorWeapon != nullptr) {
        switch (userWeapon->weaponType) {
        case MeleeWeapon::Type::AXE:
            switch (actorWeapon->weaponType) {
            case MeleeWeapon::Type::AXE:
                bonus = 0;
                break;
            case MeleeWeapon::Type::LANCE:
                bonus = 10;
                break;
            case MeleeWeapon::Type::SWORD:
                bonus = -10;
                break;
            }
            break;
        case MeleeWeapon::Type::LANCE:
            switch (actorWeapon->weaponType) {
            case MeleeWeapon::Type::AXE:
                bonus = -10;
                break;
            case MeleeWeapon::Type::LANCE:
                bonus = 0;
                break;
            case MeleeWeapon::Type::SWORD:
                bonus = 10;
                break;
            }
            break;
        case MeleeWeapon::Type::SWORD:
            switch (actorWeapon->weaponType) {
            case MeleeWeapon::Type::AXE:
                bonus = 10;
                break;
            case MeleeWeapon::Type::LANCE:
                bonus = -10;
                break;
            case MeleeWeapon::Type::SWORD:
                bonus = 0;
                break;
            }
            break;
        }
    }
    */

    actor.damage(_damage 
        + user.stat(Actor::Stat::ATTACK) 
        - actor.stat(Actor::Stat::DEFENCE) + bonus
    );

    return true;
}