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#include "Weapon.hpp"
#include "MeleeWeapon.hpp"
#include "Actor.hpp"
#include <string>
MeleeWeapon::MeleeWeapon(Type t, const std::string &name, bool throwable)
: Weapon(Item::Type::MELEEWEAPON, name), type(t), _throwable(throwable)
{
}
bool MeleeWeapon::use(Actor &user, Actor &actor)
{
//TODO implements attack probability
//TODO balance advantages
MeleeWeapon* weapon = dynamic_cast <MeleeWeapon*> (user.weapon());
int bonus;
if (MeleeWeapon* enemyWeapon = dynamic_cast <MeleeWeapon*> (actor.weapon())) {
switch (weapon->type) {
case MeleeWeapon::Type::AXE:
switch (enemyWeapon->type) {
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 (enemyWeapon->type) {
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 (enemyWeapon->type) {
case MeleeWeapon::Type::AXE:
bonus = 10;
break;
case MeleeWeapon::Type::LANCE:
bonus = -10;
break;
case MeleeWeapon::Type::SWORD:
bonus = 0;
break;
}
break;
}
} else {
bonus = 0;
}
if (actor.levelAxe() <= _requiredLevel) {
actor.damage(_damage + user.attack() - actor.defence() + bonus);
return true;
} else {
return false;
}
}
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