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Monster.cpp
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Monster.cpp
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// --------------------------------------------------------------------------------------------------------------------------------
// DEMISERL
// Copyright 2014 Corremn
//
// $LastChangedBy$
// $LastChangedDate$
// $LastChangedRevision$
// $HeadURL: $
// --------------------------------------------------------------------------------------------------------------------------------
#include "Monster.h"
#include "NumberGenerator.h"
#include "WorldBuilder.h"
using namespace Random;
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
std::vector<std::string> Monster::descriptions;
Monster::Monster() :
stamina(10),
skill(1),
luck(1),
sight_range(6),
asleep_sight_Range(3),
humanoid(false),
special(false),
undead(false),
experience(10),
speed(10),
max_stamina(stamina),
mLevelVariation(0),
mLevel(0),
type(0),
description(0),
name("")
{
setColor(255, 255, 255);
if (descriptions.size() == 0)
descriptions.push_back(std::string("This creature dwells deep within the mountain. "));
}
/*
Monster::Monster(const Monster& rhs) :ResistanceBrands(rhs)
{
name = rhs.name;
symbol = rhs.symbol;
color1 = rhs.color1;
color2 = rhs.color2;
color3 = rhs.color3;
stamina = rhs.stamina;
skill = rhs.skill;
luck = rhs.luck;
sight_range = rhs.sight_range;
asleep_sight_Range = rhs.asleep_sight_Range;
humanoid = rhs.humanoid;
special = rhs.special;
undead = rhs.undead;
experience = rhs.experience;
max_stamina = rhs.max_stamina;
speed = rhs.speed;
type = rhs.type;
description = rhs.description;
}*/
Monster::~Monster()
{
}
int Monster::Create(int _type, int level, int level_variation)
{
mLevel = level;
mLevelVariation = level_variation;
type = _type;
level += getInt(level_variation, 0);
switch (type)
{
case mPlayer: return createPlayer(); break;
case mOrc: return createOrc(level); break;
case mWizard: return createWarlock(); break;
case mSpecial: return createSpecial(level); break;
case mDigger: return createDigger(); break;
case mBridgeMaster: return createBridgeMaster(); break;
case mCrocodile: createCrocodile(); break;
default: throw std::exception("Invalid monster type passed into monster creator"); break;
}
return 1;
}
int Monster::dead()
{
symbol = 'c';
return 1;
}
void Monster::setColour(unsigned char c1, unsigned char c2, unsigned char c3)
{
color1 = c1;
color2 = c2;
color3 = c3;
}
int Monster::createPlayer()
{
symbol = '@';
name = "Player";
setDescription("An adventurer in search of the warlocks treasure. ");
color1 = 200;
color2 = 200;
color3 = 40;
skill = 7 + getInt(4, 1); //8-11
//stamina = getInt(7,1)+ getInt(7,1) + (12-skill); //8 - 18
stamina = (12 - skill) * 2 + 8 + getInt(3, 1); //9-18
if (skill == 8)
luck = 11 + Random::getInt(2, 0);
if (skill == 11)
luck = 7 + Random::getInt(2, 0);
else
luck = 6 + Random::getInt(6, 1);
sight_range = 6;
max_stamina = stamina;
humanoid = true;
#ifdef _DEBUG
//skill = 50;
#endif
return 1;
}
int Monster::createSpecial(int level)
{
int type = level * 10; //getInt(100,0);
setColor(getInt(256, 20), getInt(256, 20), getInt(256, 20)); //random colour (Warning: can be black)
sight_range = getInt(10, 5);
special = true;
experience = type / 5;
if (type < 10) //0
{
symbol = 'o';
name = "orc sentry";
setDescription("This orc refuses to let you in, he has a key on his belt. ");
humanoid = true;
type = 50;
sight_range = 17; //outside
stamina = 5;
skill = 7;
luck = 3;
}
else if (type < 20) //1
{
symbol = 's';
name = "snake";
setDescription("A small aggressive snake. ");
skill += 2;
SetBrand(bPoison, 3);
stamina = 4;
skill = 8;
luck = 3;
SetResistance(bPoison, 10);
}
else if (type < 30) //2
{
symbol = 'd';
name = ("dog");
setDescription("A large mean dog. ");
stamina = 8;
skill = 8;
luck = 3;
}
else if (type < 40) //3
{
symbol = 'o';
humanoid = true;
name = ("orcish butcher");
setDescription("This crazed orc is covered head-to-toe in blood and gore and so is its cleaver. ");
stamina = 8;
skill = 9;
luck = 3;
}
else if (type < 50)
{
symbol = '@';
name = ("Boathouse Keeper");
setDescription("This large mean-looking man is calling for his dog. ");
humanoid = true;
stamina = 8;
skill = 10;
luck = 3;
}
else if (type < 60) // 5
{
symbol = 'z';
name = ("skeleton");
setDescription("A clattering walking skeleton. ");
humanoid = true;
stamina = 10;
skill = 10;
luck = 3;
SetResistance(bPoison, 10);
SetResistance(bFrost, 5);
SetResistance(bFire, -10);
SetResistance(bLightning, -5);
}
else if (type < 70) //6
{
symbol = 'C';
name = ("iron cyclops");
setDescription("A statue made of iron, but why is its head turning towards you? ");
stamina = 15;
skill = 10;
luck = 3;
SetResistance(bPoison, 10);
SetResistance(bFrost, 10);
SetResistance(bLightning, -10);
}
else if (type < 80)
{
symbol = 'V';
name = ("master vampire");
setDescription("A master vampire, are then any other kind? ");
SetBrand(bConfusion, 2);
stamina = 11;
skill = 9;
luck = 3;
SetResistance(bPoison, 10);
SetResistance(bFrost, 5);
SetResistance(bFire, -10);
SetResistance(bLightning, -5);
}
else if (type < 90)
{
symbol = 'M';
name = ("minotaur");
humanoid = true;
setDescription("A large bull-man monstrosity. His hooves pound and steam shoots from his nostrils. ");
stamina = 15;
skill = 10;
luck = 3;
}
else
{
//symbol = 'D';
//strcpy(name,"Dragon");
createWarlock();
return 1;
}
max_stamina = stamina;
return 1;
}
int Monster::createWerewolf()
{
symbol = 'W';
name = ("Werewolf");
setDescription("A large scruffy lythro...err, lithra, no um, lycanothdo... werewolf. ");
skill++;
SetResistance(bPoison, 10);
stamina += 5;
skill += 2;
return 1;
}
void Monster::createCrocodile()
{
symbol = 'C';
name = ("crocodile");
setDescription("A large predatory reptile with long jaws, sharp claws and a hungry smile. ");
setColor(0, 128, 64);
stamina = 10;
skill = 8 + getInt(3, 0);
}
int Monster::createDigger()
{
symbol = '\\';
name = ("magical tools");
setDescription("A collection of digging tools, seemily controlled by invisible hands. ");
setColor(255, 242, 0);
SetResistance(bPoison, 10);
SetResistance(bFrost, 10);
SetResistance(bFire, 10);
stamina = 10;
skill = 10;
sight_range = 1;
return 1;
}
int Monster::createBridgeMaster(bool wereRat)
{
if (wereRat)
{
symbol = 'R';
name = ("FerryWereRat");
setDescription("A ferry-ware-rat, and you still don't have the money to pay him! ");
skill++;
SetResistance(bPoison, 10);
stamina = 6 + getInt(7, 1);
skill+=2;
luck = 6 + getInt(7, 1);
sight_range = 5;
max_stamina = stamina;
}
else
{
symbol = '@';
name = ("Ferryman");
setDescription("A ferryman, too bad you don't have the money to pay him. ");
setColor(200, 100, 200);
stamina = 6 + getInt(7, 1);
skill = 5 + getInt(7, 1);
luck = 6 + getInt(7, 1);
sight_range = 5;
max_stamina = stamina;
}
experience = 40;
humanoid = true;
return 1;
}
int Monster::createWarlock()
{
symbol = '@';
name = ("Zagor");
setDescription("A regular all-round evil wizard. His hands crackle with unknown magic. ");
setColor(80, 40, 40);
stamina = 18;
skill = 12;
luck = 6 + getInt(7, 1);
sight_range = 8;
max_stamina = stamina;
experience = 200;
humanoid = true;
switch (Random::getInt(4, 1))
{
case 0: SetResistance(bPoison, 10); break;
case 1: SetResistance(bFrost, 10); break;
case 2: SetResistance(bFire, 10); break;
case 3: SetResistance(bLightning, 10); break;
}
return 1;
}
int Monster::createOrc(int level)
{
int mLevel = level;
symbol = 'o';
color1 = 0;
color2 = 255;
color3 = 0;
humanoid = true;
if (level > 9)
mLevel = level / 2;
static bool chief = false;
static bool shaman = false;
int varient = mLevel;//getInt(5,0);
if (level == 0) //only create orcs;
{
name = ("orc");
setDescription("A basic orc whose only job is to stop people like you getting in the mountain. ");
color2 = 255;
sight_range = 18;
skill = getInt(9, 6);
stamina = getInt(8, 6);
luck = 0;
max_stamina = stamina;
experience = 20;
return 1;
}
else
//varient =
varient = varient + getInt(7, 1) + getInt(7, 1) - 6;
if (varient < 2)
{
name = ("orc servant"); color1 = 255;
experience = 2;
setDescription("An orcish servant looking to take out its long suffering on you. ");
}
else if (varient < 3)
{
name = ("orc");
setDescription("This orc wanders around the mountain depths causing trouble for people like you. ");
experience = 4;
}
else if (varient < 5)
{
name = ("orc archer"); color1 = 255; color2 = 128;
setDescription("This orc has some quarrelsome friends that it wants you to meet. How nice! ");
experience = 8;
varient += 2;
}
else if (varient < 7)
{
name = ("orc sentry"); color2 = 128;
setDescription("A slightly better equipped orc than most. He looks like he has been on guard duty a long time. ");
experience = 6;
}
/* else if(varient <9)
{
strcpy(name,"Orc Shaman");
setColor(220,0,150);
experience = 8;
}*/
else if (varient < 10)
{
name = ("orc warrior"); color1 = 237; color2 = 28; color3 = 36;
setDescription("A mean brute, looking to start some trouble. ");
experience = 8;
varient += 2;
}
else if (varient == 10)
{
name = ("chieftain's servant"); varient /= 2; color1 = 200;
setDescription("Looks like he has just been beaten up by someone. ");
experience = 10;
}
else
{
name = ("orc chieftain"); varient += 2; color1 = 0; color2= 128; color3 = 128;
setDescription("A leader of orcs. Must be tough then. ");
experience = 20;
chief = true;
}
sight_range = 6;
stamina = getInt(5, 3) + varient / 2;
skill = getInt(5, 3) + varient / 2;
luck = 0;
max_stamina = stamina;
return 1;
}
void Monster::setColor(int c1, int c2, int c3)
{
color1 = c1;
color2 = c2;
color3 = c3;
}
void Monster::setDescription(const std::string & about)
{
description = 0;
for (std::vector<std::string>::iterator it = descriptions.begin(); it != descriptions.end(); ++it, ++description)
{
if (*it == about)
return;
}
descriptions.push_back(about);
}
const std::string Monster::getDescription() const
{
return descriptions[description];
}