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@ -5,106 +5,106 @@ |
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#include "character.h" |
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#include "spell.h" |
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Character character; |
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Player player; |
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void setCharacterHealthPoints (Character *character, int newHealthPoints){ |
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character->healthPoints = newHealthPoints; |
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void setPlayerHealthPoints (Player *player, int newHealthPoints){ |
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player->healthPoints = newHealthPoints; |
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} |
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int getCharacterHealthPoints (Character *character) { |
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return character->healthPoints; |
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int getPlayerHealthPoints (Player *player) { |
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return player->healthPoints; |
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} |
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void setCharacterStrength (Character *character, int newStrength) { |
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character->strength = newStrength; |
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void setPlayerStrength (Player *player, int newStrength) { |
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player->strength = newStrength; |
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} |
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int getCharacterStrength (Character *character) { |
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return character->strength; |
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int getPlayerStrength (Player *player) { |
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return player->strength; |
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} |
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void setCharacterDexterity (Character *character, int newDexterity) { |
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character->dexterity = newDexterity; |
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void setPlayerDexterity (Player *player, int newDexterity) { |
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player->dexterity = newDexterity; |
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} |
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int getCharacterDexterity (Character *character) { |
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return character->dexterity; |
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int getPlayerDexterity (Player *player) { |
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return player->dexterity; |
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} |
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void setCharacterIntelligence (Character *character, int newIntelligence) { |
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character->intelligence = newIntelligence; |
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void setPlayerIntelligence (Player *player, int newIntelligence) { |
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player->intelligence = newIntelligence; |
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} |
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int getCharacterIntelligence (Character *character) { |
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return character->intelligence; |
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int getPlayerIntelligence (Player *player) { |
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return player->intelligence; |
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} |
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void setCharacterLevel (Character *character, int newLevel) { |
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character->level = newLevel; |
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void setPlayerLevel (Player *player, int newLevel) { |
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player->level = newLevel; |
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} |
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int getCharacterLevel (Character *character) { |
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return character->level; |
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int getPlayerLevel (Player *player) { |
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return player->level; |
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} |
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void setCharacterExp (Character *character, int newExp) { |
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character->exp = newExp; |
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void setPlayerExp (Player *player, int newExp) { |
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player->exp = newExp; |
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} |
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int getCharacterExp (Character *character) { |
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return character->exp; |
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int getPlayerExp (Player *player) { |
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return player->exp; |
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} |
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void setCharacterMaxExp (Character *character, int newMaxExp) { |
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character->maxExp = newMaxExp; |
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void setPlayerMaxExp (Player *player, int newMaxExp) { |
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player->maxExp = newMaxExp; |
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} |
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int getCharacterMaxExp (Character *character) { |
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return character->maxExp; |
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int getPlayerMaxExp (Player *player) { |
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return player->maxExp; |
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} |
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int calculateStatIncrease (Character *character, int amount) { |
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return character->level*amount; |
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int calculateStatIncrease (Player *player, int amount) { |
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return player->level*amount; |
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} |
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void setCharacterMaxHealthPoints (Character *character, int newMaxHealthPoints){ |
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character->maxHealthPoints = newMaxHealthPoints; |
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void setPlayerMaxHealthPoints (Player *player, int newMaxHealthPoints){ |
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player->maxHealthPoints = newMaxHealthPoints; |
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} |
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int getCharacterMaxHealthPoints (Character *character){ |
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return character->maxHealthPoints; |
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int getPlayerMaxHealthPoints (Player *player){ |
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return player->maxHealthPoints; |
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} |
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void setCharacterAttack (Character *character, int newAttack){ |
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character->attack = newAttack; |
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void setPlayerAttack (Player *player, int newAttack){ |
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player->attack = newAttack; |
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} |
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int getCharacterAttack (Character *character){ |
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return character->attack; |
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int getPlayerAttack (Player *player){ |
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return player->attack; |
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} |
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void setCharacterArmor (Character *character, int newArmor){ |
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character->armor = newArmor; |
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void setPlayerArmor (Player *player, int newArmor){ |
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player->armor = newArmor; |
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} |
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int getCharacterArmor (Character *character){ |
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return character->armor; |
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int getPlayerArmor (Player *player){ |
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return player->armor; |
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} |
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void setCharacterGold (Character *character, int newGold){ |
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character->gold = newGold; |
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void setPlayerGold (Player *player, int newGold){ |
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player->gold = newGold; |
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} |
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int getCharacterGold (Character *character){ |
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return character->gold; |
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int getPlayerGold (Player *player){ |
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return player->gold; |
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} |
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void setCharacterName (Character *character, char *newName) { |
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strcpy(character->name,newName); |
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void setPlayerName (Player *player, char *newName) { |
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strcpy(player->name,newName); |
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} |
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char* getCharacterName (Character *character) { |
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return character->name; |
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char* getPlayerName (Player *player) { |
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return player->name; |
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} |
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int getWeaponAttack (Weapon *weapon) { |
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@ -123,81 +123,81 @@ int setWeaponDurability (Weapon *weapon, int newDurability) { |
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weapon->durability = newDurability; |
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} |
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void setCharacterWeaponClass (Character* character, int weaponClass) { |
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character->weaponClass = weaponClass; |
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void setPlayerWeaponClass (Player* player, int weaponClass) { |
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player->weaponClass = weaponClass; |
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} |
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int getCharacterWeaponClass (Character* character) { |
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return character->weaponClass; |
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int getPlayerWeaponClass (Player* player) { |
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return player->weaponClass; |
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} |
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void increaseStat (Character *character, int stat, int amount) { |
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void increaseStat (Player *player, int stat, int amount) { |
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switch (stat) |
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{ |
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case 1: |
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character->strength += amount;break; |
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player->strength += amount;break; |
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case 2: |
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character->dexterity += amount;break; |
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player->dexterity += amount;break; |
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case 3: |
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character->intelligence += amount;break; |
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player->intelligence += amount;break; |
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case 4: |
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character->healthPoints += amount;break; |
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player->healthPoints += amount;break; |
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case 5: |
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character->manaPoints += amount;break; |
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player->manaPoints += amount;break; |
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case 6: |
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character->level += amount;break; |
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player->level += amount;break; |
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case 7: |
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character->exp += amount;break; |
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player->exp += amount;break; |
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case 8: |
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character->maxExp += amount;break; |
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player->maxExp += amount;break; |
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default: |
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break; |
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} |
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} |
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void levelUp (Character *character) { |
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if (getCharacterExp(character) > getCharacterMaxExp(character)) { |
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increaseStat(character,LEVEL,1); |
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setCharacterExp(character,getCharacterExp(character)-getCharacterMaxExp(character)); |
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void levelUp (Player *player) { |
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if (getPlayerExp(player) > getPlayerMaxExp(player)) { |
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increaseStat(player,LEVEL,1); |
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setPlayerExp(player,getPlayerExp(player)-getPlayerMaxExp(player)); |
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} |
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} |
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int calculateDamage (Character *character,Weapon *weapon) { |
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switch (character->weaponClass) |
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int calculateDamage (Player *player,Weapon *weapon) { |
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switch (player->weaponClass) |
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{ |
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case 1: |
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return character->strength*weapon->attack; |
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return player->strength*weapon->attack; |
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case 2: |
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return character->dexterity*weapon->attack; |
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return player->dexterity*weapon->attack; |
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case 3: |
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return character->intelligence*weapon->attack; |
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return player->intelligence*weapon->attack; |
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default: |
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return 1; |
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} |
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} |
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void setCharacterStatPoints (Character* character, int newStatPoints) { |
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character->statPoints = newStatPoints; |
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void setPlayerStatPoints (Player* player, int newStatPoints) { |
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player->statPoints = newStatPoints; |
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} |
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int getCharacterStatPoints (Character* character) { |
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return character->statPoints; |
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int getPlayerStatPoints (Player* player) { |
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return player->statPoints; |
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} |
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void initializeCharacter (Character *character,int weaponClass) { |
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setCharacterHealthPoints(character,100); |
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setCharacterStrength(character,10); |
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setCharacterDexterity(character,10); |
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setCharacterIntelligence(character,10); |
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setCharacterLevel(character,1); |
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setCharacterExp(character,0); |
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setCharacterMaxExp(character,100); |
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setCharacterMaxHealthPoints(character,100); |
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setCharacterAttack(character,10); |
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setCharacterArmor(character,0); |
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setCharacterGold(character,0); |
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setCharacterName(character,"Player"); |
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setCharacterWeaponClass(character,weaponClass); |
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setCharacterStatPoints(character,0); |
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void initializePlayer (Player *player,int weaponClass) { |
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setPlayerHealthPoints(player,100); |
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setPlayerStrength(player,10); |
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setPlayerDexterity(player,10); |
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setPlayerIntelligence(player,10); |
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setPlayerLevel(player,1); |
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setPlayerExp(player,0); |
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setPlayerMaxExp(player,100); |
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setPlayerMaxHealthPoints(player,100); |
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setPlayerAttack(player,10); |
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setPlayerArmor(player,0); |
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setPlayerGold(player,0); |
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setPlayerName(player,"Player"); |
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setPlayerWeaponClass(player,weaponClass); |
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setPlayerStatPoints(player,0); |
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} |
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void setItemID (Item *item, int newID) { |
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@ -248,97 +248,97 @@ char* getItemName (Item *item) { |
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return item->name; |
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} |
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void setCharacterStatus (Character *character, int newStatus) { |
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character->status = newStatus; |
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void setPlayerStatus (Player *player, int newStatus) { |
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player->status = newStatus; |
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} |
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int getCharacterStatus (Character *character) { |
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return character->status; |
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int getPlayerStatus (Player *player) { |
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return player->status; |
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} |
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void setCharacterStatusDuration (Character *character, int newStatusDuration) { |
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character->statusDuration = newStatusDuration; |
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void setPlayerStatusDuration (Player *player, int newStatusDuration) { |
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player->statusDuration = newStatusDuration; |
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} |
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int getCharacterStatusDuration (Character *character) { |
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return character->statusDuration; |
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int getPlayerStatusDuration (Player *player) { |
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return player->statusDuration; |
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} |
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void initializeInventory (Character *character) { |
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void initializeInventory (Player *player) { |
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for (int i = 0; i < 10; i++) |
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{ |
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character->inventory[i] = NULL; |
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player->inventory[i] = NULL; |
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} |
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} |
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void putItemInInventory (Character *character, Item *item,int inventorySlot) { |
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void putItemInInventory (Player *player, Item *item,int inventorySlot) { |
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if(inventorySlot > 9) { |
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printf("Inventory slot is out of range (0-9)\n"); |
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} else if (inventorySlot < 0) { |
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printf("Inventory slot is out of range (0-9)\n"); |
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} else if (character->inventory[inventorySlot] == NULL) { |
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} else if (player->inventory[inventorySlot] == NULL) { |
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printf("Inventory slot is already occupied\n"); |
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} else { |
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character->inventory[inventorySlot] = item; |
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player->inventory[inventorySlot] = item; |
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} |
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} |
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Item * getItemInInventory (Character *character, int inventorySlot) { |
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Item * getItemInInventory (Player *player, int inventorySlot) { |
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if(inventorySlot > 9) { |
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printf("Inventory slot is out of range (0-9)\n"); |
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return NULL; |
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} else if (inventorySlot < 0) { |
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printf("Inventory slot is out of range (0-9)\n"); |
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return NULL; |
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} else if (character->inventory[inventorySlot] == NULL) { |
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} else if (player->inventory[inventorySlot] == NULL) { |
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printf("Inventory slot is empty\n"); |
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return NULL; |
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} else { |
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return character->inventory[inventorySlot]; |
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return player->inventory[inventorySlot]; |
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} |
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} |
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int checkStatus (Character *character) { |
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switch (character->status) |
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int checkStatus (Player *player) { |
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switch (player->status) |
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{ |
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case SPELL_EFFECT_NONE: |
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break; |
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case SPELL_EFFECT_BURN: |
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setCharacterStatusDuration(character,getCharacterStatusDuration(character)-1); |
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if (getCharacterStatusDuration == 0) { |
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setCharacterStatus(character,SPELL_EFFECT_NONE); |
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setPlayerStatusDuration(player,getPlayerStatusDuration(player)-1); |
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if (getPlayerStatusDuration == 0) { |
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setPlayerStatus(player,SPELL_EFFECT_NONE); |
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} |
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return getCharacterStatus(character); |
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return getPlayerStatus(player); |
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break; |
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case SPELL_EFFECT_FREEZE: |
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setCharacterStatusDuration(character,getCharacterStatusDuration(character)-1); |
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if (getCharacterStatusDuration == 0) { |
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setCharacterStatus(character,SPELL_EFFECT_NONE); |
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setPlayerStatusDuration(player,getPlayerStatusDuration(player)-1); |
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if (getPlayerStatusDuration == 0) { |
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setPlayerStatus(player,SPELL_EFFECT_NONE); |
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} |
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return getCharacterStatus(character); |
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return getPlayerStatus(player); |
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break; |
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case SPELL_EFFECT_STUN: |
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setCharacterStatusDuration(character,getCharacterStatusDuration(character)-1); |
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if (getCharacterStatusDuration == 0) { |
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setCharacterStatus(character,SPELL_EFFECT_NONE); |
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setPlayerStatusDuration(player,getPlayerStatusDuration(player)-1); |
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if (getPlayerStatusDuration == 0) { |
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setPlayerStatus(player,SPELL_EFFECT_NONE); |
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} |
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return getCharacterStatus(character); |
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return getPlayerStatus(player); |
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break; |
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case SPELL_EFFECT_REGENERATION: |
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setCharacterStatusDuration(character,getCharacterStatusDuration(character)-1); |
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if (getCharacterStatusDuration == 0) { |
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setCharacterStatus(character,SPELL_EFFECT_NONE); |
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setPlayerStatusDuration(player,getPlayerStatusDuration(player)-1); |
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if (getPlayerStatusDuration == 0) { |
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setPlayerStatus(player,SPELL_EFFECT_NONE); |
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} |
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return getCharacterStatus(character); |
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return getPlayerStatus(player); |
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break; |
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default: |
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return getCharacterStatus(character); |
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return getPlayerStatus(player); |
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break; |
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} |
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} |
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void setCharacterManaPoints (Character *character, int newManaPoints) { |
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character->manaPoints = newManaPoints; |
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void setPlayerManaPoints (Player *player, int newManaPoints) { |
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player->manaPoints = newManaPoints; |
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} |
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int getCharacterManaPoints (Character *character) { |
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return character->manaPoints; |
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int getPlayerManaPoints (Player *player) { |
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return player->manaPoints; |
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} |