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Character.h
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#ifndef __CHARACTER
#define __CHARACTER
void SpawnMonster();
bool DeathCheck();
class Character
{
public:
char* name;
int healthCurrent, healthMax;
int manaCurrent, manaMax;
int damageMin, damageMax;
int cooldownCurrent;
bool currentDefence = false;
Character(const char* wantName, int wantHealth, int wantMana, int wantDamMin, int wantDamMax, int startCooldown = 0)
{
name = (char*)wantName;
healthCurrent = healthMax = wantHealth;
manaCurrent = manaMax = wantMana;
damageMin = wantDamMin;
damageMax = wantDamMax;
cooldownCurrent = startCooldown;
}
class Character* FindEnemy();
virtual void AI();
virtual void TurnEnd();
virtual void TurnStart();
virtual void OnMonsterSpawn();
virtual void OnMonsterKill();
virtual void Die();
virtual int Attack (class Character* target, float multiplier = 1.0f);
virtual int Skill (class Character* target);
virtual int Defence(class Character* target);
virtual int Potion (class Character* target);
virtual int TakeDamage(class Character* attacker, int damage);
virtual int TakeHeal(class Character* healer, int heal);
};
class Mimic : public Character {
int passTurn = 2;
public:
Mimic() : Character("¹Ì¹Í", 60, 30, 15, 25) { Defence(FindEnemy()); };
void AI();
int Skill(class Character* target);
};
class PoisonGoblin : public Character {
int poisonStack = 0;
public:
PoisonGoblin() : Character("µ¶ °íºí¸°", 50, 40, 5, 8) {
}
void AI();
int Attack(class Character* target, float multiplier = 1.0f);
int Skill(class Character* target);
int TakeDamage(class Character* attacker, int damage);
int Defence(class Character* target);
void TurnEnd();
void OnMonsterSpawn();
};
class Archer : public Character {
int concealmentState = 0;
public:
Archer() : Character("¾Æó", 70, 50, 20, 40) {
}
void AI();
int Attack(class Character* target, float multiplier = 1.0f);
int Skill(class Character* target);
int TakeDamage(class Character* attacker, int damage);
int Defence(class Character* target);
int Potion(class Character* target);
void TurnEnd();
void OnMonsterSpawn();
};
#endif