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living.h
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living.h
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using namespace std;
class Living { //Living base class
protected:
name nam;
int level;
int healthPower;
bool dead;
int max_health;
public:
Living() ;
Living(string a) ;
Living(string a, int lvl , int hp);
void nameHero(string a) ;
int getLevel()const;
int getHP()const ;
void setlevel(int l);
void setHP(int hp);
//virtual functions explained later....................
virtual int Damage() ;
virtual bool dodged();
virtual int is_hurt_by(Living* l) ;
virtual int getHeroID()const ;
virtual int attack(Living* l) ;
virtual void printMonster() ;
virtual int is_hurt_by_spell(Living *l, int k);
virtual int is_hurt_by_weapon(Living *l);
virtual void equipItem(int k);
virtual Spell* equipSpell();
virtual void printHero() ;
virtual int spellDamage(int k, Living *l);
virtual void spellAction();
virtual int getDodge()const;
virtual int getDefense()const;
virtual damage_range getDmgRange();
virtual void setDmgRange(damage_range dm);
virtual void setDefense(int d);
virtual void setDodge(int d);
virtual void checkItems();
virtual void checkSpells();
virtual void replenish();
//...............................................................................
bool is_dead();
virtual void die();
void printName();
~Living() ;
};
class Monster : public Living { // monster
protected:
damage_range dmg;
double defense;
int dodge;
public:
Monster();
Monster(string a) ;
Monster(string a, int lvl, int hp, damage_range d, double def , int dod);
int Damage();
int getDefense() const ;
int getDodge() const;
damage_range getDmgRange();
void setDmgRange(damage_range dm);
void setDefense(int d);
void setDodge(int d);
bool dodged() ;
int attack(Living* l) ;
void replenish();
virtual void printMonster() ;
int is_hurt_by_weapon(Living* h);
int is_hurt_by_spell(Living *h, int k);
};
class Hero : public Living {
protected:
int magicPower;
int strength;
int dexterity;
int agility;
int money;
int xp;
int weapon_damage;
Inventory *inventory;
coordinates position;
double armor_multiplier;
int hero_id;
int xp_awarded;
int money_awarded;
int level_up_xp ;
int monsters_defeated;
int max_magic;
public :
Hero();
Hero(string a,int l,int hp,int s,int d, int ag, int id );
int Damage() ;
Spell* equipSpell(int k);
int spellDamage(int k, Monster *m);
coordinates getCoordinates()const ;
int getHeroID()const ;
int buy(Item *t) ;
int buy_spell(Spell *s);
int getItemNumber()const;
int getSpellNumber()const;
Item * sell(int k) ;
Spell* sell_spell(int k);
bool dodged() ;
//..................movement..........................
bool move_up();
bool move_right();
bool move_down() ;
bool move_left();
//.............................................
void equipItem(int k) ;
void checkInventory() ;
void checkItems();
void checkSpells();
int menu();
virtual void printHero();
int castSpell(Living *l, int k);
int attack(Living *l);
int is_hurt_by(Living *l);
virtual void levelUp();
void replenish();
void die();
void revive();
void awards();
~Hero();
};
class Warrior : public Hero {
public:
Warrior(string a,int l,int hp,int s,int d, int ag , int id);
void printHero();
void levelUp();
};
class Sorcerer :public Hero {
public:
Sorcerer(string a,int l,int hp,int s,int d, int ag, int id );
void printHero() ;
void levelUp();
};
class Paladin :public Hero {
public:
Paladin() ;
Paladin(string a,int l,int hp,int s,int d, int ag , int id);
void printHero() ;
void levelUp() ;
};
class Dragon :public Monster {
public:
Dragon() ;
Dragon(string a) ;
Dragon(string a, int lvl,int hp , damage_range d, double def , int dod);
void printMonster() ;
void levelUp();
};
class Exoskeleton : public Monster {
public:
Exoskeleton() ;
Exoskeleton(string a, int lvl ,int hp, damage_range d, double def , int dod);
void printMonster();
void levelUp() ;
};
class Spirit : public Monster {
public:
Spirit(string a, int lvl, int hp , damage_range d, double def , int dod);
void printMonster();
void levelUp() ;
};