Skip to content
Toggle navigation
P
Projects
G
Groups
S
Snippets
Help
krkane
/
Rüütli Vaev
This project
Loading...
Sign in
Toggle navigation
Go to a project
Project
Repository
Issues
0
Merge Requests
1
Pipelines
Wiki
Snippets
Members
Activity
Graph
Charts
Create a new issue
Jobs
Commits
Issue Boards
Files
Commits
Branches
Tags
Contributors
Graph
Compare
Charts
Commit
ef38fdb8
authored
May 01, 2024
by
grlabu
Browse files
Options
Browse Files
Download
Email Patches
Plain Diff
Upload New File
parent
d3fef7b1
Show whitespace changes
Inline
Side-by-side
Showing
1 changed file
with
128 additions
and
0 deletions
Source/gameengine.cpp
Source/gameengine.cpp
0 → 100644
View file @
ef38fdb8
#include "Header.h"
// gameengine.cpp
#include "gameengine.h"
#include <QDebug>
Enemy
CreateEnemy
(
int
defeated_enemies
)
{
Enemy
enemy
;
// Scale enemy health and attack based on defeated enemies
enemy
.
health
=
50
+
defeated_enemies
*
10
;
// Base health + 10 for each defeated enemy
// Increase enemy attack proportionally
switch
(
defeated_enemies
)
{
case
0
:
strcpy
(
enemy
.
type
,
"Päkapikk"
);
// Päkapikk
enemy
.
attack
=
ELF_BASE_DAMAGE
+
defeated_enemies
*
5
;
// Base damage + 5 for each defeated enemy
break
;
case
1
:
strcpy
(
enemy
.
type
,
"Ork"
);
// Ork
enemy
.
attack
=
ORK_BASE_DAMAGE
+
defeated_enemies
*
5
;
// Base damage + 5 for each defeated enemy
break
;
case
2
:
strcpy
(
enemy
.
type
,
"Smurf"
);
// Smurf
enemy
.
attack
=
SMURF_BASE_DAMAGE
+
defeated_enemies
*
5
;
// Base damage + 5 for each defeated enemy
break
;
case
3
:
strcpy
(
enemy
.
type
,
"Deemon"
);
// Deemon
enemy
.
attack
=
DEEMON_BASE_DAMAGE
+
defeated_enemies
*
5
;
// Base damage + 5 for each defeated enemy
break
;
case
5
:
enemy
.
health
=
BOSS_HEALTH
+
defeated_enemies
*
20
;
enemy
.
attack
=
BOSS_DAMAGE
+
defeated_enemies
*
5
;
strcpy
(
enemy
.
type
,
"Final Boss"
);
break
;
default:
strcpy
(
enemy
.
type
,
"Bandiit"
);
// Bandiit
enemy
.
attack
=
BANDIIT_BASE_DAMAGE
+
defeated_enemies
*
5
;
// Base damage + 5 for each defeated enemy
}
// Level up player
return
enemy
;
}
int
Move
(
int
correctChoice
)
{
// Generate a random scenario
int
scenario
=
rand
()
%
2
;
// Assuming there are three possible scenarios
// Logic based on the generated scenario and correct choice
switch
(
scenario
)
{
case
0
:
// Scenario: Player encounters a trap
if
(
correctChoice
==
TRAP_SCENARIO
)
{
return
LOSE_HP
;
// Player loses health
}
else
{
// Handle other scenarios
// For now, let's return a placeholder value
return
0
;
}
case
1
:
// Scenario: Player finds a potion
if
(
correctChoice
==
POTION
)
{
return
GAIN_POTION
;
// Player gains a potion
}
else
{
// Handle other scenarios
// For now, let's return a placeholder value
return
0
;
}
default:
// Default scenario
// For now, let's return a placeholder value
return
0
;
}
}
int
SaveGame
(
char
*
file
,
Player
*
p
,
int
enemiesDefeated
)
{
FILE
*
fh
;
fh
=
fopen
(
file
,
"w"
);
if
(
fh
==
NULL
)
{
fprintf
(
stderr
,
"Error opening save file!
\n
"
);
return
1
;
}
fprintf
(
fh
,
"%d %d %d
\n
%d"
,
p
->
health
,
p
->
attack
,
p
->
potionCount
,
enemiesDefeated
);
fclose
(
fh
);
return
0
;
}
void
LoadGame
(
char
*
file
,
Player
*
p
,
int
*
enemies
)
{
FILE
*
fh
;
fh
=
fopen
(
file
,
"r"
);
if
(
fh
==
NULL
)
{
fprintf
(
stderr
,
"Failed to open file %s
\n
"
,
file
);
exit
(
1
);
}
fscanf
(
fh
,
"%d %d %d"
,
&
p
->
health
,
&
p
->
attack
,
&
p
->
potionCount
);
fscanf
(
fh
,
"%d"
,
enemies
);
fclose
(
fh
);
}
void
levelUp
(
Player
&
p
)
{
p
.
health
+=
LEVEL_UP_HP
;
// Add 20 HP to the player
p
.
attack
+=
LEVEL_UP_ATTACK
;
// Add 5 attack power to the player
p
.
potionCount
+=
1
;
// Add 1 potion to the player
printf
(
"Mängija taseme tõus! Sa said 20 lisa HP-d, 5 lisa rünnakuvõimet ja 1 lisa võlujoogi!
\n
"
);
printf
(
"Mängija andmed: HP - %d, rünnakuvõime - %d, võlujookide kogus - %d
\n\n
"
,
p
.
health
,
p
.
attack
,
p
.
potionCount
);
}
Write
Preview
Markdown
is supported
0%
Try again
or
attach a new file
Attach a file
Cancel
You are about to add
0
people
to the discussion. Proceed with caution.
Finish editing this message first!
Cancel
Please
register
or
sign in
to comment