Esempio n. 1
0
void City::Attack()
{
    int firsthand;
    if (flag == -1)
        firsthand = (num+1)%2;
    else
        firsthand = flag;
    if (pCityWarrior[firsthand]->IsAlive && pCityWarrior[(firsthand+1)%2]->IsAlive)
    {
        clock->PrintTime();
        pCityWarrior[firsthand]->PrintInfo();
        cout << " attacked ";
        pCityWarrior[(firsthand+1)%2]->PrintInfo();
        cout << " in city " << num << " with " << pCityWarrior[firsthand]->HP << " elements";
        cout << " and force " << pCityWarrior[firsthand]->atk << endl;
        pCityWarrior[firsthand]->attack(pCityWarrior[(firsthand+1)%2]);
        if (pCityWarrior[(firsthand+1)%2]->IsAlive && pCityWarrior[(firsthand+1)%2]->role_num != 1)
        {
            clock->PrintTime();
            pCityWarrior[(firsthand+1)%2]->PrintInfo();
            cout << " fought back against ";
            pCityWarrior[firsthand]->PrintInfo();
            cout << " in city " << num << endl;
            pCityWarrior[(firsthand+1)%2]->fightback(pCityWarrior[firsthand]);
        }
    }
    PrintKilled();
    if (pCityWarrior[firsthand]->IsAlive && pCityWarrior[firsthand]->Willyell())
    {
        clock->PrintTime();
        pCityWarrior[firsthand]->PrintInfo();
        cout << " yelled in city " << num << endl;
    }
}
Esempio n. 2
0
void City::CollectElem(int color)
{
    clock->PrintTime();
    pCityWarrior[color]->PrintInfo();
    printf(" earned %d elements for his headquarter\n",LifeElem);
    pMyHeadquarter[color]->TotalLifeElem += LifeElem;
    LifeElem = 0;
}
Esempio n. 3
0
void City::RaiseFlag()
{
    if (WinTime == 2)
    {
        flag = LastWinner;
        clock->PrintTime();
        cout << color_name[flag] << " flag raised in city " << num << endl;
    }

}
Esempio n. 4
0
void GameControl::AllShot()
{
    for (int i = 1; i< N+1; i++)
    {
        for (int j=0; j<2; j++)
        {

            if (j == 0)
            {
                if (pCity[i]->pCityWarrior[0] != NULL && pCity[i+1]->pCityWarrior[1] != NULL && pCity[i]->pCityWarrior[0]->pArrow != NULL)
                {
                    pCity[i]->ArrowShot(pCity[i+1],j);
                    clock->PrintTime();
                    pCity[i]->pCityWarrior[j]->PrintInfo();
                    cout << " shot";
                    if (!pCity[i+1]->pCityWarrior[1]->IsAlive)
                    {
                        cout << " and killed ";
                        pCity[i+1]->pCityWarrior[1]->PrintInfo();
                    }
                    cout << endl;
                }
            }
            if (j == 1)
            {
                if (pCity[i]->pCityWarrior[1] != NULL && pCity[i-1]->pCityWarrior[0] != NULL && pCity[i]->pCityWarrior[1]->pArrow != NULL)
                {
                    pCity[i]->ArrowShot(pCity[i-1],j);
                    clock->PrintTime();
                    pCity[i]->pCityWarrior[j]->PrintInfo();
                    cout << " shot";
                    if (!pCity[i-1]->pCityWarrior[0]->IsAlive)
                    {
                        cout << " and killed ";
                        pCity[i-1]->pCityWarrior[0]->PrintInfo();
                    }
                    cout << endl;
                }
            }
        }
    }
}
Esempio n. 5
0
void GameControl::PrintMarch()
{
    for (int i = 0; i< N+2; i++)
    {
        for (int j = 0; j < 2; j++)
        {
            if (pCity[i]->HasMoved[j])
            {
                if (pCity[i]->pCityWarrior[j] == NULL)
                    continue;
                if (pCity[i]->num != 0 && pCity[i]->num != N+1)
                {
                    clock->PrintTime();
                    pCity[i]->pCityWarrior[j]->PrintInfo();
                    cout << " marched to city " << pCity[i]->num << " with " << pCity[i]->pCityWarrior[j]->HP << " elements and force " << pCity[i]->pCityWarrior[j]->atk << endl;
                }
                if (pCity[i]->pCityWarrior[j]!=NULL)
                {
                    pCity[i]->pCityWarrior[j]->step++;
                    pCity[i]->pCityWarrior[j]->HPToAttack();
                    if (pCity[i]->num == 0 || pCity[i]->num == N+1)
                    {
                        clock->PrintTime();
                        pCity[i]->pCityWarrior[j]->PrintInfo();
                        cout << " reached " << color_name[(j+1)%2] << " headquarter with " << pCity[i]->pCityWarrior[j]->HP;
                        cout << " elements and force " << pCity[i]->pCityWarrior[j]->atk << endl;
                        pCity[i]->pCityWarrior[j]->pHeadquarter->enemy++;
                        pCity[i]->pCityWarrior[j]->pHeadquarter->occupy = pCity[i]->pCityWarrior[j];
                        if (pCity[i]->pCityWarrior[j]->pHeadquarter->enemy == 2)
                        {
                            clock->PrintTime();
                            cout << color_name[(j+1)%2] << " headquarter was taken" << endl;
                            Gameover = 0;
                        }
                        pCity[i]->pCityWarrior[j] = NULL;
                    }
                }
            }
        }
    }
}
Esempio n. 6
0
void City::Boom(int color)
{
    int em = (color+1)%2;
    if (pCityWarrior[0] == NULL || pCityWarrior[1] == NULL)
        return;
    if (!pCityWarrior[color]->IsAlive || !pCityWarrior[em]->IsAlive)
        return;
    if (pCityWarrior[color]->pBomb == NULL)
        return;
    if (flag == color || flag == -1 && (num+1)%2 == color)
    {
        if (pCityWarrior[color]->HP <= (pCityWarrior[em]->getBackATK()) && pCityWarrior[color]->getATK() < pCityWarrior[em]->HP && pCityWarrior[em]->role_num != 1)
        {
            clock->PrintTime();
            pCityWarrior[color]->PrintInfo();
            cout << " used a bomb and killed ";
            pCityWarrior[em]->PrintInfo();
            cout << endl;
            pCityWarrior[0]->IsAlive = false;
            pCityWarrior[1]->IsAlive = false;
            Dead();
        }
    }
    if (flag == em || flag == -1 && num%2 == color)
    {
        if (pCityWarrior[color]->HP <= (pCityWarrior[em]->getATK()))
        {
            clock->PrintTime();
            pCityWarrior[color]->PrintInfo();
            cout << " used a bomb and killed ";
            pCityWarrior[em]->PrintInfo();
            cout << endl;
            pCityWarrior[0]->IsAlive = false;
            pCityWarrior[1]->IsAlive = false;
            Dead();
        }
    }
}
Esempio n. 7
0
void City::PrintKilled()
{
    for (int i = 0; i < 2; i++)
    {
        if (pCityWarrior[i] == NULL)
            continue;
        if (pCityWarrior[i]->Waskilled)
        {
            clock->PrintTime();
            pCityWarrior[i]->PrintInfo();
            cout << " was killed in city " << num << endl;
        }
    }
}
Esempio n. 8
0
void GameControl::AllReportWeapon()
{
    for (int i = 0; i< N+1; i++)
    {
        pCity[i]->ReportWeapon(0);
    }
    if (pMyHeadquarter[1]->occupy != NULL)
    {
        clock->PrintTime();
        pMyHeadquarter[1]->ReportBaseWeapon();
    }
    if (pMyHeadquarter[0]->occupy != NULL)
    {
        clock->PrintTime();
        pMyHeadquarter[0]->ReportBaseWeapon();
    }
    for (int i = 1; i< N+1; i++)
    {
        pCity[i]->ReportWeapon(1);
    }


}
Esempio n. 9
0
void City::LionEscape()
{
    for (int i = 0; i<2; i++)
    {
        if (pCityWarrior[i] == NULL)
            continue;
        if(pCityWarrior[i]->escape())
        {
            clock->PrintTime();
            pCityWarrior[i]->PrintInfo();
            cout << " ran away" << endl;
            pCityWarrior[i] = NULL;
        }
    }
}
Esempio n. 10
0
void City::ReportWeapon(int color)
{
    if (pCityWarrior[color] == NULL)
        return;
    clock->PrintTime();
    pCityWarrior[color]->PrintInfo();
    cout << " has ";
    if (pCityWarrior[color]->pSword == NULL && pCityWarrior[color]->pBomb == NULL && pCityWarrior[color]->pArrow == NULL)
        cout << "no weapon ";
    if (pCityWarrior[color]->pArrow != NULL)
        cout << "arrow(" << pCityWarrior[color]->pArrow->remain << "),";
    if (pCityWarrior[color]->pBomb != NULL)
        cout << "bomb,";
    if (pCityWarrior[color]->pSword != NULL)
        cout << "sword(" << pCityWarrior[color]->pSword->atk << "),";

    cout << '\b' << " " << '\b' << endl;
}
Esempio n. 11
0
void Headquarter::Produce(Clock & clock, City** pCity)
{
    if (LifeElem[ProduceOrder[color][sequence % WARR_NUM]] > TotalLifeElem)
    {
        Isstopped = true;
        return;
    }
    //current kind of warrior
    current_role = ProduceOrder[color][sequence % WARR_NUM];
    //consume the life elements;
    TotalLifeElem -= LifeElem[current_role];
    //create a new warrior
    switch (current_role)
    {
    case 0:
        pWarrior[TotalNum] = new dragon(this, current_role, TotalNum+1, pCity);
        break;
    case 1:
        pWarrior[TotalNum] = new ninja(this, current_role, TotalNum+1, pCity);
        break;
    case 2:
        pWarrior[TotalNum] = new iceman(this, current_role, TotalNum+1, pCity);
        break;
    case 3:
        pWarrior[TotalNum] = new lion(this, current_role, TotalNum+1, pCity);
        break;
    case 4:
        pWarrior[TotalNum] = new wolf(this, current_role, TotalNum+1, pCity);
        break;
    }
    clock.PrintTime();
    pWarrior[TotalNum]->PrintInfo();
    cout << " born" << endl;
    //increase the total number of warriors
    TotalNum++;
    //go to next one
    sequence++;
    //producing continue
}
Esempio n. 12
0
void Headquarter::ReportElem(Clock &clock)
{
    LifeToAward = TotalLifeElem;
    clock.PrintTime();
    printf("%d elements in %s headquarter\n",TotalLifeElem, color_name[color].c_str());
}