포인터를 넘길때, 참조를 사용할때, 배열을 넘길때를 잘 구분해보자
#include <iostream>
using namespace std;
// 오늘의 주제 : TextRPG2
// main
// - EnterLobby (Player Info)
// -- CreatePlayer
// -- Enter Game
// -- createMonsteres
// --- EnterBattle
enum PlayerType
{
PT_Knight = 1,
PT_Archer = 2,
PT_Mage = 3,
};
enum MonsterType
{
MT_Slime = 1,
MT_Orc = 2,
MTK_Skeleton = 3,
};
struct StatInfo
{
int hp = 0;
int attact = 0;
int defence = 0;
};
void EnterLobby();
void PrintMessage(const char* msg);
void CreatePlayer(StatInfo* playerInfo);
void PrintStatInfo(const char* name, const StatInfo& info);
void EnterGame(StatInfo* playerInfo);
void CreateMonsters(StatInfo monsterInfo[], int count);
bool EnterBattle(StatInfo* playerInfo, StatInfo* monsterInfo);
int main()
{
srand((unsigned)time(nullptr));
EnterLobby();
return 0;
}
void EnterLobby()
{
while (true)
{
PrintMessage("로비에 입장했습니다.");
// Plyaer!
StatInfo playerInfo;
CreatePlayer(&playerInfo);
PrintStatInfo("Player", playerInfo);
EnterGame(&playerInfo);
}
}
void PrintMessage(const char* msg)
{
cout << "*******************************" << endl;
cout << msg << endl;
cout << "*******************************" << endl;
}
void CreatePlayer(StatInfo* playerInfo)
{
bool ready = false;
while (ready == false)
{
PrintMessage("캐릭터 생성창");
PrintMessage("[1] 기사 [2] 궁수 [3] 법사" );
cout << "> ";
int input;
cin >> input;
switch (input)
{
case PT_Knight:
playerInfo->hp = 100;
playerInfo->attact = 10;
playerInfo->defence = 5;
ready = true;
break;
case PT_Archer:
playerInfo->hp = 90;
playerInfo->attact = 15;
playerInfo->defence = 3;
ready = true;
break;
case PT_Mage:
playerInfo->hp = 50;
playerInfo->attact = 25;
playerInfo->defence = 1;
ready = true;
break;
default:
break;
}
}
}
void PrintStatInfo(const char* name, const StatInfo& info)
{
cout << "*******************************" << endl;
cout << name << " : HP = " << info.hp << " ATT = " << info.attact << " DEF = " << info.defence << endl;
cout << "*******************************" << endl;
}
void EnterGame(StatInfo* playerInfo)
{
const int MONSTER_COUNT = 2;
PrintMessage("게임에 입장했습니다.");
while (true)
{
StatInfo monsterInfo[MONSTER_COUNT];
CreateMonsters(monsterInfo, MONSTER_COUNT);
for (int i = 0; i < MONSTER_COUNT; i++)
{
PrintStatInfo("Monster", monsterInfo[i]);
}
PrintStatInfo("Player", *playerInfo);
PrintMessage("[1] 전투 [2] 전투 [3] 도망");
int input;
cin >> input;
if (input == 1 || input == 2)
{
int index = input - 1;
bool victory = EnterBattle(playerInfo, &monsterInfo[index]);
if (victory == false)
break;
}
}
}
void CreateMonsters(StatInfo monsterInfo[], int count)
{
for (int i = 0; i < count; i++)
{
int randValue = 1 + rand() % 3;
switch (randValue)
{
case MT_Slime:
monsterInfo[i].hp = 30;
monsterInfo[i].attact = 5;
monsterInfo[i].defence = 1;
break;
case MT_Orc:
monsterInfo[i].hp = 40;
monsterInfo[i].attact = 8;
monsterInfo[i].defence = 2;
break;
case MTK_Skeleton:
monsterInfo[i].hp = 50;
monsterInfo[i].attact = 15;
monsterInfo[i].defence = 3;
break;
default:
break;
}
}
}
bool EnterBattle(StatInfo* playerInfo, StatInfo* monsterInfo)
{
while (true)
{
int damage = playerInfo->attact - monsterInfo->defence;
if (damage < 0)
damage = 0;
monsterInfo->hp -= damage;
if (monsterInfo->hp < 0)
monsterInfo->hp = 0;
PrintStatInfo("Monster", *monsterInfo);
if (monsterInfo->hp == 0)
{
PrintMessage("몬스터를 처치했습니다.");
return true;
}
damage = monsterInfo->attact - playerInfo->defence;
if (damage < 0)
damage = 0;
playerInfo->hp -= damage;
if (playerInfo->hp < 0)
playerInfo->hp = 0;
PrintStatInfo("Player", *playerInfo);
if (playerInfo->hp == 0)
{
PrintMessage("플레이어가 죽었습니다. -- Game Over");
return false;
}
}
}