Two Assignments Build Top One Another Part 1 Assignment 7a Suppose Creating Fantasy Role P Q25111639

TWO ASSIGNMENTS THAT YOU BUILD ON TOP OF ONE ANOTHER:

**********************PART 1:

Assignment 7a

Suppose you are creating a fantasy role-playing game. In thisgame we have four different types of Creatures: Humans,Cyberdemons, Balrogs, and elves. To represent one of theseCreatures we might define a Creature class as follows:

class Creature { private: int type; // 0 Human, 1 Cyberdemon, 2 Balrog, 3 elf int strength; // how much damage this Creature inflicts int hitpoints; // how much damage this Creature can sustain string getSpecies() const; // returns the type of the species public: Creature(); // initialize to Human, 10 strength, 10 hitpoints Creature(int newType, int newStrength, int newHitpoints); int getDamage() const; // returns the amount of damage this Creature // inflicts in one round of combat // also include appropriate accessors and mutators };

Here is an implementation of the getSpecies() function:

string Creature::getSpecies() const { switch (type) { case 0: return “Human”; case 1: return “Cyberdemon”; case 2: return “Balrog”; case 3: return “Elf”; } return “unknown”;}

The getDamage() function outputs and returns the damage thisCreature can inflict in one round of combat. The rules fordetermining the damage are as follows:

Every Creature inflicts damage that is a random number r, where0 < r <= strength.

Demons have a 25% chance of inflicting a demonic attack which isan additional 50 damage points. Balrogs and Cyberdemons aredemons.

With a 50% chance elves inflict a magical attack that doublesthe normal amount of damage.

Balrogs are very fast, so they get to attack twice

An implementation of getDamage() is given below:

int Creature::getDamage() { int damage; // All Creatures inflict damage which is a random number up to their strength damage = (rand() % strength) + 1; cout << getSpecies() << ” attacks for ” << damage << ” points!” << endl; // Demons can inflict damage of 50 with a 25% chance if (type == 2 || type == 1){ if (rand() % 4 == 0) { damage = damage + 50; cout << “Demonic attack inflicts 50 additional damage points!” << endl; } } // Elves inflict double magical damage with a 50% chance if (type == 3) { if ((rand() % 2) == 0) { cout << “Magical attack inflicts ” << damage << ” additional damage points!” << endl; damage *= 2; } } // Balrogs are so fast they get to attack twice if (type == 2) { int damage2 = (rand() % strength) + 1; cout << “Balrog speed attack inflicts ” << damage2 << ” additional damage points!” << endl; damage += damage2; } return damage;}

One problem with this implementation is that it is unwieldy toadd new Creatures. Rewrite the class to use inheritance, which willeliminate the need for the variable “type”. The Creature classshould be the base class. The classes demon, Elf, and Human shouldbe derived from Creature. The classes Cyberdemon and Balrog shouldbe derived from demon. You will need to rewrite the getSpecies()and getDamage() functions so they are appropriate for eachclass.

For example, the getDamage() function in each class should onlycompute the damage appropriate for that specific class. The totaldamage is then calculated by combining that damage with the resultswhen getDamage() is called on the class’s parent class. As anexample, Balrog inherits from demon, and demon inherits fromCreature. So invoking getDamage() for a Balrog object invokesgetDamage() for a demon object, which should invoke getDamage() forthe Creature object. This will compute the basic damage that allCreatures inflict, followed by the random 25% damage that demonsinflict, followed by the double damage that Balrogs inflict.

Also include mutator and accessor functions for the privatevariables.

Adhere to the following additional requirements:

Do not use any concepts from lesson 18.3 to write this program.In other words, don’t use the word “virtual”. One of the mainpoints of this assignment is to illustrate how using virtual mayimprove our code, so things may seem a little messy here.

Each of the 6 classes will have exactly 2 constructors. Everyclass will have a getSpecies() function. We won’t be declaringobjects of type “Creature” or “demon”, but you should includegetSpecies() functions for them anyway, and they should return”Creature” and “demon”, respectively. Make getSpecies() a publicmember instead of private.

Each of the 5 derived classes will have exactly 4 memberfunctions (including constructors) and no data members

The Creature class will have 8 member functions (including 2constructors, 2 accessors, and 2 mutators) and 2 data members.

Do not use the “protected” keyword. Many computer programmersconsider it to be poor practice because only the base class itselfshould have uncontrolled access to that data. The derived classescan access the data members through accessors and mutators.

In the non-default constructors for the sub-classes, you willneed to use initializer lists.

The Creature class’s getDamage() function will return an intrepresenting the damage inflicted. It will contain no coutstatements.

The Human class’s getDamage() function will (1) call theCreature class’s getDamage() function to determine the damageinflicted and (2) print the message reporting the damage inflicted.To review, the syntax for calling the Creature class’s getDamage()will be Creature::getDamage().

The Elf class’s getDamage() function will be just the same asfor the Human class, except there will be some additional couts andcalculations after the initial damage inflicted is reported.

The Cyberdemon class’s getDamage() function will (1) print thewords “The Cyberdemon” and (2) call the demon class’s getDamage()function to determine the damage. The words “The Cyberdemon” haveto be printed here before calling the demon class’s getDamage()function because once we are inside the demon class’s getDamage()function there is no way for us to determine which type of demon(Cyberdemon or Balrog) we are working with.

The Balrog class’s getDamage() function will (1) print the words”The Balrog”, (2) call the demon class’s getDamage() function todetermine the damage, (3) calculate the damage inflicted by theBalrog’s second attack (which is a basic “Creature” attack), and(4) print those results. Don’t call the Creature class’sgetDamage() function to calculate the damage inflicted by thesecond attack. Instead use something like “damage2 = (rand() %strength) + 1;”.

The demon class’s getDamage() function will (1) call theCreature class’s getDamage() function to determine the damageinflicted, (2) print the words “attacks for ?? points!”, (3)determine whether a demonic attack occurs, and if so, (4) print the”Demonic attack” message.

All 6 getDamage() functions will return the damageinflicted.

You must place all of your classes, both the interface and theimplementation, in a namespace named “cs_creature”.

Here is the client program that you must use totest your classes.

int main() { srand(time(0)); Human h1; Elf e1; Cyberdemon c1; Balrog b1; Human h(20, 30); Elf e(40, 50); Cyberdemon c(60, 70); Balrog b(80, 90); cout << “default Human strength/hitpoints: ” << h1.getStrength() << “/” << h1.getHitpoints() << endl; cout << “default Elf strength/hitpoints: ” << e1.getStrength() << “/” << e1.getHitpoints() << endl; cout << “default Cyberdemon strength/hitpoints: ” << c1.getStrength() << “/” << c1.getHitpoints() << endl; cout << “default Balrog strength/hitpoints: ” << b1.getStrength() << “/” << b1.getHitpoints() << endl; cout << “non-default Human strength/hitpoints: ” << h.getStrength() << “/” << h.getHitpoints() << endl; cout << “non-default Elf strength/hitpoints: ” << e.getStrength() << “/” << e.getHitpoints() << endl; cout << “non-default Cyberdemon strength/hitpoints: ” << c.getStrength() << “/” << c.getHitpoints() << endl; cout << “non-default Balrog strength/hitpoints: ” << b.getStrength() << “/” << b.getHitpoints() << endl; cout << endl << endl; cout << “Examples of ” << h.getSpecies() << ” damage: ” << endl; for (int i = 0; i < 10; i++){ int damage = h.getDamage(); cout << ” Total damage = ” << damage << endl; cout << endl; } cout << endl; cout << “Examples of ” << e.getSpecies() << ” damage: ” << endl; for (int i = 0; i < 10; i++){ int damage = e.getDamage(); cout << ” Total damage = ” << damage << endl; cout << endl; } cout << endl; cout << “Examples of ” << c.getSpecies() << ” damage: ” << endl; for (int i = 0; i < 10; i++){ int damage = c.getDamage(); cout << ” Total damage = ” << damage << endl; cout << endl; } cout << endl; cout << “Examples of ” << b.getSpecies() << ” damage: ” << endl; for (int i = 0; i < 10; i++){ int damage = b.getDamage(); cout << ” Total damage = ” << damage << endl; cout << endl; } cout << endl;}

Here is the correct output. Your output should match thisexactly except where random numbers are used.

default Human strength/hitpoints: 10/10default Elf strength/hitpoints: 10/10default Cyberdemon strength/hitpoints: 10/10default Balrog strength/hitpoints: 10/10non-default Human strength/hitpoints: 20/30non-default Elf strength/hitpoints: 40/50non-default Cyberdemon strength/hitpoints: 60/70non-default Balrog strength/hitpoints: 80/90Examples of Human damage: The Human attacks for 8 points! Total damage = 8The Human attacks for 13 points! Total damage = 13The Human attacks for 1 points! Total damage = 1The Human attacks for 14 points! Total damage = 14The Human attacks for 10 points! Total damage = 10The Human attacks for 1 points! Total damage = 1The Human attacks for 18 points! Total damage = 18The Human attacks for 12 points! Total damage = 12The Human attacks for 20 points! Total damage = 20The Human attacks for 8 points! Total damage = 8Examples of Elf damage: The Elf attacks for 22 points! Total damage = 22The Elf attacks for 32 points! Total damage = 32The Elf attacks for 38 points!Magical attack inflicts 38 additional damage points! Total damage = 76The Elf attacks for 11 points!Magical attack inflicts 11 additional damage points! Total damage = 22The Elf attacks for 16 points! Total damage = 16The Elf attacks for 27 points! Total damage = 27The Elf attacks for 22 points!Magical attack inflicts 22 additional damage points! Total damage = 44The Elf attacks for 38 points! Total damage = 38The Elf attacks for 1 points!Magical attack inflicts 1 additional damage points! Total damage = 2The Elf attacks for 5 points!Magical attack inflicts 5 additional damage points! Total damage = 10Examples of Cyberdemon damage: The Cyberdemon attacks for 30 points! Total damage = 30The Cyberdemon attacks for 36 points! Total damage = 36The Cyberdemon attacks for 37 points!Demonic attack inflicts 50 additional damage points! Total damage = 87The Cyberdemon attacks for 7 points! Total damage = 7The Cyberdemon attacks for 10 points! Total damage = 10The Cyberdemon attacks for 14 points! Total damage = 14The Cyberdemon attacks for 6 points! Total damage = 6The Cyberdemon attacks for 25 points! Total damage = 25The Cyberdemon attacks for 16 points! Total damage = 16The Cyberdemon attacks for 13 points! Total damage = 13Examples of Balrog damage: The Balrog attacks for 14 points!Demonic attack inflicts 50 additional damage points!Balrog speed attack inflicts 77 additional damage points! Total damage = 141The Balrog attacks for 57 points!Balrog speed attack inflicts 67 additional damage points! Total damage = 124The Balrog attacks for 27 points!Balrog speed attack inflicts 19 additional damage points! Total damage = 46The Balrog attacks for 23 points!Balrog speed attack inflicts 64 additional damage points! Total damage = 87The Balrog attacks for 64 points!Balrog speed attack inflicts 12 additional damage points! Total damage = 76The Balrog attacks for 70 points!Balrog speed attack inflicts 33 additional damage points! Total damage = 103The balrog attacks for 17 points!Balrog speed attack inflicts 69 additional damage points! Total damage = 86The balrog attacks for 79 points!Balrog speed attack inflicts 57 additional damage points! Total damage = 136The balrog attacks for 54 points!Balrog speed attack inflicts 6 additional damage points! Total damage = 60The balrog attacks for 66 points!Demonic attack inflicts 50 additional damage points!Balrog speed attack inflicts 74 additional damage points! Total damage = 190

*********************PART2:

Assignment 7b

It’s messy that in the Balrog class’s getDamage() function andthe Cyberdemon class’s getDamage() function we have to write thename of the species before calling the demon class’s getDamage()function. It would be better if the demon class’s getDamage()function could print the name of the species. Taking this a stepfurther, it would be even better if we didn’t have to repeat thecout statement “The <whatever> attacks for ?? points!” inevery class’s getDamage() function. It would be better if that coutstatement could occur just once, in the Creature class’sgetDamage() function.

int main(){ srand((time(0))); Elf e(50,50); Balrog b(50,50);; battleArena(e, b); }

Make sure that when you test your classes you see examples ofthe Elf doing a magical attack and the Balrog doing a demonicattack and also a speed attack.

Don’t forget you need to #include <ctime> and #include<cstdlib>

In the Creature class’s getDamage() function, insert thefollowing statement:

cout << “The ” << getSpecies() << ” attacks for ” << damage << ” points!” << endl;

Delete (or, if you prefer, comment out) the similar coutstatements that appear in the getDamage() function of each of the 5derived classes. (There will be one such cout statement to deletein each of the 5 getDamage() functions.)

Try executing the program. The results won’t be quite what wewere hoping for.

Now make the getSpecies() function in the Creature class avirtual function, and execute the program again. The results willnow be correct.

We can now simplify our derived classes even further. Two of thefive derived classes have getDamage() functions that do nothingmore than call their parent class’s getDamage() function. Deletethese two functions. (Don’t forget to delete both the prototype inthe class declaration and the definition.) We don’t need them,because they can just inherit the getDamage() function from theCreature class.

You may have noticed that the Creature class’s getSpecies()function never gets called. However, it is absolutely critical thatany class that is derived from the Creature class define agetSpecies() function since that function is called from theCreature class’s getDamage() function. The best way to implementthis is to make the Creature class’s getSpecies() function a purevirtual function, so that every class that is derived from theCreature class will be required to implement a getSpecies()function. Make the Creature class’s getSpecies() function a purevirtual function.

Comment out the getSpecies() function in the Human class and trycompiling the program to see what happens. then uncomment it (i.e.,return it to it’s previous state).

Make getDamage() a virtual function. This will be important sothat in your “battleArena” function (see below) you can say”Creature1.getDamage()” and the damage will automatically becalculated for the correct Creature. Note that the parameters for”battleArena” will be of type “Creature” and they will need to bepass-by-reference. (You might try making them pass-by-value to seewhat happens.)

Make a function in your client program that is called from yourmain function, battleArena(Creature &Creature1, Creature&Creature2), that takes two Creature objects as parameters. Thefunction should calculate the damage done by Creature1, subtractthat amount from Creature2’s hitpoints, and vice versa. (When I say”subtract that amount from Creature2’s hitpoints, I mean that theactual hitpoints data member of the Creature2 object will bemodified. Also note that this means that both attacks are happeningsimultaneously; that is, if Creature2 dies because of Creature1’sattack, Creature2 still gets a chance to attack back.) If bothCreatures end up with 0 or fewer hitpoints, then the battle resultsin a tie. Otherwise, at the end of a round, if one Creature haspositive hitpoints but the other does not, the battle is over. Thefunction should loop until either a tie or over. Since thegetDamage() function is virtual it should invoke the getDamage()function defined for the appropriate Creature. Test your programwith several battles involving different Creatures. I’ve provided asample main function below. Your only remaining task is to writethe “battleArena” function and expand the main function so that the”battleArena” function is tested with a variety of differentCreatures.

All of the classes should still be in the cs_creaturenamespace

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