Attack Game: Need some help with my Armor function and User Interface

Hello,

I added a few more things to my crude game. I wanted to add an Armor element, where the total of the damage of "strength" and the character's "unique powers" would be multiplied by 0.75. I ended up putting an if/else in all of my attack functions, but I honestly don't feel I did this efficiently, and would appreciate if someone could help me out.

Also, as can be seen below, besides the "armor" bool, I also added a "money" variable, and set it to 100, for everyone. I made up a basic function using switch statement, where the user inputs Y or N, as to whether or not they would like to spend 25 units of their money to buy the armor. For some reason, when I try this with any of my classes, the armor always ends up being set to on, no matter if I choose Y, N or another invalid input.

Also, as I stated below, I would like to implement a basic UI, where the user gets to control who attacks who, buying armor, checking health, etc from a simple menu. I apologize if I'm asking for too much, this is definitely NOT for school...I'm just trying to learn this language.

Trying to add some other things to it, as well.

Thanks!

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#include <iostream>
#include <string>


using namespace std;

class Entity{

protected:

double money = 100;
bool Armor = false;
double Health;
double Strength;
string Name;
char response;

public:
Entity(double h, double s, string n): Health(h), Strength(s), Name(n){};
~Entity();

void buyArmor(){

cout << "\nWould you like to purchase armor for 25 units?" << endl;
cin >> response;
switch(response){

case 'Y':
Armor = true;
money = money - 25;
break;

case 'N':
Armor = false;
break;

default: cout<<"\ninvalid choice";
Armor = false;

}

}

double getHealth(){
return Health;
}
void setHealth(double h){
Health = h;
}

string getName(){
return Name;
}

virtual void Attack(Entity *enemy){
    if (Armor = false){
enemy->setHealth(enemy->getHealth()-Strength);
cout << enemy->getName() << " Attacks!";
}

else{

enemy->setHealth(enemy->getHealth()-(Strength*(0.75)));
cout << enemy->getName() << " Attacks!";

}


}
void output_health()
	{
	    if (Health > 0)
		cout<< "Remaining Health: " << Health << endl;
		else
		cout << "Creature has died!" << endl;

	}
};

class Dragon: public Entity{

private:
double Fire;
bool Armor = false;

public:
Dragon(double h, double s, string n, double f): Entity(h, s, n), Fire(f){};
~Dragon();

void addArmor(){
Armor = true;
}

void Attack(Entity *enemy){

    if (Armor = false){

enemy->setHealth(enemy->getHealth()-(Strength + Fire));

cout << "The " << enemy->getName() << " gets burned by the Dragon!" << endl << endl;
    }

    else{
    enemy->setHealth(enemy->getHealth()-((Strength + Fire)*(0.75)));

cout << "The " << enemy->getName() << " gets burned by the Dragon!" << endl << endl;

    }



}
};

class Ogre: public Entity{

private:
double Club;
bool Armor = false;
public:
Ogre(double h, double s, string n, double c): Entity(h, s, n), Club(c){};
~Ogre();
void Attack(Entity *enemy){

    if (Armor = false){

enemy->setHealth(enemy->getHealth()-(Strength + Club));

cout << "The " << enemy->getName() << " gets hit by the blunt club of the Ogre."<< endl << endl;
    }

    else


    {
    enemy->setHealth(enemy->getHealth()-(Strength + Club*(0.75)));

cout << "The " << enemy->getName() << " gets hit by the blunt club of the Ogre."<< endl << endl;
    }

}

};

class Knight: public Entity{

private:
double Blade;
bool Armor = false;

public:
Knight(double h, double s, string n, double b): Entity(h, s, n), Blade(b){};
~Knight();

void Attack(Entity *enemy){

    if (Armor = false){

enemy->setHealth(enemy->getHealth()-(Strength + Blade));

cout << "The " << enemy->getName() << " gets hit by the Knight's Blade." << endl << endl;

    }

    else{

    enemy->setHealth(enemy->getHealth()-((Strength + Blade)*0.75));

cout << "The " << enemy->getName() << " gets hit by the Knight's Blade." << endl << endl;


    }


}};

int main()
{

Entity * Talon = new Dragon(100, 10, "FireBall", 20);
Entity * King = new Knight(100, 20, "Arthur", 50);
Entity * Fogbarth = new Ogre(100, 15, "Rockhead", 25);

Talon->buyArmor();

Fogbarth->Attack(Talon);
Talon->output_health();

    return 0;
}
Last edited on
add:
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string getName(void)
{
	return Name;
}

in Entity and in Attack(..) use it like this:
cout << enemy->getName() << " is attacked by " << this->getName() << endl << endl;

ps. Set Entity destructor as virtual, and dont forget to delete pointers when the program ends :).
Thanks very much Tath! That name thing was actually a little obvious, so I'm embarrassed that I didn't figure it out.

To anyone who may be interested, I added a few things that I'm trying to figure out (specifically written in first post). Trying to figure out why my armor bool is always initialized to true.

Also, I'm wondering how I could implement a very simple start-up screen, where the user could choose the functions themselves (i.e. buy armor, attack this with that, etc.). I'll try to get working on that myself.
This is not relating to your questions, but on multiple lines you've initialized the member variable 'Armor' on the same line you've declared it. I'm surprised your compiler didn't yell at you since, in my experience, you should only be able to do that with const static member variables.

Additionally, on multiple occasions, you've written this :
if (Armor = false){
'=' being the assignment operator.

what you really want is:
if(Armor == false) {
'==' being the binary equality comparison operator.
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