博文背景:
还记大二上学期的时候看的这个C++&RPG游戏(博主大一下学期自学的php,涵盖oop内容),一个外校的同学他们大一学的C++,大二初期C++实训要求做一个程序填空,就是这个 RPG 对战游戏,有几处空需要填上,问我可以不,我就信誓旦旦的说OK,最后“万般无奈多方考究”才给将程序补充完整。最近在做毕业设计,用到C++&QT oop部分,重新温习了下C++ oop,就想起来大二的时候还“捣鼓”过这么个游戏,现重新看了下,进行整理总结,写下该博文。
--------------------华丽的分割线,开始正题-----------------
本RPG游戏介绍:
用户创建一个玩家,与AI进行PK,PK中,可以普通攻击(随机暴击、躲闪)、技能攻击、加血、加蓝。本游戏中指定了5个对手,任务失败或者打败所有对手游戏结束。
代码架构:
mian.cpp:控制游戏流程.
container.h container.cpp:物品类.
player.h player.cpp:角色类.
swordsman.h swordsman.cpp:剑士角色.
archer.h archer.cpp:弓箭手角色.
mage.h mage.cpp:魔法师角色.
每个角色都需要物品,每个角色都继承与角色类。
全部代码如下:
1 //=======================
2 // main.cpp
3 //=======================
4
5 // main function for the RPG style game
6
7 #include <iostream>
8 #include <string>
9 using namespace std;
10
11 #include "swordsman.h"
12 #include "archer.h"
13 #include "mage.h"
14
15 int main()
16 {
17 string tempName;
18 bool success=0; //flag for storing whether operation is successful
19 cout <<"请输入玩家姓名:";
20 cin >>tempName; // get player's name from keyboard input
21 player *human; // use pointer of base class, convenience for polymorphism
22 int tempJob; // temp choice for job selection
23 do
24 {
25 cout <<"请选择职业: 1 战士, 2 弓箭手, 3 法师"<<endl;
26 cin>>tempJob;
27 system("cls"); // clear the screen
28 switch(tempJob)
29 {
30 case 1:
31 human=new swordsman(1,tempName); // create the character with user inputted name and job
32 success=1; // operation succeed
33 break;
34 case 2:
35 human=new archer(1,tempName); // create the character with user inputted name and job
36 success=1; // operation succeed
37 break;
38 case 3:
39 human=new mage(1,tempName); // create the character with user inputted name and job
40 success=1; // operation succeed
41 break;
42 default:
43 break; // In this case, success=0, character creation failed
44 }
45 }
46 while(success!=1); // so the loop will ask user to re-create a character
47
48 int tempCom; // temp command inputted by user
49 int nOpp=0; // the Nth opponent
50 for(int i=1; nOpp<5; i+=2) // i is opponent's level
51 {
52 nOpp++;
53 system("cls");
54 cout<<"STAGE" <<nOpp<<endl;
55 cout<<"你的对手, 一个 Lv. "<<i<<" 战士"<<endl;
56 system("pause");
57 swordsman enemy(i, "Warrior"); // Initialise an opponent, level i, name "Junior"
58 human->reFill(); // get HP/MP refill before start fight
59
60 while(!human->death() && !enemy.death()) // no died
61 {
62 success=0;
63 while (success!=1)
64 {
65 showinfo(*human,enemy); // show fighter's information
66 cout<<"请选择: "<<endl;
67 cout<<"1 攻击; 2 技能; 3 使用体力药水; 4 使用魔法药水; 0 离开游戏"<<endl;
68 cin>>tempCom;
69 switch(tempCom)
70 {
71 case 0:
72 cout<<"确定退出吗? Y/N"<<endl;
73 char temp;
74 cin>>temp;
75 if(temp=='Y'||temp=='y')
76 return 0;
77 else
78 break;
79 case 1:
80 success=human->attack(enemy);
81 human->isLevelUp();
82 enemy.isDead();
83 break;
84 case 2:
85 success=human->specialatt(enemy);
86 human->isLevelUp();
87 enemy.isDead();
88 break;
89 case 3:
90 success=human->useHeal();
91 break;
92 case 4:
93 success=human->useMW();
94 break;
95 default:
96 break;
97 }
98 }
99 if(!enemy.death()) // If AI still alive
100 enemy.AI(*human);
101 else // AI died
102 {
103 cout<<"YOU WIN"<<endl;
104 human->transfer(enemy); // player got all AI's items
105 }
106 if (human->death())
107 {
108 system("cls");
109 cout<<endl<<setw(50)<<"GAME OVER"<<endl;
110 delete human;//6_??????????? // player is dead, program is getting to its end, what should we do here?
111 system("pause");
112 return 0;
113 }
114 }
115 }
116 delete human;//7_????????? // You win, program is getting to its end, what should we do here?
117 system("cls");
118 cout<<"恭喜你! 你击败了所有对手!!"<<endl;
119 system("pause");
120 return 0;
121 }
1 //=======================
2 // container.h
3 //=======================
4
5 // The so-called inventory of a player in RPG games
6 // contains two items, heal and magic water
7
8 #ifndef _CONTAINER//1_????????????? // Conditional compilation
9 #define _CONTAINER
10
11 class container // Inventory
12 {
13 protected:
14 int numOfHeal; // number of heal
15 int numOfMW; // number of magic water
16 public:
17 container(); // constuctor
18 void set(int heal_n, int mw_n); // set the items numbers
19 int nOfHeal(); // get the number of heal
20 int nOfMW(); // get the number of magic water
21 void display(); // display the items;
22 bool useHeal(); // use heal
23 bool useMW(); // use magic water
24 };
25
26 #endif
1 //=======================
2 // container.cpp
3 //=======================
4 #include "container.h"
5 #include <iostream>
6 using namespace std;
7 // default constructor initialise the inventory as empty
8 container::container()
9 {
10 set(0,0);
11 }
12
13 // set the item numbers
14 void container::set(int heal_n, int mw_n)
15 {
16 numOfHeal=heal_n;
17 numOfMW=mw_n;
18 }
19
20 // get the number of heal
21 int container::nOfHeal()
22 {
23 return numOfHeal;
24 }
25
26 // get the number of magic water
27 int container::nOfMW()
28 {
29 return numOfMW;
30 }
31
32 // display the items;
33 void container::display()
34 {
35 cout<<"你的物品: "<<endl;
36 cout<<"恢复(HP+100): "<<numOfHeal<<endl;
37 cout<<"魔法药水 (MP+80): "<<numOfMW<<endl;
38 }
39
40 //use heal
41 bool container::useHeal()
42 {
43 numOfHeal--;//2_????????
44 return 1; // use heal successfully
45 }
46
47 //use magic water
48 bool container::useMW()
49 {
50 numOfMW--;
51 return 1; // use magic water successfully
52 }
1 //=======================
2 // player.h
3 //=======================
4
5 // The base class of player
6 // including the general properties and methods related to a character
7
8 #ifndef _PLAYER
9 #define _PLAYER
10
11 #include <iomanip> // use for setting field width
12 #include <time.h> // use for generating random factor
13 #include "container.h"
14 #include <string>
15 #include <windows.h>
16 using namespace std;
17
18 enum job {sw, ar, mg}; /* define 3 jobs by enumerate type
19 sword man, archer, mage */
20 class player
21 {
22 friend void showinfo(player &p1, player &p2);
23 friend class swordsman;
24 friend class archer;
25 friend class mage;
26
27 protected:
28 int HP, HPmax, MP, MPmax, AP, DP, speed, EXP, LV;
29 // General properties of all characters
30 string name; // character name
31 job role; /* character's job, one of swordman, archer and mage,
32 as defined by the enumerate type */
33 container bag; // character's inventory
34
35 public:
36 virtual bool attack(player &p)=0; // normal attack
37 virtual bool specialatt(player &p)=0; //special attack
38 virtual void isLevelUp()=0; // level up judgement
39 /* Attention!
40 These three methods are called "Pure virtual functions".
41 They have only declaration, but no definition.
42 The class with pure virtual functions are called "Abstract class", which can only be used to inherited, but not to constructor objects.
43 The detailed definition of these pure virtual functions will be given in subclasses. */
44
45 void reFill(); // character's HP and MP resume
46 bool death(); // report whether character is dead
47 void isDead(); // check whether character is dead
48 bool useHeal(); // consume heal, irrelevant to job
49 bool useMW(); // consume magic water, irrelevant to job
50 void transfer(player &p); // possess opponent's items after victory
51 void showRole(); // display character's job
52
53 private:
54 bool playerdeath; // whether character is dead, doesn't need to be accessed or inherited
55 };
56
57 #endif
1 //=======================
2 // player.cpp
3 //=======================
4
5 #include "player.h"
6 #include <iostream>
7 //using namespace std;
8 // character's HP and MP resume
9 void player::reFill()
10 {
11 HP=HPmax; // HP and MP fully recovered
12 MP=MPmax;
13 }
14
15 // report whether character is dead
16 bool player::death()
17 {
18 return playerdeath;
19 }
20
21 // check whether character is dead
22 void player::isDead()
23 {
24 if(HP<=0) // HP less than 0, character is dead
25 {
26 cout<<name<<" 死亡." <<endl;
27 system("pause");
28 playerdeath=1; // give the label of death value 1
29 }
30 }
31
32 // consume heal, irrelevant to job
33 bool player::useHeal()
34 {
35 if(bag.nOfHeal()>0)
36 {
37 HP=HP+100;
38 if(HP>HPmax) // HP cannot be larger than maximum value
39 HP=HPmax; // so assign it to HPmax, if necessary
40 cout<<name<<" 使用恢复, HP 增加 100."<<endl;
41 bag.useHeal(); // use heal
42 system("pause");
43 return 1; // usage of heal succeed
44 }
45 else // If no more heal in bag, cannot use
46 {
47 cout<<"对不起, 你没有足够的恢复."<<endl;
48 system("pause");
49 return 0; // usage of heal failed
50 }
51 }
52
53 // consume magic water, irrelevant to job
54 bool player::useMW()
55 {
56 if(bag.nOfMW()>0)
57 {
58 MP=MP+100;
59 if(MP>MPmax)
60 MP=MPmax;
61 cout<<name<<" 使用魔法药水, MP 增加 100."<<endl;
62 bag.useMW();
63 system("pause");
64 return 1; // usage of magic water succeed
65 }
66 else
67 {
68 cout<<"对不起,你没有足够的魔法药水."<<endl;
69 system("pause");
70 return 0; // usage of magic water failed
71 }
72 }
73
74 // possess opponent's items after victory
75 void player::transfer(player &p)
76 {
77 cout<<name<<" 获得"<<p.bag.nOfHeal()<<" 恢复, 和 "<<p.bag.nOfMW()<<" 魔法药水."<<endl;
78 system("pause");
79 bag.set(bag.nOfHeal() + p.bag.nOfHeal(), bag.nOfMW() + p.bag.nOfMW());//3_???????????
80 // set the character's bag, get opponent's items
81 }
82
83 // display character's job
84 void player::showRole()
85 {
86 switch(role)
87 {
88 case sw:
89 cout<<"战士";
90 break;
91 case ar:
92 cout<<"弓箭手";
93 break;
94 case mg:
95 cout<<"法师";
96 break;
97 default:
98 break;
99 }
100 }
101
102
103 // display character's job
104 void showinfo(player &p1, player &p2)//4_??????????????
105 {
106 system("cls");
107 cout<<"##############################################################"<<endl;
108 cout<<"# 玩家"<<setw(10)<<p1.name<<" LV. "<<setw(3) <<p1.LV
109 <<" # 对手"<<setw(10)<<p2.name<<" LV. "<<setw(3) <<p2.LV<<" #"<<endl;
110 cout<<"# HP "<<setw(3)<<(p1.HP<=999?p1.HP:999)<<'/'<<setw(3)<<(p1.HPmax<=999?p1.HPmax:999)
111 <<" | MP "<<setw(3)<<(p1.MP<=999?p1.MP:999)<<'/'<<setw(3)<<(p1.MPmax<=999?p1.MPmax:999)
112 <<" # HP "<<setw(3)<<(p2.HP<=999?p2.HP:999)<<'/'<<setw(3)<<(p2.HPmax<=999?p2.HPmax:999)
113 <<" | MP "<<setw(3)<<(p2.MP<=999?p2.MP:999)<<'/'<<setw(3)<<(p2.MPmax<=999?p2.MPmax:999)<<" #"<<endl;
114 cout<<"# AP "<<setw(3)<<(p1.AP<=999?p1.AP:999)
115 <<" | DP "<<setw(3)<<(p1.DP<=999?p1.DP:999)
116 <<" | speed "<<setw(3)<<(p1.speed<=999?p1.speed:999)
117 <<" # AP "<<setw(3)<<(p2.AP<=999?p2.AP:999)
118 <<" | DP "<<setw(3)<<(p2.DP<=999?p2.DP:999)
119 <<" | speed "<<setw(3)<<(p2.speed<=999?p2.speed:999)<<" #"<<endl;
120 cout<<"# EXP"<<setw(7)<<p1.EXP<<" 职业: "<<setw(7);
121 p1.showRole();
122 cout<<" # EXP"<<setw(7)<<p2.EXP<<" 职业: "<<setw(7);
123 p2.showRole();
124 cout<<" #"<<endl;
125 cout<<"--------------------------------------------------------------"<<endl;
126 p1.bag.display();
127 cout<<"##############################################################"<<endl;
128 }
1 //=======================
2 // swordsman.h
3 //=======================
4
5 // Derived from base class player
6 // For the job Swordsman
7
8 #include "player.h"
9 class swordsman :public player// 5_????????? // subclass swordsman publicly inherited from base player
10 {
11 public:
12 swordsman(int lv_in=1, string name_in="Not Given");
13 // constructor with default level of 1 and name of "Not given"
14 void isLevelUp();
15 bool attack (player &p);
16 bool specialatt(player &p);
17 /* These three are derived from the pure virtual functions of base class
18 The definition of them will be given in this subclass. */
19 void AI(player &p); // Computer opponent
20 };
1 //=======================
2 // swordsman.cpp
3 //=======================
4 #include "swordsman.h"
5 #include <iostream>
6
7 // constructor. default values don't need to be repeated here
8 swordsman::swordsman(int lv_in, string name_in)
9 {
10 role=sw; // enumerate type of job
11 LV=lv_in;
12 name=name_in;
13
14 // Initialising the character's properties, based on his level
15 HPmax=150+8*(LV-1); // HP increases 8 point2 per level
16 HP=HPmax;
17 MPmax=75+2*(LV-1); // MP increases 2 points per level
18 MP=MPmax;
19 AP=25+4*(LV-1); // AP increases 4 points per level
20 DP=25+4*(LV-1); // DP increases 4 points per level
21 speed=25+2*(LV-1); // speed increases 2 points per level
22
23 playerdeath=0;
24 EXP=(LV-1)*(LV-1)*75;
25 bag.set(lv_in, lv_in);
26 }
27
28 void swordsman::isLevelUp()
29 {
30 if(EXP>=LV*LV*75)
31 {
32 LV++;
33 AP+=4;
34 DP+=4;
35 HPmax+=8;
36 MPmax+=2;
37 speed+=2;
38 cout<<name<<" Level UP!"<<endl;
39 cout<<"HP 增加 8 变成 "<<HPmax<<endl;
40 cout<<"MP 增加 2 变成 "<<MPmax<<endl;
41 cout<<"Speed 增加 2 变成 "<<speed<<endl;
42 cout<<"AP 增加 4 变成 "<<AP<<endl;
43 cout<<"DP 增加 5 变成 "<<DP<<endl;
44 system("pause");
45 isLevelUp(); // recursively call this function, so the character can level up multiple times if got enough exp
46 }
47 }
48
49 bool swordsman::attack(player &p)
50 {
51 double HPtemp=0; // opponent's HP decrement
52 double EXPtemp=0; // player obtained exp
53 double hit=1; // attach factor, probably give critical attack
54 srand((unsigned)time(NULL)); // generating random seed based on system time
55
56 // If speed greater than opponent, you have some possibility to do double attack
57 if ((speed>p.speed) && (rand()%100<(speed-p.speed))) // rand()%100 means generates a number no greater than 100
58 {
59 HPtemp=(int)((1.0*AP/p.DP)*AP*5/(rand()%4+10)); // opponent's HP decrement calculated based their AP/DP, and uncertain chance
60 cout<<name<<"的攻击伤害了 "<<p.name<<", "<<p.name<<"的 HP 下降 "<<HPtemp<<endl;
61 p.HP=int(p.HP-HPtemp);
62 EXPtemp=(int)(HPtemp*1.2);
63 }
64
65 // If speed smaller than opponent, the opponent has possibility to evade
66 if ((speed<p.speed) && (rand()%50<1))
67 {
68 cout<<name<<"的攻击被 "<<p.name<<"躲避"<<endl;
69 system("pause");
70 return 1;
71 }
72
73 // 10% chance give critical attack
74 if (rand()%100<=10)
75 {
76 hit=1.5;
77 cout<<"关键的攻击: ";
78 }
79
80 // Normal attack
81 HPtemp=(int)((1.0*AP/p.DP)*AP*5/(rand()%4+10));
82 cout<<name<<"使用猛击, "<<p.name<<"的 HP 下降 "<<HPtemp<<endl;
83 EXPtemp=(int)(EXPtemp+HPtemp*1.2);
84 p.HP=(int)(p.HP-HPtemp);
85 cout<<name<<" 获得 "<<EXPtemp<<" 经验."<<endl;
86 EXP=(int)(EXP+EXPtemp);
87 system("pause");
88 return 1; // Attack success
89 }
90
91 bool swordsman::specialatt(player &p)
92 {
93 if(MP<40)
94 {
95 cout<<"你没有足够的魔法值!"<<endl;
96 system("pause");
97 return 0; // Attack failed
98 }
99 else
100 {
101 MP-=40; // consume 40 MP to do special attack
102
103 //10% chance opponent evades
104 if(rand()%100<=10)
105 {
106 cout<<name<<"'s leap attack has been evaded by "<<p.name<<endl;
107 system("pause");
108 return 1;
109 }
110
111 double HPtemp=0;
112 double EXPtemp=0;
113 //double hit=1;
114 //srand(time(NULL));
115 HPtemp=(int)(AP*1.2+20); // not related to opponent's DP
116 EXPtemp=(int)(HPtemp*1.5); // special attack provides more experience
117 cout<<name<<" 使用技能, "<<p.name<<"的 HP 下降 "<<HPtemp<<endl;
118 cout<<name<<" 获得 "<<EXPtemp<<" 经验."<<endl;
119 p.HP=(int)(p.HP-HPtemp);
120 EXP=(int)(EXP+EXPtemp);
121 system("pause");
122 }
123 return 1; // special attack succeed
124 }
125
126 // Computer opponent
127 void swordsman::AI(player &p)
128 {
129 if ((HP<(int)((1.0*p.AP/DP)*p.AP*1.5))&&(HP+100<=1.1*HPmax)&&(bag.nOfHeal()>0)&&(HP>(int)((1.0*p.AP/DP)*p.AP*0.5)))
130 // AI's HP cannot sustain 3 rounds && not too lavish && still has heal && won't be killed in next round
131 {
132 useHeal();
133 }
134 else
135 {
136 if(MP>=40 && HP>0.5*HPmax && rand()%100<=30)
137 // AI has enough MP, it has 30% to make special attack
138 {
139 specialatt(p);
140 p.isDead(); // check whether player is dead
141 }
142 else
143 {
144 if (MP<40 && HP>0.5*HPmax && bag.nOfMW())
145 // Not enough MP && HP is safe && still has magic water
146 {
147 useMW();
148 }
149 else
150 {
151 attack(p); // normal attack
152 p.isDead();
153 }
154 }
155 }
156 }
1 //=======================
2 // archer.h
3 //=======================
4
5 // Derived from base class player
6 // For the job archer
7
8 #include "player.h"
9 class archer :public player// 5_????????? // subclass swordsman publicly inherited from base player
10 {
11 public:
12 archer(int lv_in=1, string name_in="Not Given");
13 // constructor with default level of 1 and name of "Not given"
14 void isLevelUp();
15 bool attack (player &p);
16 bool specialatt(player &p);
17 /* These three are derived from the pure virtual functions of base class
18 The definition of them will be given in this subclass. */
19 void AI(player &p); // Computer opponent
20 };
1 //=======================
2 // archer.cpp
3 //=======================
4 #include "archer.h"
5 #include <iostream>
6 #include <cstdio>
7 #include <windows.h>
8 // constructor. default values don't need to be repeated here
9 archer::archer(int lv_in, string name_in)
10 {
11 role=sw; // enumerate type of job
12 LV=lv_in;
13 name=name_in;
14
15 // Initialising the character's properties, based on his level
16 HPmax=150+8*(LV-1); // HP increases 8 point2 per level
17 HP=HPmax;
18 MPmax=75+2*(LV-1); // MP increases 2 points per level
19 MP=MPmax;
20 AP=25+2*(LV-1); // AP increases 4 points per level
21 DP=25+6*(LV-1); // DP increases 4 points per level
22 speed=25+2*(LV-1); // speed increases 2 points per level
23
24 playerdeath=0;
25 EXP=(LV-1)*(LV-1)*75;
26 bag.set(lv_in, lv_in);
27 }
28
29 void archer::isLevelUp()
30 {
31 if(EXP>=LV*LV*75)
32 {
33 LV++;
34 AP+=4;
35 DP+=4;
36 HPmax+=8;
37 MPmax+=2;
38 speed+=2;
39 cout<<name<<" Level UP!"<<endl;
40 cout<<"HP 增加 8 变成 "<<HPmax<<endl;
41 cout<<"MP 增加 2 变成 "<<MPmax<<endl;
42 cout<<"Speed 增加 2 变成 "<<speed<<endl;
43 cout<<"AP 增加 2 变成 "<<AP<<endl;
44 cout<<"DP 增加 6 变成 "<<DP<<endl;
45 system("pause");
46 isLevelUp(); // recursively call this function, so the character can level up multiple times if got enough exp
47 }
48 }
49
50 bool archer::attack(player &p)
51 {
52 double HPtemp=0; // opponent's HP decrement
53 double EXPtemp=0; // player obtained exp
54 double hit=1; // attach factor, probably give critical attack
55 srand((unsigned)time(NULL)); // generating random seed based on system time
56
57 // If speed greater than opponent, you have some possibility to do double attack
58 if ((speed>p.speed) && (rand()%100<(speed-p.speed))) // rand()%100 means generates a number no greater than 100
59 {
60 HPtemp=(int)(DP*5/(rand()%4+10)); // opponent's HP decrement calculated based their AP/DP, and uncertain chance
61 cout<<name<<"的攻击伤害了 "<<p.name<<", "<<p.name<<"的 HP 下降 "<<HPtemp<<endl;
62 p.HP=int(p.HP-HPtemp);
63 EXPtemp=(int)(HPtemp*1.2);
64 }
65
66 // If speed smaller than opponent, the opponent has possibility to evade
67 if ((speed<p.speed) && (rand()%50<1))
68 {
69 cout<<name<<"的攻击被 "<<p.name<<"躲避"<<endl;
70 system("pause");
71 return 1;
72 }
73
74 // 10% chance give critical attack
75 if (rand()%100<=10)
76 {
77 hit=1.5;
78 cout<<"关键的攻击: ";
79 }
80
81 // Normal attack
82 HPtemp=(int)(DP*5/(rand()%4+10));
83 cout<<name<<"使用猛击, "<<p.name<<"的 HP 下降 "<<HPtemp<<endl;
84 EXPtemp=(int)(EXPtemp+HPtemp*1.2);
85 p.HP=(int)(p.HP-HPtemp);
86 cout<<name<<" 获得 "<<EXPtemp<<" 经验."<<endl;
87 EXP=(int)(EXP+EXPtemp);
88 system("pause");
89 return 1; // Attack success
90 }
91
92 bool archer::specialatt(player &p)
93 {
94 if(MP<40)
95 {
96 cout<<"你没有足够的魔法值!"<<endl;
97 system("pause");
98 return 0; // Attack failed
99 }
100 else
101 {
102 MP-=40; // consume 40 MP to do special attack
103
104 //10% chance opponent evades
105 if(rand()%100<=10)
106 {
107 cout<<name<<"'s leap attack has been evaded by "<<p.name<<endl;
108 system("pause");
109 return 1;
110 }
111
112 double HPtemp=0;
113 double EXPtemp=0;
114 //double hit=1;
115 //srand(time(NULL));
116 HPtemp=(int)(AP*1.2+20); // not related to opponent's DP
117 EXPtemp=(int)(HPtemp*1.5); // special attack provides more experience
118 cout<<name<<" 使用技能, "<<p.name<<"的 HP 下降 "<<HPtemp<<endl;
119 cout<<name<<" 获得 "<<EXPtemp<<" 经验."<<endl;
120 p.HP=(int)(p.HP-HPtemp);
121 EXP=(int)(EXP+EXPtemp);
122 system("pause");
123 }
124 return 1; // special attack succeed
125 }
126
127 // Computer opponent
128 void archer::AI(player &p)
129 {
130 if ((HP<(int)((1.0*p.AP/DP)*p.AP*1.5))&&(HP+100<=1.1*HPmax)&&(bag.nOfHeal()>0)&&(HP>(int)((1.0*p.AP/DP)*p.AP*0.5)))
131 // AI's HP cannot sustain 3 rounds && not too lavish && still has heal && won't be killed in next round
132 {
133 useHeal();
134 }
135 else
136 {
137 if(MP>=40 && HP>0.5*HPmax && rand()%100<=30)
138 // AI has enough MP, it has 30% to make special attack
139 {
140 specialatt(p);
141 p.isDead(); // check whether player is dead
142 }
143 else
144 {
145 if (MP<40 && HP>0.5*HPmax && bag.nOfMW())
146 // Not enough MP && HP is safe && still has magic water
147 {
148 useMW();
149 }
150 else
151 {
152 attack(p); // normal attack
153 p.isDead();
154 }
155 }
156 }
157 }
1 //=======================
2 // mage.h
3 //=======================
4
5 // Derived from base class player
6 // For the job mage
7
8 #include "player.h"
9 class mage :public player// 5_????????? // subclass swordsman publicly inherited from base player
10 {
11 public:
12 mage(int lv_in=1, string name_in="Not Given");
13 // constructor with default level of 1 and name of "Not given"
14 void isLevelUp();
15 bool attack (player &p);
16 bool specialatt(player &p);
17 /* These three are derived from the pure virtual functions of base class
18 The definition of them will be given in this subclass. */
19 void AI(player &p); // Computer opponent
20 };
1 //=======================
2 // mage.cpp
3 //=======================
4 #include "mage.h"
5 #include <iostream>
6
7 // constructor. default values don't need to be repeated here
8 mage::mage(int lv_in, string name_in)
9 {
10 role=sw; // enumerate type of job
11 LV=lv_in;
12 name=name_in;
13
14 // Initialising the character's properties, based on his level
15 HPmax=150+8*(LV-1); // HP increases 8 point2 per level
16 HP=HPmax;
17 MPmax=75+2*(LV-1); // MP increases 2 points per level
18 MP=MPmax;
19 AP=25+6*(LV-1); // AP increases 4 points per level
20 DP=25+2*(LV-1); // DP increases 4 points per level
21 speed=25+2*(LV-1); // speed increases 2 points per level
22
23 playerdeath=0;
24 EXP=(LV-1)*(LV-1)*75;
25 bag.set(lv_in, lv_in);
26 }
27
28 void mage::isLevelUp()
29 {
30 if(EXP>=LV*LV*75)
31 {
32 LV++;
33 AP+=4;
34 DP+=4;
35 HPmax+=8;
36 MPmax+=2;
37 speed+=2;
38 cout<<name<<" Level UP!"<<endl;
39 cout<<"HP 增加 8 变成 "<<HPmax<<endl;
40 cout<<"MP 增加 2 变成 "<<MPmax<<endl;
41 cout<<"Speed 增加 2 变成 "<<speed<<endl;
42 cout<<"AP 增加 4 变成 "<<AP<<endl;
43 cout<<"DP 增加 5 变成 "<<DP<<endl;
44 system("pause");
45 isLevelUp(); // recursively call this function, so the character can level up multiple times if got enough exp
46 }
47 }
48
49 bool mage::attack(player &p)
50 {
51 double HPtemp=0; // opponent's HP decrement
52 double EXPtemp=0; // player obtained exp
53 double hit=1; // attach factor, probably give critical attack
54 srand((unsigned)time(NULL)); // generating random seed based on system time
55
56 // If speed greater than opponent, you have some possibility to do double attack
57 if ((speed>p.speed) && (rand()%100<(speed-p.speed))) // rand()%100 means generates a number no greater than 100
58 {
59 HPtemp=(int)(AP*5/(rand()%4+10)); // opponent's HP decrement calculated based their AP/DP, and uncertain chance
60 cout<<name<<"的攻击伤害了 "<<p.name<<", "<<p.name<<"的 HP 下降 "<<HPtemp<<endl;
61 p.HP=int(p.HP-HPtemp);
62 EXPtemp=(int)(HPtemp*1.2);
63 }
64
65 // If speed smaller than opponent, the opponent has possibility to evade
66 if ((speed<p.speed) && (rand()%50<1))
67 {
68 cout<<name<<"的攻击被 "<<p.name<<"躲避"<<endl;
69 system("pause");
70 return 1;
71 }
72
73 // 10% chance give critical attack
74 if (rand()%100<=10)
75 {
76 hit=1.5;
77 cout<<"关键的攻击: ";
78 }
79
80 // Normal attack
81 HPtemp=(int)(AP*5/(rand()%4+10));
82 cout<<name<<"使用猛击, "<<p.name<<"的 HP 下降 "<<HPtemp<<endl;
83 EXPtemp=(int)(EXPtemp+HPtemp*1.2);
84 p.HP=(int)(p.HP-HPtemp);
85 cout<<name<<" 获得 "<<EXPtemp<<" 经验."<<endl;
86 EXP=(int)(EXP+EXPtemp);
87 system("pause");
88 return 1; // Attack success
89 }
90
91 bool mage::specialatt(player &p)
92 {
93 if(MP<40)
94 {
95 cout<<"你没有足够的魔法值!"<<endl;
96 system("pause");
97 return 0; // Attack failed
98 }
99 else
100 {
101 MP-=20; // consume 40 MP to do special attack
102
103 //10% chance opponent evades
104 if(rand()%100<=10)
105 {
106 cout<<name<<"'s leap attack has been evaded by "<<p.name<<endl;
107 system("pause");
108 return 1;
109 }
110
111 double HPtemp=0;
112 double EXPtemp=0;
113 //double hit=1;
114 //srand(time(NULL));
115 HPtemp=(int)(AP*1.2+20); // not related to opponent's DP
116 EXPtemp=(int)(HPtemp*1.5); // special attack provides more experience
117 cout<<name<<" 使用技能, "<<p.name<<"的 HP 下降 "<<HPtemp<<endl;
118 cout<<name<<" 获得 "<<EXPtemp<<" 经验."<<endl;
119 p.HP=(int)(p.HP-HPtemp);
120 EXP=(int)(EXP+EXPtemp);
121 system("pause");
122 }
123 return 1; // special attack succeed
124 }
125
126 // Computer opponent
127 void mage::AI(player &p)
128 {
129 if ((HP<(int)((1.0*p.AP/DP)*p.AP*1.5))&&(HP+100<=1.1*HPmax)&&(bag.nOfHeal()>0)&&(HP>(int)((1.0*p.AP/DP)*p.AP*0.5)))
130 // AI's HP cannot sustain 3 rounds && not too lavish && still has heal && won't be killed in next round
131 {
132 useHeal();
133 }
134 else
135 {
136 if(MP>=40 && HP>0.5*HPmax && rand()%100<=30)
137 // AI has enough MP, it has 30% to make special attack
138 {
139 specialatt(p);
140 p.isDead(); // check whether player is dead
141 }
142 else
143 {
144 if (MP<40 && HP>0.5*HPmax && bag.nOfMW())
145 // Not enough MP && HP is safe && still has magic water
146 {
147 useMW();
148 }
149 else
150 {
151 attack(p); // normal attack
152 p.isDead();
153 }
154 }
155 }
156 }
原文链接: https://www.cnblogs.com/A--Q/p/5952362.html
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