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实验六

时间:2018-06-06 23:43:06      阅读:180      评论:0      收藏:0      [点我收藏+]

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实验六

chip类

#include<iostream>
using namespace std;
class base {
private:
    int a, b;
public:
    base(int x, int y) :a(x), b(y) {}
    int add() const {
        return a + b;
    }
};

class A :public base {
private:
    int a, b;
public:
    A(int x, int y) :base(x, y), a(x), b(y) {}
    int minus() const {
        return a - b;
    }

};

class B :public base {
private:
    int a, b;
public:
    B(int x, int y) :base(x, y), a(x), b(y) {}
    int multiply() const {
        return a * b;
    }

};

class C :public base {
private:
    int a, b;
public:
    C(int x, int y) :base(x, y), a(x), b(y) {}
    double devide() const {
        return (double)a / (double)b;
    }
};

int main() {
    base p1(1, 2);
    A p2(4, 1);
    B p3(2, 4);
    C p4(8, 5);

    cout << "--base--" << endl;
    cout << "1+2=" << p1.add() << endl;

    cout << "---A---" << endl;
    cout << "4+1=" << p2.add() << endl;
    cout << "4-1=" << p2.minus() << endl;

    cout << "---B---" << endl;
    cout << "2+4=" << p3.add() << endl;
    cout << "2*4=" << p3.multiply() << endl;

    cout << "---C---" << endl;
    cout << "8+5=" << p4.add() << endl;
    cout << "8/5=" << p4.devide() << endl;

    system("pause");
    return 0;
}

技术分享图片

 

vehicle类

vehicle.h

#pragma once
class vehicle {
public:
    int maxspeed, weight;
    vehicle(int x, int y);
    void run();
    void stop();
    ~vehicle();
};

class bicycle :virtual public vehicle {
public:
    int height;
    bicycle(int x, int y, int z);
    ~bicycle();
};

class motorcar :virtual public vehicle {
public:
    int seatnum;
    motorcar(int x, int y, int z);
    ~motorcar();
};

class motorcycle :virtual public bicycle, virtual public motorcar {
public:
    motorcycle(int x, int y, int z, int a);
    ~motorcycle();
};

vechicle.cpp

#include<iostream>
#include"vehicle.h"
using namespace std;
vehicle::vehicle(int x, int y) : maxspeed(x), weight(y) {
    cout << "vehicle constructed" << endl;
}
void vehicle::run() {
    cout << "run" << endl;
}
void vehicle::stop() {
    cout << "stop" << endl;
}
vehicle::~vehicle() {
    cout << "vehicle destructed" << endl;
}

bicycle::bicycle(int x, int y, int z) :vehicle(x, y), height(z) {
    cout << "bicycle constructed" << endl;
}
bicycle::~bicycle() {
    cout << "bicycle destructed" << endl;
}

motorcar::motorcar(int x, int y, int z) :vehicle(x, y), seatnum(z) {
    cout << "motorcar constructed" << endl;
}
motorcar::~motorcar() {
    cout << "motorcar destructed" << endl;
}

motorcycle::motorcycle(int x, int y, int z, int a) :bicycle(x, y, z), motorcar(x, y, a), vehicle(x, y) {
    cout << "motorcycle constructed" << endl;
}
motorcycle::~motorcycle() {
    cout << "motorcycle destructed" << endl;
}

main.cpp

#include<iostream>
#include"vehicle.h"
using namespace std;
int main() {
    vehicle p1(2, 4);
    bicycle p2(1, 2, 3);
    motorcar p3(2, 3, 1);
    motorcycle p4(1, 4, 5, 7);
    p1.run();
    p1.stop();
    p2.run();
    p2.stop();
    p3.run();
    p3.stop();
    p4.run();
    p4.stop();
    cout << "------------------------" << endl;
    return 0;
}

技术分享图片

Fraction类

Fraction.h

#pragma once
class Fraction {
public:
    Fraction(int x, int y);
    Fraction();
    Fraction(int x);
    Fraction(const Fraction &p);
    void pri();//输入 
    void showF();//输出 
    void transform();//转换小数 
    Fraction operator +(const Fraction &a);
    Fraction operator -(const Fraction &a);
    Fraction operator *(const Fraction &a);
    Fraction operator /(const Fraction &a);
    int ptop();
    int pbottom();

private:
    int top;
    int bottom;
};

 

Fraction.cpp

#include <iostream>
#include <cmath>
#include "Fraction.h"
using namespace std;

/*----------Fraction-----------*/
Fraction::Fraction(int x, int y) :top(x), bottom(y) {
}

Fraction::Fraction() : top(0), bottom(1) {}
Fraction::Fraction(int x) : top(x), bottom(1) {}
Fraction::Fraction(const Fraction &p) : top(p.top), bottom(p.bottom) {}

void Fraction::pri() {
    cout << "请输入分子与分母:";
    cin >> top >> bottom;
}

void Fraction::showF() {
    int s = top;
    while (!(top%s == 0 && bottom%s == 0)) {
        s--;
    }
    bottom /= s;
    top /= s;//约分   
    
    if (bottom<0)
    {
        bottom = fabs(bottom);
        top = -top;
    }
    if (bottom != 1)
        cout << top << / << bottom << endl;
    else
        cout << top << endl;
}

void Fraction::transform() {
    float i;
    i = (float)top / (float)bottom;
    cout << i << endl;
}

Fraction Fraction::operator+(const Fraction &a) {
    int s, i, j;
    for (s = a.bottom; !(s%a.bottom == 0 && s%bottom == 0); s++) {
    };
    i = s / a.bottom;
    j = s / bottom;
    return Fraction(a.top * i + top * j, s);
}

Fraction Fraction::operator-(const Fraction &a) {
    int s, i, j;
    for (s = a.bottom; !(s%a.bottom == 0 && s%bottom == 0); s++) {
    };
    i = s / a.bottom;
    j = s / bottom;//通分
    return Fraction(top * j - a.top * i, s);
}

Fraction Fraction::operator*(const Fraction &a) {
    return Fraction(top*a.top,bottom*a.bottom);
}

Fraction Fraction::operator/(const Fraction &a) {
    return Fraction(top*a.bottom, bottom*a.top);
}

int Fraction::ptop(){
    if (bottom < 0)
      return -top;
    else
      return top;
}

int Fraction::pbottom() {
    return fabs(bottom);
}

 

iFraction.h

#pragma once
class iFraction :public Fraction {
private:
    int i;
    Fraction ip;
public:
    iFraction(const Fraction &xp);
    iFraction(const iFraction &xip);
    void showI();
    friend void convertF(iFraction &x);
};

 

iFraction.cpp

#include<iostream>
#include"Fraction.h"
#include"iFraction.h"
using namespace std;
/*----------------iFraction-------------------*/
iFraction::iFraction(const Fraction &xp) :i(0), ip(xp) {}
iFraction::iFraction(const iFraction &xip) : ip(xip) {}

void iFraction::showI() {
    if (ip.ptop() < 0)
        cout << "-";

    if (i != 0)
        cout << i << " ";

    ip.showF();
}

void convertF(iFraction &x) {
    while (x.ip.ptop()>x.ip.pbottom())
    {
        x.i++;
        x.ip = Fraction(x.ip.ptop() - x.ip.pbottom(), x.ip.pbottom());
    }
}

 

main.cpp

#include<iostream>
#include"Fraction.h"
#include"iFraction.h"
using namespace std;
int main() {
    Fraction a(8, 3);
    Fraction b(4, 5);
    cout << "a=";
    a.showF();
    cout << "b=";
    b.showF();
    Fraction e;
    e = a + b;
    cout << "a+b=";
    e.showF();
    cout << "a-b=";
    e = a - b;
    e.showF();
    cout << "a*b=";
    e = a * b;
    e.showF();
    cout << "a/b=";
    e = a / b;
    e.showF();

    iFraction c(a);
    c.showI();
    convertF(c);
    c.showI();

    return 0;
}

技术分享图片

ex4类

emmm,这个游戏的数据设置的还是不太平衡,法师弄得有点强了。而且发现好像怪物升级比较快,用的战士弓箭手都没有通关。

container.h

//=======================
//        container.h
//=======================

// The so-called inventory of a player in RPG games
// contains two items, heal and magic water

#ifndef _CONTAINER    // Conditional compilation
#define _CONTAINER

class container        // Inventory
{
protected:
    int numOfHeal;            // number of heal
    int numOfMW;            // number of magic water
public:
    container();            // constuctor
    void set(int heal_n, int mw_n);    // set the items numbers
    int nOfHeal();            // get the number of heal
    int nOfMW();            // get the number of magic water
    void display();            // display the items;
    bool useHeal();            // use heal
    bool useMW();            // use magic water
};

#endif

 

container.cpp

//=======================
//        container.cpp
//=======================
#include<iostream>
#include"container.h"
using namespace std;
// default constructor initialise the inventory as empty
container::container()
{
    set(0,0);
}

// set the item numbers
void container::set(int heal_n, int mw_n)
{
    numOfHeal=heal_n;
    numOfMW=mw_n;
}

// get the number of heal
int container::nOfHeal()
{
    return numOfHeal;
}

// get the number of magic water
int container::nOfMW()
{
    return numOfMW;
}

// display the items;
void container::display()
{
    cout<<"Your bag contains: "<<endl;
    cout<<"Heal(HP+100): "<<numOfHeal<<endl;
    cout<<"Magic Water (MP+80): "<<numOfMW<<endl;
}

//use heal
bool container::useHeal()
{
    numOfHeal--;
    return 1;        // use heal successfully
}

//use magic water
bool container::useMW()
{
    numOfMW--;
    return 1;        // use magic water successfully
}

 

player.h

//=======================
//        player.h
//=======================

// The base class of player
// including the general properties and methods related to a character

#ifndef _PLAYER
#define _PLAYER

#include<string>
#include <iomanip>        // use for setting field width
#include <time.h>        // use for generating random factor
#include "container.h"

enum job {sw, ar, mg};    /* define 3 jobs by enumerate type
                               sword man, archer, mage */
class player
{
    friend void showinfo(player &p1, player &p2);
    friend class swordsman;
    friend class archer;
    friend class mage;

protected:
    int HP, HPmax, MP, MPmax, AP, DP, speed, EXP, LV;
    // General properties of all characters
    string name;    // character name
    job role;        /* character‘s job, one of swordman, archer and mage,
                       as defined by the enumerate type */
    container bag;    // character‘s inventory

public:
    virtual bool attack(player &p)=0;    // normal attack
    virtual bool specialatt(player &p)=0;    //special attack
    virtual void isLevelUp()=0;            // level up judgement
    virtual void AI(player &p) = 0;
    /* Attention!
    These three methods are called "Pure virtual functions".
    They have only declaration, but no definition.
    The class with pure virtual functions are called "Abstract class", which can only be used to inherited, but not to constructor objects. 
    The detailed definition of these pure virtual functions will be given in subclasses. */

    void reFill();        // character‘s HP and MP resume
    bool death();        // report whether character is dead
    void isDead();        // check whether character is dead
    bool useHeal();        // consume heal, irrelevant to job
    bool useMW();        // consume magic water, irrelevant to job
    void transfer(player &p);    // possess opponent‘s items after victory
    void showRole();    // display character‘s job
    
private:
    bool playerdeath;            // whether character is dead, doesn‘t need to be accessed or inherited
};

#endif

 

player,cpp

//=======================
//        player.cpp
//=======================
#include<iostream>
#include<string>
using namespace std;
#include"player.h"

// character‘s HP and MP resume
void player::reFill()
{
    HP=HPmax;        // HP and MP fully recovered
    MP=MPmax;
}

// report whether character is dead
bool player::death()
{
    return playerdeath;
}

// check whether character is dead
void player::isDead()
{
    if(HP<=0)        // HP less than 0, character is dead
    {
        cout<<name<<" is Dead." <<endl;
        system("pause");
        playerdeath=1;    // give the label of death value 1
    }
}

// consume heal, irrelevant to job
bool player::useHeal()
{
    if(bag.nOfHeal()>0)
    {
        HP=HP+100;
        if(HP>HPmax)        // HP cannot be larger than maximum value
            HP=HPmax;        // so assign it to HPmax, if necessary
        cout<<name<<" used Heal, HP increased by 100."<<endl;
        bag.useHeal();        // use heal
        system("pause");
        return 1;    // usage of heal succeed
    }
    else                // If no more heal in bag, cannot use
    {
        cout<<"Sorry, you don‘t have heal to use."<<endl;
        system("pause");
        return 0;    // usage of heal failed
    }
}

// consume magic water, irrelevant to job
bool player::useMW()
{
    if(bag.nOfMW()>0)
    {
        MP=MP+100;
        if(MP>MPmax)
            MP=MPmax;
        cout<<name<<" used Magic Water, MP increased by 100."<<endl;
        bag.useMW();
        system("pause");
        return 1;    // usage of magic water succeed
    }
    else
    {
        cout<<"Sorry, you don‘t have magic water to use."<<endl;
        system("pause");
        return 0;    // usage of magic water failed
    }
}

// possess opponent‘s items after victory
void player::transfer(player &p)
{
    cout<<name<<" got "<<p.bag.nOfHeal()<<" Heal, and "<<p.bag.nOfMW()<<" Magic Water."<<endl;
    system("pause");
    bag.set(bag.nOfHeal() + p.bag.nOfHeal(), bag.nOfMW() + p.bag.nOfMW());
    // set the character‘s bag, get opponent‘s items
}

// display character‘s job
void player::showRole()
{
    switch(role)
    {
    case sw:
        cout<<"Swordsman";
        break;
    case ar:
        cout<<"Archer";
        break;
    case mg:
        cout<<"Mage";
        break;
    default:
        break;
    }
}


// display character‘s job
void showinfo(player &p1, player &p2){
    system("cls");
    cout<<"##############################################################"<<endl;
    cout<<"# Player"<<setw(10)<<p1.name<<"   LV. "<<setw(3) <<p1.LV
        <<"  # Opponent"<<setw(10)<<p2.name<<"   LV. "<<setw(3) <<p2.LV<<" #"<<endl;
    cout<<"# HP "<<setw(3)<<(p1.HP<=999?p1.HP:999)<</<<setw(3)<<(p1.HPmax<=999?p1.HPmax:999)
        <<" | MP "<<setw(3)<<(p1.MP<=999?p1.MP:999)<</<<setw(3)<<(p1.MPmax<=999?p1.MPmax:999)
        <<"     # HP "<<setw(3)<<(p2.HP<=999?p2.HP:999)<</<<setw(3)<<(p2.HPmax<=999?p2.HPmax:999)
        <<" | MP "<<setw(3)<<(p2.MP<=999?p2.MP:999)<</<<setw(3)<<(p2.MPmax<=999?p2.MPmax:999)<<"      #"<<endl;
    cout<<"# AP "<<setw(3)<<(p1.AP<=999?p1.AP:999)
        <<" | DP "<<setw(3)<<(p1.DP<=999?p1.DP:999)
        <<" | speed "<<setw(3)<<(p1.speed<=999?p1.speed:999)
        <<" # AP "<<setw(3)<<(p2.AP<=999?p2.AP:999)
        <<" | DP "<<setw(3)<<(p2.DP<=999?p2.DP:999)
        <<" | speed "<<setw(3)<<(p2.speed<=999?p2.speed:999)<<"  #"<<endl;
    cout<<"# EXP"<<setw(7)<<p1.EXP<<" Job: "<<setw(7);
    p1.showRole();
    cout<<"   # EXP"<<setw(7)<<p2.EXP<<" Job: "<<setw(7);
    p2.showRole();
    cout<<"    #"<<endl;
    cout<<"--------------------------------------------------------------"<<endl;
    p1.bag.display();
    cout<<"##############################################################"<<endl;
}

 

swordmans.h

//=======================
//        swordsman.h
//=======================

// Derived from base class player
// For the job Swordsman

#include "player.h"
class swordsman : public player        // subclass swordsman publicly inherited from base player
{
public:
    swordsman(int lv_in=1, string name_in="Not Given");    
        // constructor with default level of 1 and name of "Not given"
    void isLevelUp();
    bool attack (player &p);
    bool specialatt(player &p);
        /* These three are derived from the pure virtual functions of base class
           The definition of them will be given in this subclass. */
    void AI(player &p);                // Computer opponent
};

 

swordmans.cpp

//=======================
//        swordsman.cpp
//=======================
#include<iostream>
using namespace std;
#include"swordsman.h"

// constructor. default values don‘t need to be repeated here
swordsman::swordsman(int lv_in, string name_in)
{
    role=sw;    // enumerate type of job
    LV=lv_in;
    name=name_in;
    
    // Initialising the character‘s properties, based on his level
    HPmax=150+8*(LV-1);        // HP increases 8 point2 per level
    HP=HPmax;
    MPmax=75+2*(LV-1);        // MP increases 2 points per level
    MP=MPmax;
    AP=25+4*(LV-1);            // AP increases 4 points per level
    DP=25+4*(LV-1);            // DP increases 4 points per level
    speed=25+2*(LV-1);        // speed increases 2 points per level
    
    playerdeath=0;
    EXP=LV*LV*75;
    bag.set(lv_in, lv_in);
}

void swordsman::isLevelUp()
{
    if(EXP>=LV*LV*75)
    {
        LV++;
        AP+=4;
        DP+=4;
        HPmax+=8;
        MPmax+=2;
        speed+=2;
        cout<<name<<" Level UP!"<<endl;
        cout<<"HP improved 8 points to "<<HPmax<<endl;
        cout<<"MP improved 2 points to "<<MPmax<<endl;
        cout<<"Speed improved 2 points to "<<speed<<endl;
        cout<<"AP improved 4 points to "<<AP<<endl;
        cout<<"DP improved 5 points to "<<DP<<endl;
        system("pause");
        isLevelUp();    // recursively call this function, so the character can level up multiple times if got enough exp
    }
}

bool swordsman::attack(player &p)
{
    double HPtemp=0;        // opponent‘s HP decrement
    double EXPtemp=0;        // player obtained exp
    double hit=1;            // attach factor, probably give critical attack
    srand((unsigned)time(NULL));        // generating random seed based on system time

    // If speed greater than opponent, you have some possibility to do double attack
    if ((speed>p.speed) && (rand()%100<(speed-p.speed)))        // rand()%100 means generates a number no greater than 100
    {
        HPtemp=(int)((1.0*AP/p.DP)*AP*5/(rand()%4+10));        // opponent‘s HP decrement calculated based their AP/DP, and uncertain chance
        cout<<name<<"‘s quick strike hit "<<p.name<<", "<<p.name<<"‘s HP decreased "<<HPtemp<<endl;
        p.HP=int(p.HP-HPtemp);
        EXPtemp=(int)(HPtemp*1.2);
    }

    // If speed smaller than opponent, the opponent has possibility to evade
    if ((speed<p.speed) && (rand()%50<1))
    {
        cout<<name<<"‘s attack has been evaded by "<<p.name<<endl;
        system("pause");
        return 1;
    }

    // 10% chance give critical attack
    if (rand()%100<=10)
    {
        hit=1.5;
        cout<<"Critical attack: ";
    }

    // Normal attack
    HPtemp=(int)((1.0*AP/p.DP)*AP*5/(rand()%4+10));
    cout<<name<<" uses bash, "<<p.name<<"‘s HP decreases "<<HPtemp<<endl;
    EXPtemp=(int)(EXPtemp+HPtemp*1.2);
    p.HP=(int)(p.HP-HPtemp);
    cout<<name<<" obtained "<<EXPtemp<<" experience."<<endl;
    EXP=(int)(EXP+EXPtemp);
    system("pause");
    return 1;        // Attack success
}

bool swordsman::specialatt(player &p)
{
    if(MP<40)
    {
        cout<<"You don‘t have enough magic points!"<<endl;
        system("pause");
        return 0;        // Attack failed
    }
    else
    {
        MP-=40;            // consume 40 MP to do special attack
        
        //10% chance opponent evades
        if(rand()%100<=10)
        {
            cout<<name<<"‘s leap attack has been evaded by "<<p.name<<endl;
            system("pause");
            return 1;
        }
        
        double HPtemp=0;        
        double EXPtemp=0;        
        //double hit=1;            
        //srand(time(NULL));        
        HPtemp=(int)(AP*1.2+20);        // not related to opponent‘s DP
        EXPtemp=(int)(HPtemp*1.5);        // special attack provides more experience
        cout<<name<<" uses leap attack, "<<p.name<<"‘s HP decreases "<<HPtemp<<endl;
        cout<<name<<" obtained "<<EXPtemp<<" experience."<<endl;
        p.HP=(int)(p.HP-HPtemp);
        EXP=(int)(EXP+EXPtemp);
        system("pause");
    }
    return 1;    // special attack succeed
}

// Computer opponent
void swordsman::AI(player &p)
{
    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)))
        // AI‘s HP cannot sustain 3 rounds && not too lavish && still has heal && won‘t be killed in next round
    {
        useHeal();
    }
    else
    {
        if(MP>=40 && HP>0.5*HPmax && rand()%100<=30)
            // AI has enough MP, it has 30% to make special attack
        {
            specialatt(p);
            p.isDead();        // check whether player is dead
        }
        else
        {
            if (MP<40 && HP>0.5*HPmax && bag.nOfMW())
                // Not enough MP && HP is safe && still has magic water
            {
                useMW();
            }
            else
            {
                attack(p);    // normal attack
                p.isDead();
            }
        }
    }
}

 

archer.h

#pragma once
#include "player.h"
class archer : public player        // subclass swordsman publicly inherited from base player
{
public:
    archer(int lv_in = 1, string name_in = "Not Given");
    // constructor with default level of 1 and name of "Not given"
    void isLevelUp();
    bool attack(player &p);
    bool specialatt(player &p);
    /* These three are derived from the pure virtual functions of base class
    The definition of them will be given in this subclass. */
    void AI(player &p);                // Computer opponent
};

 

archer.cpp

//=======================
//        swordsman.cpp
//=======================
#include<iostream>
using namespace std;
#include"archer.h"

// constructor. default values don‘t need to be repeated here
archer::archer(int lv_in, string name_in)
{
    role = ar;    // enumerate type of job
    LV = lv_in;
    name = name_in;

    // Initialising the character‘s properties, based on his level
    HPmax = 120 + 6 * (LV - 1);        // HP increases 8 point2 per level
    HP = HPmax;
    MPmax = 90 + 2 * (LV - 1);        // MP increases 2 points per level
    MP = MPmax;
    AP = 25 + 5 * (LV - 1);            // AP increases 4 points per level
    DP = 25 + 2 * (LV - 1);            // DP increases 4 points per level
    speed = 25 + 4 * (LV - 1);        // speed increases 2 points per level

    playerdeath = 0;
    EXP = LV * LV * 75;
    bag.set(lv_in, lv_in);
}

void archer::isLevelUp()
{
    if (EXP >= LV * LV * 75)
    {
        LV++;
        AP += 5;
        DP += 2;
        HPmax += 6;
        MPmax += 2;
        speed += 4;
        cout << name << " Level UP!" << endl;
        cout << "HP improved 8 points to " << HPmax << endl;
        cout << "MP improved 2 points to " << MPmax << endl;
        cout << "Speed improved 2 points to " << speed << endl;
        cout << "AP improved 4 points to " << AP << endl;
        cout << "DP improved 5 points to " << DP << endl;
        system("pause");
        isLevelUp();    // recursively call this function, so the character can level up multiple times if got enough exp
    }
}

bool archer::attack(player &p)
{
    double HPtemp = 0;        // opponent‘s HP decrement
    double EXPtemp = 0;        // player obtained exp
    double hit = 1;            // attach factor, probably give critical attack
    srand((unsigned)time(NULL));        // generating random seed based on system time

                                        // If speed greater than opponent, you have some possibility to do double attack
    if ((speed>p.speed) && (rand() % 100<(speed - p.speed)))        // rand()%100 means generates a number no greater than 100
    {
        HPtemp = (int)((1.2*AP / p.DP)*AP * 5 / (rand() % 4 + 10));        // opponent‘s HP decrement calculated based their AP/DP, and uncertain chance
        cout << name << "‘s quick strike hit " << p.name << ", " << p.name << "‘s HP decreased " << HPtemp << endl;
        p.HP = int(p.HP - HPtemp);
        EXPtemp = (int)(HPtemp*1.2);
    }

    // If speed smaller than opponent, the opponent has possibility to evade
    if ((speed<p.speed) && (rand() % 50<1))
    {
        cout << name << "‘s attack has been evaded by " << p.name << endl;
        system("pause");
        return 1;
    }

    // 10% chance give critical attack
    if (rand() % 100 <= 10)
    {
        hit = 1.5;
        cout << "Critical attack: ";
    }

    // Normal attack
    HPtemp = (int)((1.2*AP / p.DP)*AP * 5 / (rand() % 4 + 10));
    cout << name << " uses bash, " << p.name << "‘s HP decreases " << HPtemp << endl;
    EXPtemp = (int)(EXPtemp + HPtemp * 1.2);
    p.HP = (int)(p.HP - HPtemp);
    cout << name << " obtained " << EXPtemp << " experience." << endl;
    EXP = (int)(EXP + EXPtemp);
    system("pause");
    return 1;        // Attack success
}

bool archer::specialatt(player &p)
{
    if (MP<40)
    {
        cout << "You don‘t have enough magic points!" << endl;
        system("pause");
        return 0;        // Attack failed
    }
    else
    {
        MP -= 40;            // consume 40 MP to do special attack

                            //10% chance opponent evades
        if (rand() % 100 <= 10)
        {
            cout << name << "‘s leap attack has been evaded by " << p.name << endl;
            system("pause");
            return 1;
        }

        double HPtemp = 0;
        double EXPtemp = 0;
        //double hit=1;            
        //srand(time(NULL));        
        HPtemp = (int)(AP*1.2 + 20);        // not related to opponent‘s DP
        EXPtemp = (int)(HPtemp*1.5);        // special attack provides more experience
        cout << name << " uses leap attack, " << p.name << "‘s HP decreases " << HPtemp << endl;
        cout << name << " obtained " << EXPtemp << " experience." << endl;
        p.HP = (int)(p.HP - HPtemp);
        EXP = (int)(EXP + EXPtemp);
        system("pause");
    }
    return 1;    // special attack succeed
}

// Computer opponent
void archer::AI(player &p)
{
    if ((HP<(int)((1.2*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)))
        // AI‘s HP cannot sustain 3 rounds && not too lavish && still has heal && won‘t be killed in next round
    {
        useHeal();
    }
    else
    {
        if (MP >= 40 && HP>0.5*HPmax && rand() % 100 <= 30)
            // AI has enough MP, it has 30% to make special attack
        {
            specialatt(p);
            p.isDead();        // check whether player is dead
        }
        else
        {
            if (MP<40 && HP>0.5*HPmax && bag.nOfMW())
                // Not enough MP && HP is safe && still has magic water
            {
                useMW();
            }
            else
            {
                attack(p);    // normal attack
                p.isDead();
            }
        }
    }
}

 

mage.h

#pragma once
#pragma once
#include "player.h"
class mage : public player        // subclass swordsman publicly inherited from base player
{
public:
    mage(int lv_in = 1, string name_in = "Not Given");
    // constructor with default level of 1 and name of "Not given"
    void isLevelUp();
    bool attack(player &p);
    bool specialatt(player &p);
    /* These three are derived from the pure virtual functions of base class
    The definition of them will be given in this subclass. */
    void AI(player &p);                // Computer opponent
};

 

mage.cpp

//=======================
//        swordsman.cpp
//=======================
#include<iostream>
using namespace std;
#include"mage.h"

// constructor. default values don‘t need to be repeated here
mage::mage(int lv_in, string name_in)
{
    role = mg;    // enumerate type of job
    LV = lv_in;
    name = name_in;

    // Initialising the character‘s properties, based on his level
    HPmax = 100 + 4 * (LV - 1);        // HP increases 8 point2 per level
    HP = HPmax;
    MPmax = 120 + 6 * (LV - 1);        // MP increases 2 points per level
    MP = MPmax;
    AP = 25 + 6 * (LV - 1);            // AP increases 4 points per level
    DP = 25 + 3 * (LV - 1);            // DP increases 4 points per level
    speed = 25 + 1 * (LV - 1);        // speed increases 2 points per level

    playerdeath = 0;
    EXP = LV * LV * 75;
    bag.set(lv_in, lv_in);
}

void mage::isLevelUp()
{
    if (EXP >= LV * LV * 75)
    {
        LV++;
        AP += 4;
        DP += 3;
        HPmax += 6;
        MPmax += 4;
        speed += 1;
        cout << name << " Level UP!" << endl;
        cout << "HP improved 4 points to " << HPmax << endl;
        cout << "MP improved 6 points to " << MPmax << endl;
        cout << "Speed improved 1 points to " << speed << endl;
        cout << "AP improved 6 points to " << AP << endl;
        cout << "DP improved 3 points to " << DP << endl;
        system("pause");
        isLevelUp();    // recursively call this function, so the character can level up multiple times if got enough exp
    }
}

bool mage::attack(player &p)
{
    double HPtemp = 0;        // opponent‘s HP decrement
    double EXPtemp = 0;        // player obtained exp
    double hit = 1;            // attach factor, probably give critical attack
    srand((unsigned)time(NULL));        // generating random seed based on system time

                                        // If speed greater than opponent, you have some possibility to do double attack
    if ((speed>p.speed) && (rand() % 100<(speed - p.speed)))        // rand()%100 means generates a number no greater than 100
    {
        HPtemp = (int)((0.8*AP / p.DP)*AP * 5 / (rand() % 4 + 10));        // opponent‘s HP decrement calculated based their AP/DP, and uncertain chance
        cout << name << "‘s quick strike hit " << p.name << ", " << p.name << "‘s HP decreased " << HPtemp << endl;
        p.HP = int(p.HP - HPtemp);
        EXPtemp = (int)(HPtemp*1.2);
    }

    // If speed smaller than opponent, the opponent has possibility to evade
    if ((speed<p.speed) && (rand() % 50<1))
    {
        cout << name << "‘s attack has been evaded by " << p.name << endl;
        system("pause");
        return 1;
    }

    // 10% chance give critical attack
    if (rand() % 100 <= 10)
    {
        hit = 1.5;
        cout << "Critical attack: ";
    }

    // Normal attack
    HPtemp = (int)((0.8*AP / p.DP)*AP * 5 / (rand() % 4 + 10));
    cout << name << " uses bash, " << p.name << "‘s HP decreases " << HPtemp << endl;
    EXPtemp = (int)(EXPtemp + HPtemp * 1.2);
    p.HP = (int)(p.HP - HPtemp);
    cout << name << " obtained " << EXPtemp << " experience." << endl;
    EXP = (int)(EXP + EXPtemp);
    system("pause");
    return 1;        // Attack success
}

bool mage::specialatt(player &p)
{
    if (MP<40)
    {
        cout << "You don‘t have enough magic points!" << endl;
        system("pause");
        return 0;        // Attack failed
    }
    else
    {
        MP -= 40;            // consume 40 MP to do special attack

                            //10% chance opponent evades
        if (rand() % 100 <= 10)
        {
            cout << name << "‘s leap attack has been evaded by " << p.name << endl;
            system("pause");
            return 1;
        }

        double HPtemp = 0;
        double EXPtemp = 0;
        //double hit=1;            
        //srand(time(NULL));        
        HPtemp = (int)(AP*3 + 20);        // not related to opponent‘s DP
        EXPtemp = (int)(HPtemp*1.5);        // special attack provides more experience
        cout << name << " uses leap attack, " << p.name << "‘s HP decreases " << HPtemp << endl;
        cout << name << " obtained " << EXPtemp << " experience." << endl;
        p.HP = (int)(p.HP - HPtemp);
        EXP = (int)(EXP + EXPtemp);
        system("pause");
    }
    return 1;    // special attack succeed
}

// Computer opponent
void mage::AI(player &p)
{
    if ((HP<(int)((0.8*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)))
        // AI‘s HP cannot sustain 3 rounds && not too lavish && still has heal && won‘t be killed in next round
    {
        useHeal();
    }
    else
    {
        if (MP >= 40 && HP>0.5*HPmax && rand() % 100 <= 30)
            // AI has enough MP, it has 30% to make special attack
        {
            specialatt(p);
            p.isDead();        // check whether player is dead
        }
        else
        {
            if (MP<40 && HP>0.5*HPmax && bag.nOfMW())
                // Not enough MP && HP is safe && still has magic water
            {
                useMW();
            }
            else
            {
                attack(p);    // normal attack
                p.isDead();
            }
        }
    }
}

 

main.cpp

//=======================
//        main.cpp
//=======================

// main function for the RPG style game

#include <iostream>
#include <string>
#include <stdlib.h>
using namespace std;
#include"container.h"
#include"player.h"
#include"swordsman.h"
#include"archer.h"
#include"mage.h"

int main()
{
    string tempName;
    bool success=0;        //flag for storing whether operation is successful
    cout <<"Please input player‘s name: ";
    cin >>tempName;        // get player‘s name from keyboard input
    player *human = (player *)malloc(sizeof(player));        // use pointer of base class, convenience for polymorphism
    player *enemy = (player *)malloc(sizeof(player));
    int tempJob;        // temp choice for job selection
    do
    {
        cout <<"Please choose a job: 1 Swordsman, 2 Archer, 3 Mage"<<endl;
        cin>>tempJob;
        system("cls");        // clear the screen
        switch(tempJob)
        {
        case 1:
            human = new swordsman(1,tempName);    // create the character with user inputted name and job
            success = 1;        // operation succeed
            break;
        case 2:
            human = new archer(1, tempName);
            success = 1;
            break;
        case 3:
            human = new mage(1, tempName);
            success = 1;
            break;
        default:
            break;                // In this case, success=0, character creation failed
        }
    }while(success!=1);        // so the loop will ask user to re-create a character

    int tempCom;            // temp command inputted by user
    int nOpp=0;                // the Nth opponent
    for(int i=1;nOpp<5;i+=2)    // i is opponent‘s level
    {
        nOpp++;
        system("cls");
        cout<<"STAGE" <<nOpp<<endl;
        system("pause");

        switch (rand() % 3 + 1)
        {
        case 1:
            enemy = new swordsman(i, "Warrior");
            cout << "Your opponent, a Level " << i << " Swordsman." << endl;
            break;
        case 2:
            enemy = new archer(i, "Warrior");
            cout << "Your opponent, a Level " << i << " Archer." << endl;
            break;
        case 3:
            enemy = new mage(i, "Warrior");
            cout << "Your opponent, a Level " << i << " Mage." << endl;
            break;
        }    // Initialise an opponent, level i, name "Junior"
        human->reFill();                // get HP/MP refill before start fight
        
        while(!human->death() && ! enemy->death())    // no died
        {
            success=0;
            while (success!=1)
            {
                showinfo(*human,*enemy);                // show fighter‘s information
                cout<<"Please give command: "<<endl;
                cout<<"1 Attack; 2 Special Attack; 3 Use Heal; 4 Use Magic Water; 0 Exit Game"<<endl;
                cin>>tempCom;
                switch(tempCom)
                {
                case 0:
                    cout<<"Are you sure to exit? Y/N"<<endl;
                    char temp;
                    cin>>temp;
                    if(temp==Y||temp==y)
                        return 0;
                    else
                        break;
                case 1:
                    success=human->attack(*enemy);
                    human->isLevelUp();
                    enemy->isDead();
                    break;
                case 2:
                    success=human->specialatt(*enemy);
                    human->isLevelUp();
                    enemy->isDead();
                    break;
                case 3:
                    success=human->useHeal();
                    break;
                case 4:
                    success=human->useMW();
                    break;
                default:
                    break;
                }
            }
            if (!enemy->death())        // If AI still alive
                enemy->AI(*human);
            else                            // AI died
            {
                cout<<"YOU WIN"<<endl;
                human->transfer(*enemy);        // player got all AI‘s items
            }
            if (human->death())
            {
                system("cls");
                cout<<endl<<setw(50)<<"GAME OVER"<<endl;
                delete human;        // player is dead, program is getting to its end, what should we do here?
                system("pause");
                return 0;
            }
        }
    }
    delete human;            // You win, program is getting to its end, what should we do here?
    system("cls");
    cout<<"Congratulations! You defeated all opponents!!"<<endl;
    system("pause");
    return 0;
}
        

 

实验六

标签:mil   oss   random   1.5   methods   provides   break   form   enum   

原文地址:https://www.cnblogs.com/zhaoluolong/p/9147639.html

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