博文背景:
還記大二上學期的時候看的這個C++&RPG游戲(博主大一下學期自學的php,涵蓋oop內容),一個外校的同學他們大一學的C++,大二初期C++實訓要求做一個程序填空,就是這個 RPG 對戰游戲,有幾處空需要填上,問我可以不,我就信誓旦旦的說OK,最后“萬般無奈多方考究”才給將程序補充完整。最近在做畢業設計,用到C++&QT oop部分,重新溫習了下C++ oop,就想起來大二的時候還“搗鼓”過這么個游戲,現重新看了下,進行整理總結,寫下該博文。
--------------------華麗的分割線,開始正題-----------------
本RPG游戲介紹:
用戶創建一個玩家,與AI進行PK,PK中,可以普通攻擊(隨機暴擊、躲閃)、技能攻擊、加血、加藍。本游戲中指定了5個對手,任務失敗或者打敗所有對手游戲結束。
代碼架構:
mian.cpp:控制游戲流程.
container.h container.cpp:物品類.
player.h player.cpp:角色類.
swordsman.h swordsman.cpp:劍士角色.
archer.h archer.cpp:弓箭手角色.
mage.h mage.cpp:魔法師角色.
每個角色都需要物品,每個角色都繼承與角色類。
全部代碼如下:
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 <<"請輸入玩家姓名:"; 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 <<"請選擇職業: 1 戰士, 2 弓箭手, 3 法師"<<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<<"你的對手, 一個 Lv. "<<i<<" 戰士"<<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<<"請選擇: "<<endl; 67 cout<<"1 攻擊; 2 技能; 3 使用體力葯水; 4 使用魔法葯水; 0 離開游戲"<<endl; 68 cin>>tempCom; 69 switch(tempCom) 70 { 71 case 0: 72 cout<<"確定退出嗎? 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! 你擊敗了所有對手!!"<<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<<"恢復(HP+100): "<<numOfHeal<<endl; 37 cout<<"魔法葯水 (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<<" 使用恢復, 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<<"對不起, 你沒有足夠的恢復."<<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<<" 使用魔法葯水, 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<<"對不起,你沒有足夠的魔法葯水."<<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<<" 獲得"<<p.bag.nOfHeal()<<" 恢復, 和 "<<p.bag.nOfMW()<<" 魔法葯水."<<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<<"戰士"; 90 break; 91 case ar: 92 cout<<"弓箭手"; 93 break; 94 case mg: 95 cout<<"法師"; 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 <<" # 對手"<<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<<" 職業: "<<setw(7); 121 p1.showRole(); 122 cout<<" # EXP"<<setw(7)<<p2.EXP<<" 職業: "<<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 變成 "<<HPmax<<endl; 40 cout<<"MP 增加 2 變成 "<<MPmax<<endl; 41 cout<<"Speed 增加 2 變成 "<<speed<<endl; 42 cout<<"AP 增加 4 變成 "<<AP<<endl; 43 cout<<"DP 增加 5 變成 "<<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<<"的攻擊傷害了 "<<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<<"的攻擊被 "<<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<<"關鍵的攻擊: "; 78 } 79 80 // Normal attack 81 HPtemp=(int)((1.0*AP/p.DP)*AP*5/(rand()%4+10)); 82 cout<<name<<"使用猛擊, "<<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<<" 獲得 "<<EXPtemp<<" 經驗."<<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<<"你沒有足夠的魔法值!"<<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<<" 獲得 "<<EXPtemp<<" 經驗."<<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 變成 "<<HPmax<<endl; 41 cout<<"MP 增加 2 變成 "<<MPmax<<endl; 42 cout<<"Speed 增加 2 變成 "<<speed<<endl; 43 cout<<"AP 增加 2 變成 "<<AP<<endl; 44 cout<<"DP 增加 6 變成 "<<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<<"的攻擊傷害了 "<<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<<"的攻擊被 "<<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<<"關鍵的攻擊: "; 79 } 80 81 // Normal attack 82 HPtemp=(int)(DP*5/(rand()%4+10)); 83 cout<<name<<"使用猛擊, "<<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<<" 獲得 "<<EXPtemp<<" 經驗."<<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<<"你沒有足夠的魔法值!"<<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<<" 獲得 "<<EXPtemp<<" 經驗."<<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 變成 "<<HPmax<<endl; 40 cout<<"MP 增加 2 變成 "<<MPmax<<endl; 41 cout<<"Speed 增加 2 變成 "<<speed<<endl; 42 cout<<"AP 增加 4 變成 "<<AP<<endl; 43 cout<<"DP 增加 5 變成 "<<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<<"的攻擊傷害了 "<<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<<"的攻擊被 "<<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<<"關鍵的攻擊: "; 78 } 79 80 // Normal attack 81 HPtemp=(int)(AP*5/(rand()%4+10)); 82 cout<<name<<"使用猛擊, "<<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<<" 獲得 "<<EXPtemp<<" 經驗."<<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<<"你沒有足夠的魔法值!"<<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<<" 獲得 "<<EXPtemp<<" 經驗."<<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 }
