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master
IoTcat 5 years ago
parent 7f5eeb3e4d
commit 66ea618789
  1. 9
      as2/ex1/Fraction.h
  2. 6
      as2/ex1/ex1.cpp
  3. 283
      as2/ex2/archer.cpp
  4. 25
      as2/ex2/archer.h
  5. 4
      as2/ex2/container.cpp
  6. 4
      as2/ex2/container.h
  7. 283
      as2/ex2/mage.cpp
  8. 24
      as2/ex2/mage.h
  9. 72
      as2/ex2/main.cpp
  10. 13
      as2/ex2/player.cpp
  11. 14
      as2/ex2/player.h
  12. 185
      as2/ex2/swordsman.cpp
  13. 6
      as2/ex2/swordsman.h

@ -693,6 +693,15 @@ class iFraction: public Fraction {
return o;
};
/* 提取整数 */
inline int integer() const{
return _get_integer();
};
/* 提取分子 */
inline int itop() const{
return (int)_get_iTop();
};
private:
/* 获取带分数整数部分 */

@ -15,16 +15,16 @@ int main()
Fraction q(-3.2);
iFraction p(q);
iFraction p(-3.2);
p += q + p;
//p += q + p;
//q = p;
iFraction o;
cout << convertF(convertF(q));
cout << p.integer();
/*

@ -1,155 +1,174 @@
//=======================
// swordsman.cpp
// archer.cpp
//=======================
#include "archer.h"
#include <iomanip> // use for setting field width
#include <ctime> // use for generating random factor
#include <stdlib.h>
using namespace std;
// constructor. default values don't need to be repeated here
swordsman::swordsman(int lv_in, string name_in)
archer::archer(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);
role=ar; // 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*(rand()%2), lv_in*(rand()%2));
}
void swordsman::isLevelUp()
void archer::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
}
if(EXP>=LV*LV*75)
{
LV++;
AP+=4;
DP+=4;
HPmax+=8;
MPmax+=2;
speed+=2;
bag.set(bag.nOfHeal()+LV, bag.nOfMW()+LV);
cout<<name<<" Level UP!"<<endl;
cout<<"Get " << LV << " Heal and " << LV << " Magic Water!"<<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)
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
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
int attack = (speed*1.8)/p.DP; //depand on player's speed and p.DP
// 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)((attack)*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
else if ((speed<p.speed) && (rand()%50<1))
{
cout<<name<<"'s attack has been evaded by "<<p.name<<endl;
system("pause");
return 1;
}
// 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);
}
// 10% chance give critical attack
else
{
if(rand()%100<=10) {
hit=1.5;
cout<<"Critical attack: ";
}
// Normal attack
//<!-- change
HPtemp=(int)(((attack)*AP*5/(rand()%4+10)) * hit);
//-->
cout<<name<<" uses shoot, "<<p.name<<"'s HP decreases "<<HPtemp<<endl;
EXPtemp=(int)(EXPtemp+HPtemp*1.2);
//<!-- luck
p.HP=(int)(p.HP-HPtemp*((double)(rand() % 100 + 50) / (double)100));
//-->
// 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
cout<<name<<" obtained "<<EXPtemp<<" experience."<<endl;
//<!-- luck
EXP=(int)(EXP+EXPtemp*((double)(rand() % 100 + 50) / (double)100));
//-->
system("pause");
return 1; // Attack success
}
bool swordsman::specialatt(player &p)
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
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 shoooooooooooot attack has been evaded by "<<p.name<<endl;
system("pause");
return 1;
}
double HPtemp=0;
double EXPtemp=0;
//double hit=1;
//srand(time(NULL));
//<!-- // Luck
HPtemp=(int)(AP*1.2*((double)(rand() % 100 + 50) / (double)100)+20); // not related to opponent's DP
//-->
EXPtemp=(int)(HPtemp*1.5); // special attack provides more experience
cout<<name<<" uses shoooooooooooot 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)
void archer::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();
}
}
}
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();
}
}
}
}

@ -1,20 +1,21 @@
//=======================
// swordsman.h
// archer.h
//=======================
// Derived from base class player
// For the job Swordsman
// For the job archer
#include <iostream>
#include "player.h"
class swordsman : 5_????????? // subclass swordsman publicly inherited from base player
class archer : public player // subclass archer 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
archer(int lv_in=1, std::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
};

@ -1,7 +1,9 @@
//=======================
// container.cpp
//=======================
#include "container.h"
using namespace std;
// default constructor initialise the inventory as empty
container::container()
{
@ -38,7 +40,7 @@ void container::display()
//use heal
bool container::useHeal()
{
2_????????
numOfHeal--; //2_???????????
return 1; // use heal successfully
}

@ -5,9 +5,11 @@
// The so-called inventory of a player in RPG games
// contains two items, heal and magic water
1_????????????? // Conditional compilation
#ifndef _CONTAINER //1_??????????? // Conditional compilation
#define _CONTAINER
#include <iostream>
class container // Inventory
{
protected:

@ -1,155 +1,174 @@
//=======================
// swordsman.cpp
// mage.cpp
//=======================
#include "mage.h"
#include <iomanip> // use for setting field width
#include <ctime> // use for generating random factor
#include <stdlib.h>
using namespace std;
// constructor. default values don't need to be repeated here
swordsman::swordsman(int lv_in, string name_in)
mage::mage(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);
role=mg; // 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*(rand()%2), lv_in*(rand()%2));
}
void swordsman::isLevelUp()
void mage::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
}
if(EXP>=LV*LV*75)
{
LV++;
AP+=4;
DP+=4;
HPmax+=8;
MPmax+=2;
speed+=2;
bag.set(bag.nOfHeal()+LV, bag.nOfMW()+LV);
cout<<name<<" Level UP!"<<endl;
cout<<"Get " << LV << " Heal and " << LV << " Magic Water!"<<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)
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
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
int attack = (EXP/75 +25)/p.DP;
// 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)((attack)*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
else if ((speed<p.speed) && (rand()%50<1))
{
cout<<name<<"'s attack has been evaded by "<<p.name<<endl;
system("pause");
return 1;
}
// 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);
}
// 10% chance give critical attack
else
{
if(rand()%100<=10) {
hit=1.5;
cout<<"Critical attack: ";
}
// Normal attack
//<!-- change
HPtemp=(int)(((attack)*AP*5/(rand()%4+10)) * hit);
//-->
cout<<name<<" uses fire ball, "<<p.name<<"'s HP decreases "<<HPtemp<<endl;
EXPtemp=(int)(EXPtemp+HPtemp*1.2);
//<!-- luck
p.HP=(int)(p.HP-HPtemp*((double)(rand() % 100 + 50) / (double)100));
//-->
// 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
cout<<name<<" obtained "<<EXPtemp<<" experience."<<endl;
//<!-- luck
EXP=(int)(EXP+EXPtemp*((double)(rand() % 100 + 50) / (double)100));
//-->
system("pause");
return 1; // Attack success
}
bool swordsman::specialatt(player &p)
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*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
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 ffffffire balls attack has been evaded by "<<p.name<<endl;
system("pause");
return 1;
}
double HPtemp=0;
double EXPtemp=0;
//double hit=1;
//srand(time(NULL));
//<!-- // Luck
HPtemp=(int)(AP*1.2*((double)(rand() % 100 + 50) / (double)100)+20); // not related to opponent's DP
//-->
EXPtemp=(int)(HPtemp*1.5); // special attack provides more experience
cout<<name<<" uses ffffffire balls 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)
void mage::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();
}
}
}
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();
}
}
}
}

@ -1,20 +1,20 @@
//=======================
// swordsman.h
// mage.h
//=======================
// Derived from base class player
// For the job Swordsman
// For the job mage
#include <iostream>
#include "player.h"
class swordsman : 5_????????? // subclass swordsman publicly inherited from base player
class mage : public player // subclass mage 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
mage(int lv_in=1, std::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
};

@ -6,11 +6,17 @@
#include <iostream>
#include <string>
//>>>>>>>
#include <cstdlib>
#include <cmath>
//<<<<<<<<
using namespace std;
#include "swordsman.h"
//>>>>>>>>
#include "archer.h"
#include "mage.h"
//<<<<<<<<
int main()
{
string tempName;
@ -18,6 +24,10 @@ int main()
cout <<"Please input player's name: ";
cin >>tempName; // get player's name from keyboard input
player *human; // use pointer of base class, convenience for polymorphism
//>>>>>>>>>>
player *enemy; // use pointer of base class, convenience for polymorphism
//<<<<<<<<<<
int tempJob; // temp choice for job selection
do
{
@ -30,6 +40,16 @@ int main()
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); // create the character with user inputted name and job
success=1; // operation succeed
break;
case 3:
human=new mage(1,tempName); // create the character with user inputted name and job
success=1; // operation succeed
break;
//<<<<<<<<<<<<<
default:
break; // In this case, success=0, character creation failed
}
@ -42,17 +62,30 @@ int main()
nOpp++;
system("cls");
cout<<"STAGE" <<nOpp<<endl;
cout<<"Your opponent, a Level "<<i<<" Swordsman."<<endl;
//>>>>>>>>>>>>>
srand((unsigned int)time(NULL));
short t_s = rand() % 3;
cout<<"Your opponent, a Level "<<i<<((t_s == 0)?" Swordsman.":"")<<((t_s == 1)?" Archer.":"")<<((t_s == 2)?" Mage.":"")<<endl;
//<<<<<<<<<<<<<
system("pause");
swordsman enemy(i, "Warrior"); // Initialise an opponent, level i, name "Junior"
human->reFill(); // get HP/MP refill before start fight
//>>>>>>>>>>
if(t_s == 0) enemy = new swordsman(i, "Warrior");
if(t_s == 1) enemy = new archer(i, "Warrior");
if(t_s == 2) enemy = new mage(i, "Warrior");
//<<<<<<<<<<<
while(!human->death() && !enemy.death()) // no died
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
//>>>>>>>
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;
@ -66,15 +99,17 @@ int main()
return 0;
else
break;
//>>>>>>>>>>>>>>>>
case 1:
success=human->attack(enemy);
success=human->attack(*enemy);
human->isLevelUp();
enemy.isDead();
enemy->isDead();
break;
case 2:
success=human->specialatt(enemy);
success=human->specialatt(*enemy);
human->isLevelUp();
enemy.isDead();
enemy->isDead();
//<<<<<<<<<<<<<<<<
break;
case 3:
success=human->useHeal();
@ -86,24 +121,29 @@ int main()
break;
}
}
if(!enemy.death()) // If AI still alive
enemy.AI(*human);
//>>>>>>>>>>>>>>>>
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
human->transfer(*enemy); // player got all AI's items
}
if (human->death())
{
system("cls");
cout<<endl<<setw(50)<<"GAME OVER"<<endl;
6_??????????? // player is dead, program is getting to its end, what should we do here?
delete human;//6_??????????? // player is dead, program is getting to its end, what should we do here?
system("pause");
return 0;
}
}
//>>>>>>>>>>>>>
delete enemy;
//<<<<<<<<<<<<<<<
}
7_????????? // You win, program is getting to its end, what should we do here?
delete human;//7_????????? // You win, program is getting to its end, what should we do here?
system("cls");
cout<<"Congratulations! You defeated all opponents!!"<<endl;
system("pause");

@ -2,7 +2,9 @@
// player.cpp
//=======================
#include "player.h"
using namespace std;
// character's HP and MP resume
void player::reFill()
{
@ -21,7 +23,7 @@ void player::isDead()
{
if(HP<=0) // HP less than 0, character is dead
{
cout<<name<<" is Dead." <<endl;
cout<< name <<" is Dead." <<endl;
system("pause");
playerdeath=1; // give the label of death value 1
}
@ -74,7 +76,8 @@ void player::transfer(player &p)
{
cout<<name<<" got"<<p.bag.nOfHeal()<<" Heal, and "<<p.bag.nOfMW()<<" Magic Water."<<endl;
system("pause");
3_???????????
this->bag.set(this->bag.nOfHeal() + p.bag.nOfHeal(), this->bag.nOfMW() + p.bag.nOfMW());// 3_????????????
// set the character's bag, get opponent's items
}
@ -87,10 +90,10 @@ void player::showRole()
cout<<"Swordsman";
break;
case ar:
cout<<"Archer";
cout<<" Archer ";
break;
case mg:
cout<<"Mage";
cout<<" Mage ";
break;
default:
break;
@ -99,7 +102,7 @@ void player::showRole()
// display character's job
4_??????????????
void showinfo(player &p1, player &p2) // 4_??????????????????
{
system("cls");
cout<<"##############################################################"<<endl;

@ -8,8 +8,10 @@
#ifndef _PLAYER
#define _PLAYER
#include <iostream>
#include <iomanip> // use for setting field width
#include <time.h> // use for generating random factor
#include <string>
#include "container.h"
enum job {sw, ar, mg}; /* define 3 jobs by enumerate type
@ -17,12 +19,17 @@ enum job {sw, ar, mg}; /* define 3 jobs by enumerate type
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
protected:
std::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
@ -31,6 +38,9 @@ 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; // AI for robot
//-->
/* Attention!
These three methods are called "Pure virtual functions".
They have only declaration, but no definition.
@ -42,8 +52,8 @@ public:
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
void transfer(player &p); // possess opponent's items after victory
private:
bool playerdeath; // whether character is dead, doesn't need to be accessed or inherited

@ -1,7 +1,11 @@
//=======================
// swordsman.cpp
//=======================
#include "swordsman.h"
#include <iomanip> // use for setting field width
#include <ctime> // use for generating random factor
#include <stdlib.h>
using namespace std;
// constructor. default values don't need to be repeated here
swordsman::swordsman(int lv_in, string name_in)
{
@ -25,100 +29,115 @@ swordsman::swordsman(int lv_in, string name_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
}
if(EXP>=LV*LV*75)
{
LV++;
AP+=4;
DP+=4;
HPmax+=8;
MPmax+=2;
speed+=2;
bag.set(bag.nOfHeal()+LV, bag.nOfMW()+LV);
cout<<name<<" Level UP!"<<endl;
cout<<"Get " << LV << " Heal and " << LV << " Magic Water!"<<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
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
int attack = AP/p.DP; //depand on player's speed and p.DP
// 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 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)((attack)*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;
}
// If speed smaller than opponent, the opponent has possibility to evade
else 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: ";
}
// 10% chance give critical attack
else
{
if(rand()%100<=10) {
hit=1.5;
cout<<"Critical attack: ";
}
// Normal attack
//<!-- change
HPtemp=(int)(((attack)*AP*5/(rand()%4+10)) * hit);
//-->
cout<<name<<" uses chop, "<<p.name<<"'s HP decreases "<<HPtemp<<endl;
EXPtemp=(int)(EXPtemp+HPtemp*1.2);
//<!-- luck
p.HP=(int)(p.HP-HPtemp*((double)(rand() % 100 + 50) / (double)100));
//-->
// 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
}
cout<<name<<" obtained "<<EXPtemp<<" experience."<<endl;
//<!-- luck
EXP=(int)(EXP+EXPtemp*((double)(rand() % 100 + 50) / (double)100));
//-->
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
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 chooooooooooooooop attack has been evaded by "<<p.name<<endl;
system("pause");
return 1;
}
double HPtemp=0;
double EXPtemp=0;
//double hit=1;
//srand(time(NULL));
//<!-- // Luck
HPtemp=(int)(AP*1.2*((double)(rand() % 100 + 50) / (double)100)+20); // not related to opponent's DP
//-->
EXPtemp=(int)(HPtemp*1.5); // special attack provides more experience
cout<<name<<" uses chooooooooooooooop 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

@ -4,12 +4,12 @@
// Derived from base class player
// For the job Swordsman
#include <iostream>
#include "player.h"
class swordsman : 5_????????? // subclass swordsman publicly inherited from base player
class swordsman : public player // subclass swordsman publicly inherited from base player
{
public:
swordsman(int lv_in=1, string name_in="Not Given");
swordsman(int lv_in=1, std::string name_in="Not Given");
// constructor with default level of 1 and name of "Not given"
void isLevelUp();
bool attack (player &p);

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