mirror of https://github.com/string1995/eee102.git
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//=======================
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// swordsman.cpp
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//=======================
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// constructor. default values don't need to be repeated here
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swordsman::swordsman(int lv_in, string name_in) |
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{ |
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role=sw; // enumerate type of job
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LV=lv_in; |
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name=name_in; |
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// Initialising the character's properties, based on his level
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HPmax=150+8*(LV-1); // HP increases 8 point2 per level
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HP=HPmax; |
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MPmax=75+2*(LV-1); // MP increases 2 points per level
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MP=MPmax; |
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AP=25+4*(LV-1); // AP increases 4 points per level
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DP=25+4*(LV-1); // DP increases 4 points per level
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speed=25+2*(LV-1); // speed increases 2 points per level
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playerdeath=0; |
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EXP=LV*LV*75; |
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bag.set(lv_in, lv_in); |
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} |
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void swordsman::isLevelUp() |
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{ |
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if(EXP>=LV*LV*75) |
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{ |
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LV++; |
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AP+=4; |
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DP+=4; |
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HPmax+=8; |
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MPmax+=2; |
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speed+=2; |
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cout<<name<<" Level UP!"<<endl; |
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cout<<"HP improved 8 points to "<<HPmax<<endl; |
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cout<<"MP improved 2 points to "<<MPmax<<endl; |
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cout<<"Speed improved 2 points to "<<speed<<endl; |
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cout<<"AP improved 4 points to "<<AP<<endl; |
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cout<<"DP improved 5 points to "<<DP<<endl; |
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system("pause"); |
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isLevelUp(); // recursively call this function, so the character can level up multiple times if got enough exp
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} |
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} |
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bool swordsman::attack(player &p) |
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{ |
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double HPtemp=0; // opponent's HP decrement
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double EXPtemp=0; // player obtained exp
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double hit=1; // attach factor, probably give critical attack
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srand((unsigned)time(NULL)); // generating random seed based on system time
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// If speed greater than opponent, you have some possibility to do double attack
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if ((speed>p.speed) && (rand()%100<(speed-p.speed))) // rand()%100 means generates a number no greater than 100
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{ |
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HPtemp=(int)((1.0*AP/p.DP)*AP*5/(rand()%4+10)); // opponent's HP decrement calculated based their AP/DP, and uncertain chance
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cout<<name<<"'s quick strike hit "<<p.name<<", "<<p.name<<"'s HP decreased "<<HPtemp<<endl; |
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p.HP=int(p.HP-HPtemp); |
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EXPtemp=(int)(HPtemp*1.2); |
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} |
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// If speed smaller than opponent, the opponent has possibility to evade
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if ((speed<p.speed) && (rand()%50<1)) |
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{ |
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cout<<name<<"'s attack has been evaded by "<<p.name<<endl; |
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system("pause"); |
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return 1; |
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} |
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// 10% chance give critical attack
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if (rand()%100<=10) |
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{ |
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hit=1.5; |
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cout<<"Critical attack: "; |
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} |
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// Normal attack
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HPtemp=(int)((1.0*AP/p.DP)*AP*5/(rand()%4+10)); |
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cout<<name<<" uses bash, "<<p.name<<"'s HP decreases "<<HPtemp<<endl; |
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EXPtemp=(int)(EXPtemp+HPtemp*1.2); |
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p.HP=(int)(p.HP-HPtemp); |
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cout<<name<<" obtained "<<EXPtemp<<" experience."<<endl; |
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EXP=(int)(EXP+EXPtemp); |
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system("pause"); |
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return 1; // Attack success
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} |
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bool swordsman::specialatt(player &p) |
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{ |
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if(MP<40) |
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{ |
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cout<<"You don't have enough magic points!"<<endl; |
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system("pause"); |
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return 0; // Attack failed
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} |
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else |
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{ |
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MP-=40; // consume 40 MP to do special attack
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//10% chance opponent evades
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if(rand()%100<=10) |
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{ |
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cout<<name<<"'s leap attack has been evaded by "<<p.name<<endl; |
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system("pause"); |
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return 1; |
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} |
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double HPtemp=0;
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double EXPtemp=0;
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//double hit=1;
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//srand(time(NULL));
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HPtemp=(int)(AP*1.2+20); // not related to opponent's DP
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EXPtemp=(int)(HPtemp*1.5); // special attack provides more experience
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cout<<name<<" uses leap attack, "<<p.name<<"'s HP decreases "<<HPtemp<<endl; |
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cout<<name<<" obtained "<<EXPtemp<<" experience."<<endl; |
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p.HP=(int)(p.HP-HPtemp); |
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EXP=(int)(EXP+EXPtemp); |
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system("pause"); |
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} |
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return 1; // special attack succeed
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} |
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// Computer opponent
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void swordsman::AI(player &p) |
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{ |
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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))) |
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// AI's HP cannot sustain 3 rounds && not too lavish && still has heal && won't be killed in next round
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{ |
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useHeal(); |
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} |
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else |
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{ |
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if(MP>=40 && HP>0.5*HPmax && rand()%100<=30) |
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// AI has enough MP, it has 30% to make special attack
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{ |
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specialatt(p); |
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p.isDead(); // check whether player is dead
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} |
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else |
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{ |
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if (MP<40 && HP>0.5*HPmax && bag.nOfMW()) |
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// Not enough MP && HP is safe && still has magic water
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{ |
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useMW(); |
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} |
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else |
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{ |
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attack(p); // normal attack
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p.isDead(); |
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} |
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} |
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} |
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} |
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//=======================
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// swordsman.h
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//=======================
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// Derived from base class player
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// For the job Swordsman
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#include "player.h" |
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class swordsman : 5_????????? // subclass swordsman publicly inherited from base player
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{ |
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public: |
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swordsman(int lv_in=1, string name_in="Not Given");
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// constructor with default level of 1 and name of "Not given"
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void isLevelUp(); |
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bool attack (player &p); |
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bool specialatt(player &p); |
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/* These three are derived from the pure virtual functions of base class
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The definition of them will be given in this subclass. */ |
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void AI(player &p); // Computer opponent
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}; |
@ -0,0 +1,155 @@ |
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//=======================
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// swordsman.cpp
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//=======================
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// constructor. default values don't need to be repeated here
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swordsman::swordsman(int lv_in, string name_in) |
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{ |
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role=sw; // enumerate type of job
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LV=lv_in; |
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name=name_in; |
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// Initialising the character's properties, based on his level
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HPmax=150+8*(LV-1); // HP increases 8 point2 per level
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HP=HPmax; |
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MPmax=75+2*(LV-1); // MP increases 2 points per level
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MP=MPmax; |
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AP=25+4*(LV-1); // AP increases 4 points per level
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DP=25+4*(LV-1); // DP increases 4 points per level
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speed=25+2*(LV-1); // speed increases 2 points per level
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playerdeath=0; |
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EXP=LV*LV*75; |
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bag.set(lv_in, lv_in); |
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} |
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void swordsman::isLevelUp() |
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{ |
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if(EXP>=LV*LV*75) |
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{ |
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LV++; |
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AP+=4; |
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DP+=4; |
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HPmax+=8; |
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MPmax+=2; |
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speed+=2; |
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cout<<name<<" Level UP!"<<endl; |
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cout<<"HP improved 8 points to "<<HPmax<<endl; |
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cout<<"MP improved 2 points to "<<MPmax<<endl; |
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cout<<"Speed improved 2 points to "<<speed<<endl; |
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cout<<"AP improved 4 points to "<<AP<<endl; |
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cout<<"DP improved 5 points to "<<DP<<endl; |
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system("pause"); |
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isLevelUp(); // recursively call this function, so the character can level up multiple times if got enough exp
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} |
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} |
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bool swordsman::attack(player &p) |
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{ |
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double HPtemp=0; // opponent's HP decrement
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double EXPtemp=0; // player obtained exp
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double hit=1; // attach factor, probably give critical attack
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srand((unsigned)time(NULL)); // generating random seed based on system time
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// If speed greater than opponent, you have some possibility to do double attack
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if ((speed>p.speed) && (rand()%100<(speed-p.speed))) // rand()%100 means generates a number no greater than 100
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{ |
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HPtemp=(int)((1.0*AP/p.DP)*AP*5/(rand()%4+10)); // opponent's HP decrement calculated based their AP/DP, and uncertain chance
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cout<<name<<"'s quick strike hit "<<p.name<<", "<<p.name<<"'s HP decreased "<<HPtemp<<endl; |
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p.HP=int(p.HP-HPtemp); |
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EXPtemp=(int)(HPtemp*1.2); |
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} |
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// If speed smaller than opponent, the opponent has possibility to evade
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if ((speed<p.speed) && (rand()%50<1)) |
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{ |
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cout<<name<<"'s attack has been evaded by "<<p.name<<endl; |
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system("pause"); |
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return 1; |
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} |
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// 10% chance give critical attack
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if (rand()%100<=10) |
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{ |
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hit=1.5; |
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cout<<"Critical attack: "; |
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} |
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// Normal attack
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HPtemp=(int)((1.0*AP/p.DP)*AP*5/(rand()%4+10)); |
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cout<<name<<" uses bash, "<<p.name<<"'s HP decreases "<<HPtemp<<endl; |
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EXPtemp=(int)(EXPtemp+HPtemp*1.2); |
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p.HP=(int)(p.HP-HPtemp); |
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cout<<name<<" obtained "<<EXPtemp<<" experience."<<endl; |
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EXP=(int)(EXP+EXPtemp); |
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system("pause"); |
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return 1; // Attack success
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} |
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bool swordsman::specialatt(player &p) |
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{ |
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if(MP<40) |
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{ |
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cout<<"You don't have enough magic points!"<<endl; |
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system("pause"); |
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return 0; // Attack failed
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} |
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else |
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{ |
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MP-=40; // consume 40 MP to do special attack
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//10% chance opponent evades
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if(rand()%100<=10) |
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{ |
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cout<<name<<"'s leap attack has been evaded by "<<p.name<<endl; |
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system("pause"); |
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return 1; |
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} |
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double HPtemp=0;
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double EXPtemp=0;
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//double hit=1;
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//srand(time(NULL));
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HPtemp=(int)(AP*1.2+20); // not related to opponent's DP
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EXPtemp=(int)(HPtemp*1.5); // special attack provides more experience
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cout<<name<<" uses leap attack, "<<p.name<<"'s HP decreases "<<HPtemp<<endl; |
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cout<<name<<" obtained "<<EXPtemp<<" experience."<<endl; |
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p.HP=(int)(p.HP-HPtemp); |
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EXP=(int)(EXP+EXPtemp); |
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system("pause"); |
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} |
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return 1; // special attack succeed
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} |
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// Computer opponent
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void swordsman::AI(player &p) |
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{ |
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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))) |
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// AI's HP cannot sustain 3 rounds && not too lavish && still has heal && won't be killed in next round
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{ |
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useHeal(); |
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} |
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else |
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{ |
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if(MP>=40 && HP>0.5*HPmax && rand()%100<=30) |
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// AI has enough MP, it has 30% to make special attack
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{ |
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specialatt(p); |
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p.isDead(); // check whether player is dead
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} |
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else |
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{ |
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if (MP<40 && HP>0.5*HPmax && bag.nOfMW()) |
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// Not enough MP && HP is safe && still has magic water
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{ |
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useMW(); |
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} |
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else |
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{ |
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attack(p); // normal attack
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p.isDead(); |
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} |
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} |
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} |
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} |
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//=======================
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// swordsman.h
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//=======================
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// Derived from base class player
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// For the job Swordsman
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#include "player.h" |
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class swordsman : 5_????????? // subclass swordsman publicly inherited from base player
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{ |
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public: |
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swordsman(int lv_in=1, string name_in="Not Given");
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// constructor with default level of 1 and name of "Not given"
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void isLevelUp(); |
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bool attack (player &p); |
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bool specialatt(player &p); |
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/* These three are derived from the pure virtual functions of base class
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The definition of them will be given in this subclass. */ |
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void AI(player &p); // Computer opponent
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}; |
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