实验六
芯片派生
#include<iostream>
using namespace std;
class Base{
public:
void add(int x,int y) {
cout<<x<<" + "<<y<<" = "<<x+y<<endl;
}
};
class A:public Base{
public:
void subt(int x,int y){
cout<<x<<" - "<<y<<" = "<<x-y<<endl;
}
};
class B:public Base{
public:
void mult(int x,int y){
cout<<x<<" * "<<y<<" = "<<x*y<<endl;
}
};
class C:public Base{
public:
void divi(int x,int y){
cout<<x<<" / "<<y<<" = "<<x/y<<endl;
}
};
int main(){
A my_a;
B my_b;
C my_c;
cout<<"Test A "<<endl;
my_a.add(3,5);
my_a.subt(4,6);
cout<<"Test B "<<endl;
my_b.add(5,8);
my_b.mult(6,6);
cout<<"Test C "<<endl;
my_c.add(9,9);
my_c.divi(9,3);
return 0;
}
Vehicle类和派生
#include<iostream>
#include<string>
using namespace std;
class Vehicle{
public:
Vehicle(int m,int w):maxspeed(m),weight(w){
cout<<"Constructing Vehicle!"<<endl;
}
void run(){
cout<<"run"<<endl;
}
void stop(){
cout<<"stop"<<endl;
}
int getM()const{
return maxspeed;
}
int getW()const{
return weight;
}
~Vehicle(){
cout<<"Destructing Vehicle..."<<endl;
}
private:
int maxspeed;
int weight;
};
class Bicycle:public virtual Vehicle{
public:
Bicycle(double h,int m,int w):height(h),Vehicle(m,w){
cout<<"Constructing Bicycle!"<<endl;
}
double getH()const{
return height;
}
~Bicycle(){
cout<<"Destructing Bicycle..."<<endl;
}
private:
double height;
};
class Motorcar:public virtual Vehicle{
public:
Motorcar(int s,int m,int w):seatnum(s),Vehicle(m,w){
cout<<"Constructing Motorcar!"<<endl;
}
int getS()const{
return seatnum;
}
~Motorcar(){
cout<<"Destructing Motorcar..."<<endl;
}
private:
int seatnum;
};
class Motorcycle:public Bicycle,public Motorcar{
public:
Motorcycle(int m,int w,int s,double h):Vehicle(m,w),Bicycle(h,m,w),Motorcar(s,m,w){
cout<<"Constructing Motorcycle!"<<endl;
}
void display()const{
cout<<"maxspeed : "<<getM()<<endl;
cout<<"weight : "<<getW()<<endl;
cout<<"height : "<<getH()<<endl;
cout<<"seatnum : "<<getS()<<endl;
}
~Motorcycle(){
cout<<"Destructing Motorcycle..."<<endl;
}
};
int main(){
Motorcycle my_motor(60,4,3,1.45);
my_motor.run();
my_motor.display();
my_motor.stop();
return 0;
}
iFraction
Fraction我用的是上次的代码
- Fraction.h
#ifndef FRACTION_H_
#define FRACTION_H_
#include<string>
#include<iostream>
using namespace std;
class Fraction
{
int top, bottom;
string show;
public:
Fraction(int t=0, int b = 1);
~Fraction();
friend Fraction operator +(Fraction &f1,Fraction &f2);//重载“+”运算符,用于计算两个分数相加
friend Fraction operator +( int num, Fraction &f);//重载“+”运算符,用于一个整数与分数相加
friend Fraction operator -(Fraction &f1,Fraction &f2);//重载“-”运算符,用于计算两个分数相减
friend Fraction operator -( int num, Fraction &f);//重载“-”,用于一个整数减去一个分数
friend Fraction operator *(Fraction &f1,Fraction &f2);//重载“*”
friend Fraction operator *( int num, Fraction &f);//重载“*”,整数乘分数
friend Fraction operator /(Fraction &f1,Fraction &f2);//重载“/”
friend Fraction operator /(int num, Fraction &f);//重载“/”,整数除分数
bool operator <( Fraction &f);//重载“<”
friend bool operator <( int num, Fraction &f);//重载“<”,整数与分数比较
bool operator >( Fraction &f);//重载“>”
friend bool operator >( int num, Fraction &f);//重载“>”,整数与分数比较
void setdata();//重新设置
void display();//显示分数
int getTop()const;
int getBottom()const;
string getshow();
friend void convertF(Fraction& f);
};
#endif
- Fraction.cpp
#include "stdafx.h"
#include "Fraction.h"
#include<iostream>
#include<cmath>
#include<string>
using namespace std;
int Common_divisor(int top, int bottom)//用于求公约数
{
int common_divisor;
while (1)
{
if (top%bottom == 0)
{
return bottom;
}
else {
common_divisor= bottom;
bottom = top % common_divisor;
top = common_divisor;
}
}
return common_divisor;
}
bool limited(int bottom) { //用来判断一个分数是否可以化为有限小数输出
if (bottom == 1)
{
return true;
}
else if(bottom % 2 == 0)
{
return limited(bottom / 2);
}
else if (bottom % 5 == 0)
{
return limited(bottom / 5);
}
else {
return false;
}
}
//在构造分数时,直接按照要求进行修整,方便后面计算
Fraction::Fraction(int t,int b):top(t),bottom(b),show(""){
if (top < 0 && bottom < 0)//分子分母都小于零,去符号
{
top = -top;
bottom = -bottom;
}
if (bottom < 0 && top>0)//分母小于零,分子大于零,交换符号
{
top = -top;
bottom = -bottom;
}
int temp_t, temp_b;
if (top < 0)//避免负数进行%运算时的干扰
{
temp_t = -top;
temp_b = bottom;
}
else {
temp_t = top;
temp_b = bottom;
}
bottom = bottom / Common_divisor(temp_t,temp_b);
top = top / Common_divisor(temp_t,temp_b);
}
//加减乘除操作基本相同,分母不同通分,找公约数,最简化
Fraction operator+ (Fraction &f1,Fraction &f2) {
int temp_b,temp_t,temp_t_b,temp_t_t;//temp_b,temp_t用来储存通分后的分子分母,temp_t_b,temp_t_t用于计算公约数
if (f1.bottom != f2.bottom)//分母不同时,通分
{
temp_b= f1.bottom * f2.bottom;
temp_t=f1.top * f2.bottom+f2.top*f1.bottom;
if (temp_t < 0)//防止负数干扰求公约运算
{
temp_t_t = -temp_t;
temp_t_b = temp_b;
}
else {
temp_t_t = temp_t;
temp_t_b = temp_b;
}
return Fraction(temp_b/ Common_divisor(temp_t_t,temp_t_b),temp_t/ Common_divisor(temp_t_t,temp_t_b));//通分后除于公约数
}
else {//分母相同,分子直接相加
temp_b = f1.bottom;
temp_t = f1.top+f2.top;
if (temp_t < 0)
{
temp_t_t = -temp_t;
temp_t_b = temp_b;
}
else {
temp_t_t = temp_t;
temp_t_b = temp_b;
}
return Fraction(temp_b/ Common_divisor(temp_t_t,temp_t_b),temp_t/ Common_divisor(temp_t_t,temp_t_b));
}
}
Fraction operator +(int num, Fraction &f) {
int temp_b, temp_t, temp_t_t; //temp_t用来储存通分后的分子,temp_b, temp_t_t用于计算公约数
temp_b = f.bottom;
temp_t = num * f.bottom + f.top;
if (temp_t < 0)//防止负数干扰求公约运算
{
temp_t_t = -temp_t;
}
else {
temp_t_t = temp_t;
}
return Fraction(temp_t / Common_divisor(temp_t_t, temp_b), temp_b / Common_divisor(temp_t_t, temp_b));
}
Fraction operator -(Fraction &f1,Fraction &f2) {
int temp_b, temp_t, temp_t_b, temp_t_t; //temp_b, temp_t用来储存通分后的分子分母,temp_t_b, temp_t_t用于计算公约数
if (f1.bottom != f2.bottom)
{
temp_b = f1.bottom * f2.bottom;
temp_t = f1.top * f2.bottom - f2.top*f1.bottom;
if (temp_t < 0)//防止负数干扰求公约运算
{
temp_t_t = -temp_t;
temp_t_b = temp_b;
}
else {
temp_t_t = temp_t;
temp_t_b = temp_b;
}
return Fraction(temp_b / Common_divisor(temp_t_t,temp_t_b),temp_t / Common_divisor(temp_t_t,temp_t_b));
}
else {
temp_b = f1.bottom;
temp_t = f1.top - f2.top;
if (temp_t < 0)//防止负数干扰求公约运算
{
temp_t_t = -temp_t;
temp_t_b = temp_b;
}
else {
temp_t_t = temp_t;
temp_t_b = temp_b;
}
return Fraction(temp_b/ Common_divisor(temp_t_t,temp_t_b),temp_t/ Common_divisor(temp_t_t,temp_t_b));
}
}
Fraction operator -(int num, Fraction &f)
{
int temp_b, temp_t, temp_t_t; //temp_t用来储存通分后的分子,temp_b, temp_t_t用于计算公约数
temp_b = f.bottom;
temp_t = num * f.bottom - f.top;
if (temp_t < 0)//防止负数干扰求公约运算
{
temp_t_t = -temp_t;
}
else {
temp_t_t = temp_t;
}
return Fraction(temp_t / Common_divisor(temp_t_t, temp_b), temp_b / Common_divisor(temp_t_t, temp_b));
}
Fraction operator *(Fraction &f1,Fraction &f2) {
int temp_b, temp_t, temp_t_b, temp_t_t;//temp_b,temp_t用来互乘后分子分母,temp_t_b,temp_t_t用于计算公约数
temp_b = f1.bottom * f2.bottom;
temp_t = f1.top * f2.top;
if (temp_t < 0)//防止负数干扰求公约运算
{
temp_t_t = -temp_t;
temp_t_b = temp_b;
}
else {
temp_t_t = temp_t;
temp_t_b = temp_b;
}
return Fraction(temp_b / Common_divisor(temp_t_t,temp_t_b),temp_t / Common_divisor(temp_t_t,temp_t_b));
}
Fraction operator *(int num, Fraction &f) {
int temp_b, temp_t, temp_t_t; //temp_t用来储存通分后的分子,temp_b, temp_t_t用于计算公约数
temp_b = f.bottom;
temp_t = num *f.top;
if (temp_t < 0)//防止负数干扰求公约运算
{
temp_t_t = -temp_t;
}
else {
temp_t_t = temp_t;
}
return Fraction(temp_t / Common_divisor(temp_t_t, temp_b), temp_b / Common_divisor(temp_t_t, temp_b));
}
Fraction operator / (Fraction &f1,Fraction &f2) {
int temp_b, temp_t, temp_t_b, temp_t_t;//temp_b,temp_sum用来储存乘倒数后的分子分母,temp_t_b,temp_t_sum用于计算公约数
temp_t = f1.top * f2.bottom;
temp_b = f1.bottom * f2.top;
if (temp_t < 0)//防止负数干扰求公约运算
{
temp_t_t = -temp_t;
temp_t_b = temp_b;
}
else {
temp_t_t = temp_t;
temp_t_b = temp_b;
}
return Fraction(temp_b / Common_divisor(temp_t_t,temp_t_b),temp_t / Common_divisor(temp_t_t,temp_t_b));
}
Fraction operator / (int num, Fraction &f){
int temp_b, temp_t, temp_t_t; //temp_t用来储存通分后的分子,temp_b, temp_t_t用于计算公约数
temp_b = f.top;
temp_t = num * f.bottom;
if (temp_t < 0)//防止负数干扰求公约运算
{
temp_t_t = -temp_t;
}
else {
temp_t_t = temp_t;
}
return Fraction(temp_t / Common_divisor(temp_t_t, temp_b), temp_b / Common_divisor(temp_t_t, temp_b));
}
bool Fraction::operator > (Fraction &f){
if (bottom == f.bottom)
{
if (top > f.top)
{
return true;
}
else {
return false;
}
}
else
{
int temp_t, temp_ft;
temp_t = top * f.bottom;
temp_ft = f.top*bottom;
if (temp_t > temp_ft)
{
return true;
}
else {
return false;
}
}
}
bool operator >(int num,Fraction &f){
if (num*f.bottom > f.top)
{
return true;
}
else {
return false;
}
}
bool Fraction::operator < (Fraction &f) {
if (bottom == f.bottom)
{
if (top <f.top)
{
return true;
}
else {
return false;
}
}
else
{
int temp_t, temp_ft;
temp_t = top * f.bottom;
temp_ft = f.top*bottom;
if (temp_t < temp_ft)
{
return true;
}
else {
return false;
}
}
}
bool operator <(int num,Fraction &f){
if (num*f.bottom < f.top)
{
return true;
}
else {
return false;
}
}
void Fraction::setdata()
{
cout << "please enter top:";
cin >> top;
cout << "please enter bottom:";
cin >> bottom;
if (top < 0 && bottom < 0)
{
top = -top;
bottom = -bottom;
}
if (bottom < 0 && top>0)
{
top = -top;
bottom = -bottom;
}
int temp_t, temp_b,temp_t_t,temp_t_b;
temp_t = top;
temp_b = bottom;
if (temp_t < 0)//防止负数干扰求公约运算
{
temp_t_t = -temp_t;
temp_t_b = temp_b;
}
else {
temp_t_t = temp_t;
temp_t_b = temp_b;
}
bottom = temp_b / Common_divisor(temp_t_t,temp_t_b);
top = temp_t / Common_divisor(temp_t_t,temp_t_b);
}
void Fraction::display() {
if (limited(bottom))
{
double Frac_double;
Frac_double = double(top) / double(bottom);
cout << Frac_double << endl;
}
else
{
cout << top << "/" << bottom << endl;
}
}
int Fraction::getTop()const {
return top;
}
int Fraction::getBottom()const {
return bottom;
}
string Fraction::getshow() {
return show;
}
void convertF(Fraction& f) {
int t, b, n = 0;
b = f.bottom;
if (fabs(f.top) > b)
{
n = fabs(f.top) / b;
t = fabs(f.top) - n * b;
}
else {
t = fabs(f.top);
}
if (f.top < 0) {
f.show.push_back('-');
f.show.push_back(static_cast<char>(n + 48));
f.show.push_back(' ');
f.show.push_back(static_cast<char>(t + 48));
f.show.push_back('/');
f.show.push_back(static_cast<char>(b + 48));
}
else {
f.show.push_back(static_cast<char>(n + 48));
f.show.push_back(' ');
f.show.push_back(static_cast<char>(t + 48));
f.show.push_back('/');
f.show.push_back(static_cast<char>(b + 48));
}
}
Fraction::~Fraction()
{
}
- iFraction.h
#include<string>
#include"Fraction.h"
using namespace std;
#ifndef IFRACTION_H_
#define IFRACTION_H_
class iFraction :public Fraction {
string newshow;
public:
iFraction(int t = 0, int b = 1);
void showstr();
~iFraction();
};
#endif
- iFraction.cpp
#include<iostream>
#include<string>
#include"iFraction.h"
using namespace std;
iFraction::iFraction(int t,int b):Fraction(t,b){
convertF(*this);
newshow = getshow();
}
void iFraction::showstr() {
cout << newshow<< endl;
}
iFraction::~iFraction(){}
- main.cpp
#include "stdafx.h"
#include"Fraction.h"
#include"iFraction.h"
#include<iostream>
using namespace std;
int main()
{
iFraction newf1(-5, 3),newf2(15,2),newf3(63,-8);
convertF(newf1);
newf1.showstr();
convertF(newf2);
convertF(newf3);
newf2.showstr();
newf3.showstr();
return 0;
}
小游戏
只是加完了代码和两个类,游戏太多不平衡了,基本打不过电脑.....
- 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"container.h"
#include<iostream>
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 <iomanip> // use for setting field width
#include <time.h> // use for generating random factor
#include<string>
#include "container.h"
using namespace std;
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
/* 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"player.h"
using namespace std;
// 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;
}
- swordsman.h
//=======================
// swordsman.h
//=======================
// Derived from base class player
// For the job Swordsman
#include "player.h"
#include<string>
using namespace std;
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
};
- swordsman.cpp
//=======================
// swordsman.cpp
//=======================
#include"swordsman.h"
#include<iostream>
using namespace std;
// 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();
}
}
}
}
- mage.h
#pragma once
#include "player.h"
#include<string>
class mage :
public player
{
public:
mage(int lv_in = 1, string name_in = "Not Given");
void isLevelUp();
bool attack(player &p);
bool specialatt(player &p);
void AI(player &p);
~mage();
};
- mage.cpp
#include "mage.h"
#include<iostream>
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 + 5 * (LV - 1); // HP increases 5 point2 per level
HP = HPmax;
MPmax = 130 + 5 * (LV - 1); // MP increases 5 points per level
MP = MPmax;
AP = 45 + 8 * (LV - 1); // AP increases 8 points per level
DP = 10 + 2 * (LV - 1); // DP increases 2 points per level
speed = 15 + 1 * (LV - 1); // speed increases 1 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 += 8;
DP += 2;
HPmax += 5;
MPmax += 5;
speed += 1;
cout << name << " Level UP!" << endl;
cout << "HP improved 5 points to " << HPmax << endl;
cout << "MP improved 5 points to " << MPmax << endl;
cout << "Speed improved 1 points to " << speed << endl;
cout << "AP improved 8 points to " << AP << endl;
cout << "DP improved 2 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)((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 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
}
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();
}
}
}
}
mage::~mage()
{
}
- archer.h
#pragma once
#include"player.h"
#include<string>
using namespace std;
class archer:public player
{
public:
archer(int lv_in = 1, string name_in = "Not Given");
void isLevelUp();
bool attack(player &p);
bool specialatt(player &p);
void AI(player &p);
~archer();
};
- archer.cpp
#include "archer.h"
#include<iostream>
using namespace std;
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 = 130 + 6 * (LV - 1); // HP increases 6 point2 per level
HP = HPmax;
MPmax = 80 + 4 * (LV - 1); // MP increases 4 points per level
MP = MPmax;
AP = 35 + 6 * (LV - 1); // AP increases 6 points per level
DP = 20 + 2 * (LV - 1); // DP increases 2 points per level
speed = 40 + 5 * (LV - 1); // speed increases 5 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 += 6;
DP += 2;
HPmax += 6;
MPmax += 4;
speed += 5;
cout << name << " Level UP!" << endl;
cout << "HP improved 6 points to " << HPmax << endl;
cout << "MP improved 4 points to " << MPmax << endl;
cout << "Speed improved 5 points to " << speed << endl;
cout << "AP improved 6 points to " << AP << endl;
cout << "DP improved 2 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)((1.0*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 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
}
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();
}
}
}
}
archer::~archer()
{
}
- main.cpp
//=======================
// main.cpp
//=======================
// main function for the RPG style game
#include <iostream>
#include <string>
using namespace std;
#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=NULL; // use pointer of base class, convenience for polymorphism
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++;
if (rand() % 100 <= 33) {
swordsman enemy(i, "ai_swordsman");
system("cls");
cout << "STAGE" << nOpp << endl;
cout << "Your opponent, a Level " << i << " Swordsman." << endl;
system("pause");
//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;
}
}
}
else if ((rand() % 100 <= 66)&&(rand()%100>33)) {
archer enemy(i, "ai_archer");
system("cls");
cout << "STAGE" << nOpp << endl;
cout << "Your opponent, a Level " << i << " Archer." << endl;
system("pause");
//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;
}
}
}
else{
mage enemy(i, "ai_mage");
system("cls");
cout << "STAGE" << nOpp << endl;
cout << "Your opponent, a Level " << i << " Mage." << endl;
system("pause");
//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;
}