| 网站首页 | 业界新闻 | 小组 | 威客 | 人才 | 下载频道 | 博客 | 代码贴 | 在线编程 | 编程论坛
欢迎加入我们,一同切磋技术
用户名:   
 
密 码:  
共有 1386 人关注过本帖
标题:求改错..........
只看楼主 加入收藏
爱的天使xuge
Rank: 1
等 级:新手上路
帖 子:3
专家分:2
注 册:2013-6-14
收藏
 问题点数:0 回复次数:2 
求改错..........
#include<iostream>
#include<stdio.h>
#include<stdlib.h>

#define Max 5
#define NULL 0

#define bool int
#define false 0
#define true 1

using namespace std;

class ArmyGroup;
class Soldier          //Soldier 类定义
{
public:
Soldier();
~Soldier();
virtual bool MakeDecision(ArmyGroup *parmy);//
virtual bool Attack();//
virtual void Rest();
    virtual bool TakingDrug();
virtual void GetDrug(){DrugNum+=pTarget->GetDrugNum();}        //获得敌人药瓶函数;
virtual void Hurted(int i){HP-=i;}
virtual void NPHurted(){HP-=0.5*MaxHP;}
virtual bool Die(){if(HP<=0)return 1;else return NULL;}
virtual void Update();
public:
int GetLevel(){return Level;}
int GetMaxHP(){return MaxHP;}
int GetHP(){return HP;}
int GetSP(){return SP;}
int GetMaxSP(){return MaxSP;}
int GetExp(){return Exp;}
int GetDrugNum(){return DrugNum;}
public:
virtual void GetTarget(ArmyGroup *parmy,int Target);
virtual void Print();
Soldier* pTarget;////////////////////////////////////////////////important!
public:
virtual bool WizardAttack(){return 0;}//wizard攻击行为函数
virtual bool MasterAttack(){return 0;}
virtual int GetMaxMP(){return 0;}
virtual int GetMP(){return 0;}
virtual int GetMaxNP(){return 0;}
virtual int GetNP(){return 0;}
protected:
char name;
int Level;         //等级
    int MaxHP;         //最大生命
int HP;            //当前生命
int MaxSP;        //最大体力
int SP;            //当前体力
int Damage;        //攻击力
int Exp;           //经验
int DrugNum;       //药瓶数量
int Counter;       //升级计数器
};

class Wizard:public Soldier   //Wizard类定义
{
public:
Wizard();
    virtual bool MakeDecision(ArmyGroup *parmy);               //Wizard决策函数
virtual bool WizardAttack();    //攻击行为函数
virtual void Rest();
    virtual void Print();
virtual void Update();
public:
virtual int GetMaxMP(){return MaxMP;}
virtual int GetMP(){return MP;}
protected:
int MaxMP;        //最大魔法值
int MP;           //当前魔法值

};

class Master:public Wizard    //Master类定义
{
public:
Master();
bool MakeDecision(ArmyGroup *parmy);               //Master决策函数   
bool MasterAttack();   //攻击行为函数
void Rest();
virtual void Print();
virtual void Update();
public:
int GetMaxNP(){return MaxNP;}
int GetNP(){return NP;}

protected:
int MaxNP;        //最大内力
int NP;           //当前内力

};

//军团定义
class ArmyGroup
{
public:
ArmyGroup();
~ArmyGroup();
public:
Soldier* pSOLDIER;
Wizard * pWIZARD;
Master * pMASTER;
Soldier * pRole;
void GetRole(int Role);

};

class WarSystem//战斗系统类定义
{
public:
WarSystem();            //WarSystem构造函数
bool StartWar();  //开局
void RunGame();         //游戏进程
bool StartRound(bool r);      //回合展开
bool Result();          //结果

    ~WarSystem();
private:
 
ArmyGroup* parmyA;
ArmyGroup* parmyB;

};

Soldier::Soldier()                                   //Soldier构造函数
{
    Level =1;
MaxHP =100;
HP    =100;
MaxSP =100;
SP    =100;
Damage =20;
Exp    =0;
DrugNum=5;
Counter=0;
pTarget = new Soldier;
}
Soldier::~Soldier()
{
delete pTarget;
}

void Soldier::Print()                                 //生理状况输出
{
cout<<"Level: "<<GetLevel()<<"  Exp:"<<GetExp()<<"  DrugNum: "<<GetDrugNum()<<endl;
cout<<"  MaxHP: "<<GetMaxHP()<<"  HP: "<<GetHP()<<"  MaxSP: "<<GetMaxSP()<<"  SP: "<<GetSP()<<endl;
}

bool Soldier::MakeDecision(ArmyGroup *parmy)             //决策行为函数

{
int Decision;
cout<<"please input decision!"<<endl;
cin>>Decision;
switch (Decision)
{
case 0: if(SP>=10)
{
                int Target;
            cout<<"please input target for the Attack!"<<endl;
            cin>>Target;
GetTarget(parmy,Target);
Attack();
}

break;
case 1: if(SP<0.3*MaxSP)Rest();
break;
case 2: if(HP<0.5*MaxHP)TakingDrug();
break;
default:
break;
}
if((Decision>=0)&&(Decision<=2))
return 1;
else
return 0;
}
void Soldier::GetTarget(ArmyGroup *parmy,int Target)
{
if((Target<=3)&&(Target>=1))
pTarget = ((parmy->pSOLDIER)+Target-1);
else if(Target<=5)
pTarget = ((parmy->pWIZARD)+Target-4);
else if(Target==6)
pTarget = parmy->pMASTER;
else
pTarget = 0;
}

bool Soldier::Attack()      //攻击行为函数
{
SP-=10;  Exp+=5;
Counter++;
if(Counter==4){Counter=0;Update();}   //升级
int i=Damage;

pTarget->Hurted(i);
if(pTarget->Die())GetDrug();//敌人已死,获得药瓶
return 1;
}



//休息行为函数:
void Soldier::Rest()
{
(HP+0.5*MaxHP)>MaxHP?HP=MaxHP:HP+=0.5*MaxHP;
(SP+0.5*MaxSP)>MaxSP?SP=MaxSP:SP+=0.5*MaxSP;
}
//升级函数:
void Soldier::Update()
{
Level+=1;MaxHP+=20;MaxSP+=20;Damage+=20;
HP=int(HP*(MaxHP/(MaxHP-20)));
SP=int(SP*(MaxSP/(MaxSP-20)));

}

//吃药行为函数:
bool Soldier::TakingDrug()
{
if(DrugNum==0)return NULL;
else {DrugNum--;(HP+0.8*MaxHP)>MaxHP?HP=MaxHP:HP+=0.8*MaxHP;return 1;}
}

//Wizard构造函数:
Wizard::Wizard():Soldier()
{
MaxMP = 100;
MP = 100;  
}

//Wizard显示函数:
void Wizard::Print()
{
cout<<"Level: "<<GetLevel()<<"  Exp:"<<GetExp()<<"  DrugNum: "<<GetDrugNum()<<endl;
cout<<"  MaxHP: "<<GetMaxHP()<<"  HP: "<<GetHP()<<"  MaxSP: "<<GetMaxSP()<<"  SP: "<<GetSP()<<"  MaxMP: "<<GetMaxMP()<<"  MP: "<<GetMP()<<endl;
}



//Wizard决策行为函数:

bool Wizard::MakeDecision(ArmyGroup *parmy)
{
int Decision;
cout<<"please input decision!"<<endl;
cin>>Decision;
switch (Decision)
{
case 0: if(SP>=10)
{
            int Target;
            cout<<"please input target for the Attack!"<<endl;
            cin>>Target;
GetTarget(parmy,Target);
Attack();
}
break;
case 1: if(SP<0.3*MaxSP)Rest();
break;
case 2: if(HP<0.5*MaxHP)TakingDrug();
break;
case 3: for(int a=2;a>0;a--)
{
if((MP>=25)&&(SP>=10))
  {
int TargetW;
            cout<<"please input target for the WizardAttack!"<<endl;
            cin>>TargetW;
GetTarget(parmy,TargetW);
WizardAttack();
  }
}
break;
default:
break;
}
if((Decision>=0)&&(Decision<=3))
return 1;
else
return NULL;
}


//Wizard攻击行为函数:
bool Wizard::WizardAttack()
{
    SP-=10; MP-=25; Exp+=5;
Counter++;
if(Counter==4){Counter = 0;Update();}//调用升级函数

int i=Damage;
pTarget->Hurted(i);
if(pTarget->Die())GetDrug();//敌人已死,获得药瓶
return 1;
}


//Wizard休息行为函数:
void Wizard::Rest()
{
(HP+0.5*MaxHP)>MaxHP?HP=MaxHP:HP+=0.5*MaxHP;
(SP+0.5*MaxSP)>MaxSP?SP=MaxSP:SP+=0.5*MaxSP;
(MP+0.3*MaxMP)>MaxMP?MP=MaxMP:MP+=0.3*MaxMP;
}


//Wizard升级函数
void Wizard::Update()
{
Level+=1;
MaxHP+=20;MaxSP+=20;Damage+=20;MaxMP+=20;
HP=int(HP*(MaxHP/(MaxHP-20)));
SP=int(SP*(MaxSP/(MaxSP-20)));
MP=int(MP*(MaxMP/(MaxMP-20)));

}

//Master构造函数
Master::Master():Wizard()
{
MaxNP = 100;   
NP = 100;   
}

void Master::Print()
{
cout<<"Level: "<<GetLevel()<<"  Exp:"<<GetExp()<<"  DrugNum: "<<GetDrugNum()<<endl;
cout<<"  MaxHP: "<<GetMaxHP()<<"  HP: "<<GetHP()<<"  MaxSP: "<<GetMaxSP()
<<"  SP: "<<GetSP()<<"  MaxMP: "<<GetMaxMP()<<"  MP: "<<GetMP()<<"  MaxNP: "<<GetMaxNP()<<"  NP: "<<GetNP()<<endl;
}

//Master决策行为函数
bool Master::MakeDecision(ArmyGroup *parmy)
{
int Decision;
cout<<"please input decision!"<<endl;
cin>>Decision;
switch (Decision)
{
case 0: if(SP>=10)
{
            int Target;
            cout<<"please input target for the Attack!"<<endl;
            cin>>Target;
GetTarget(parmy,Target);
Attack();
}
break;
case 1: if(SP<0.3*MaxSP)Rest();
break;
case 2: if(HP<0.5*MaxHP)TakingDrug();
break;
case 3: for(int a=2;a>0;a--)
{
if((MP>=25)&&(SP>=10))
  {
int TargetW;
            cout<<"please input target for the WizardAttack!"<<endl;
            cin>>TargetW;
GetTarget(parmy,TargetW);
WizardAttack();
  }
}
break;
case 4: if((NP>=50)&&(SP>=30))
{
            int TargetM;
            cout<<"please input target for the MasterAttack!"<<endl;
            cin>>TargetM;
GetTarget(parmy,TargetM);
MasterAttack();
}
break;
default:
break;
}
if((Decision>=0)&&(Decision<=4))
return 1;
else
return NULL;
}

bool Master::MasterAttack()
{
NP-=50;SP-=30;Exp+=5;
Counter++;
if(Counter==4){Counter=0;Update();}//调用升级函数

(pTarget)->NPHurted();
if((pTarget)->Die())GetDrug();//敌人已死,获得药瓶
return 1;
}


void Master::Rest()                    //Master休息函数
{
(HP+0.5*MaxHP)>MaxHP?HP=MaxHP:HP+=0.5*MaxHP;
(SP+0.5*MaxSP)>MaxSP?SP=MaxSP:SP+=0.5*MaxSP;
(MP+0.3*MaxMP)>MaxMP?MP=MaxMP:MP+=0.3*MaxMP;
(NP+0.3*MaxNP)>MaxNP?NP=MaxNP:NP+=0.3*MaxNP;
}

void Master::Update()
{
Level+=1;MaxHP+=20;MaxSP+=20;Damage+=20;
HP=int(HP*(MaxHP/(MaxHP-20)));
SP=int(SP*(MaxSP/(MaxSP-20)));
MaxMP+=20;
MP=int(MP*(MaxMP/(MaxMP-20)));
MaxNP+=20;
NP=int(NP*(MaxNP/(MaxNP-20)));

}

////////////////////////////////////////////////////////////////////////////////////////////以下为军团类各个成员函数:

//ArmyGroup构造函数
ArmyGroup::ArmyGroup()
{
pSOLDIER = new Soldier[3];
pWIZARD = new Wizard[2];
pMASTER = new Master;
}
//ArmyGroup析构函数
ArmyGroup::~ArmyGroup()
{
delete [] pSOLDIER;
delete [] pWIZARD;
delete pMASTER;

}

void ArmyGroup::GetRole(int Role)//抽取玩家的军团中的一个角色当做一次回合中的主角色
{

if((Role<=3)&&(Role>=1))
pRole = pSOLDIER+Role-1;
else if(Role<=5)
pRole = pWIZARD+Role-4;
else if(Role==6)
pRole = pMASTER;
else
pRole = 0;

}



//战斗系统类构造函数:
WarSystem::WarSystem()
{
parmyA = new ArmyGroup;

parmyB = new ArmyGroup;

}

//战斗系统类析构函数:
    WarSystem::~WarSystem()
{
delete[] parmyA;
delete[] parmyB;
}

//开始游戏,随机决定哪一方率先发起攻击:
bool WarSystem::StartWar()
{     
return rand()%2;
}

bool WarSystem::StartRound(bool r)//每一回合的展开,按照输入的数据决定玩家A或B先进行决策
{

int RoleA,RoleB;
if(r==1)
{   

cout<<"It's A's term"<<endl<<"Player A,please select your soldier: "<<endl;
cin>>RoleA;
parmyA->GetRole(RoleA);
parmyA->pRole->MakeDecision(parmyB);

cout<<"It's B's term"<<endl<<"Player B,please select your soldier: "<<endl;
cin>>RoleB;
parmyB->GetRole(RoleB);
parmyB->pRole->MakeDecision(parmyA);
}
else if(r==0)
{
cout<<"It's B's term"<<endl<<"Player B,please select your soldier: "<<endl;
cin>>RoleB;
parmyB->GetRole(RoleB);
parmyB->pRole->MakeDecision(parmyA);

cout<<"It's A's term"<<endl<<"Player A,please select your soldier: "<<endl;
cin>>RoleA;
parmyA->GetRole(RoleA);
parmyA->pRole->MakeDecision(parmyB);
}
return 1;
}


bool WarSystem::Result()
{   int i;
int DieNumA=0;
for(i=0;i<=2;i++)
if((parmyA->pSOLDIER+i)->Die()==1)
DieNumA++;
for(i=0;i<=1;i++)
if((parmyA->pWIZARD+i)->Die()==1)
DieNumA++;
if((parmyA->pMASTER)->Die()==1)DieNumA++;

int DieNumB=0;
for(i=0;i<=2;i++)
if((parmyB->pSOLDIER+i)->Die()==1)
DieNumB++;
for(i=0;i<=1;i++)
if((parmyB->pWIZARD+i)->Die()==1)
DieNumB++;
if((parmyB->pMASTER)->Die()==1)DieNumB++;

if((DieNumA==3)||(DieNumB==3))
{
if(DieNumA==3)cout<<"Player B win !"<<endl;
if(DieNumB==3)cout<<"Player A win !"<<endl;
return 1;
}
else return 0;
}

void WarSystem::RunGame()
{
char Begin;
int StartTurn=StartWar();
    cout<<"Ready for the game?"<<endl<<"Y(Yes)/N(No)"<<endl;
cin>>Begin;
if(Begin=='Y')
while(!Result())
{   int i;
        cout<<"Team of A:"<<endl;
        for(i=1;i<=6;i++)
{
if(i<=3)
{cout<<"A"<<i<<endl;(parmyA->pSOLDIER+i-1)->Print();}
else if(i<=5)
{cout<<"A"<<i<<endl;(parmyA->pWIZARD+i-4)->Print();}
else
{cout<<"A"<<i<<endl;(parmyA->pMASTER)->Print();}
}
        cout<<"Team of B:"<<endl;
        for(i=1;i<=6;i++)
{
if(i<=3)
{cout<<"A"<<i<<endl;(parmyA->pSOLDIER+i-1)->Print();}
else if(i<=5)
{cout<<"A"<<i<<endl;(parmyA->pWIZARD+i-4)->Print();}
else
{cout<<"A"<<i<<endl;(parmyA->pMASTER)->Print();}
}
StartRound(StartWar());
}
else
cout<<"QUIT !"<<endl;
}



void main()
{
    WarSystem warsystem;
    warsystem.RunGame();
}

搜索更多相关主题的帖子: include public false 
2013-12-01 07:36
tiucdccsgz
Rank: 2
等 级:论坛游民
威 望:2
帖 子:21
专家分:54
注 册:2014-12-14
收藏
得分:0 
该怎么感谢我呢?
程序代码:
Soldier::Soldier()                                   //Soldier构造函数
{
    Level =1;
    MaxHP =100;
    HP    =100;
    MaxSP =100;
    SP    =100;
    Damage =20;
    Exp    =0;
    DrugNum=5;
    Counter=0;
    pTarget = new Soldier;   //
}
2015-01-04 22:32
tiucdccsgz
Rank: 2
等 级:论坛游民
威 望:2
帖 子:21
专家分:54
注 册:2014-12-14
收藏
得分:0 
程序代码:
Soldier::Soldier()                                   //Soldier构造函数
{
    Level =1;
    MaxHP =100;
    HP    =100;
    MaxSP =100;
    SP    =100;
    Damage =20;
    Exp    =0;
    DrugNum=5;
    Counter=0;
    pTarget = new Soldier; //死循环来源与这里
}
2015-01-04 22:33
快速回复:求改错..........
数据加载中...
 
   



关于我们 | 广告合作 | 编程中国 | 清除Cookies | TOP | 手机版

编程中国 版权所有,并保留所有权利。
Powered by Discuz, Processed in 0.017152 second(s), 8 queries.
Copyright©2004-2024, BCCN.NET, All Rights Reserved