RPG角色游戏的创建

xiaoxiao2021-02-27  496

//程序:RPG游戏角色创建 //功能:简单的创建游戏角色的程序 //作者:软三1508010301王敏 //时间:2017.4.30 //本题目要求的游戏角色应有以下属性:名字、性别、种族、职业、力量、敏捷、体力、智力、智慧、生命值和魔法值。 //名字:不超过50个字符。 //性别:可以选择男性和女性。 //种族:一共可选五个种族,人类、精灵、兽人、矮人和元素。 //职业:可选六种职业,狂战士、圣骑士、刺客、猎手、祭司和巫师。其余属性均为整数。 //本题目要求首先用户输入角色姓名,然后由用户选择角色性别,然后由用户选择种族,然后选择职业,然后自动分配力量、敏捷、体力、智力和智慧属性,并计算生命值和魔法值。 //生命值=体力*20。 //魔法值=(智力+智慧)*10。 #include "iostream" #include "string" #include "ctime" #include "fstream" using namespace std; int profession_choice; //玩家所选择的职业的序号 class Base //基础类,保存角色的姓名,性别 { protected: char name[50];//记录角色名字 string sex; //记录性别 int sex_choice;//记录性别选择 public: void getBase();//功能实现 friend class Output; //友元类,用于输出角色信息 friend class File; //友元类,将角色信息保存到文档中 }; void Base::getBase()//输入角色名和性别 { int i; cout <<endl; cout << "输入角色姓名:"; cin >> name; do { cout << "选择角色性别:"; cout << "1.男 2.女" << endl; cin >> sex_choice; switch (sex_choice) { case 1: sex = "男"; i=0;break; case 2: sex = "女"; i=0;break; default: cout<<"输入错误,请重新输入"<<endl;break; } } while (i=0); } class Race :public Base //派生类,记录角色的种族、职业 { protected: string race; string profession; int race_choice; public: void getRace(); friend class Output; friend class File; }; //选择种族和职业 void Race::getRace() { int i = 1; while (i) { cout << "请选择种族:" << endl; cout << "1.人类 2.精灵 3.兽人 4.矮人 5.元素" << endl; cin >> race_choice; switch (race_choice) { case 1:race = "人类"; i = 0; break; case 2:race = "精灵"; i = 0; break; case 3:race = "兽人"; i = 0; break; case 4:race = "矮人"; i = 0; break; case 5:race = "元素"; i = 0; break; default:cout << "输入错误,请重新输入!" << endl; break; } } while (1) { cout << "可以使用的职业:" << endl; switch (race_choice) { case 1: cout << "1.狂战士 2.圣骑士 3.刺客 4.猎手 5.祭司 6.巫师" << endl; break; case 2: cout << "3.刺客 4.猎手 5.祭司 6.巫师" << endl; break; case 3: cout << "1.狂战士 4.猎手 5.祭司 " << endl; break; case 4: cout << "1.狂战士 2.圣骑士 5.祭司 " << endl; break; case 5: cout << "5.祭司 6.巫师" << endl; break; } cin >> profession_choice; if (race_choice == 1 && (profession_choice >= 1 && profession_choice <= 6)) break; else if (race_choice == 2 && (profession_choice >=3 && profession_choice <=6)) break; else if (race_choice == 3 && (profession_choice == 1 || profession_choice == 4 || profession_choice == 5)) break; else if (race_choice == 4 && (profession_choice == 1 || profession_choice == 2 || profession_choice == 5)) break; else if (race_choice == 5 && (profession_choice >=5 && profession_choice <=6)) break; else cout << "输入错误,请重新输入" << endl; } if (profession_choice == 1) profession = "狂战士"; if (profession_choice == 2) profession = "圣骑士"; if (profession_choice == 3) profession = "刺客"; if (profession_choice == 4) profession = "猎手"; if (profession_choice == 5) profession = "祭司"; if (profession_choice == 6) profession = "巫师"; } class Attribute :public Race //派生类,记录角色的属性 { protected: int strength; //力量 int agility; //敏捷 int physical; //体力 int intelligence; //智力 int wisdom; //智慧 int HP; //生命值 int MP; //法力值 public: void getAttribute(); void getRandom(int a, int b, int c, int d, int e); friend class Output; friend class File; }; // 随机生成每项属性的值,abcd为该属性的最小值,e为第五个属性的最大值 void Attribute::getRandom(int a, int b, int c, int d, int e) { int sum; //前4项属性之和 srand((unsigned)time(NULL)); do { strength = a + rand() % 8; agility = b + rand() % 8; physical = c + rand() % 8; intelligence = d + rand() % 8; sum = strength + agility + physical + intelligence; } while (((100 - e) < sum) && (sum < 100)); wisdom = 100 - sum; HP = physical * 20; MP = (wisdom + intelligence) * 10; } //根据选择的职业,向getRamdom传各职业最小值 void Attribute::getAttribute() { if (profession_choice == 1) getRandom(40, 20, 30, 5, 5);//狂战士 if (profession_choice == 2) getRandom(25, 15, 30, 20, 10);//圣骑士 if (profession_choice == 3) getRandom(20, 35, 20, 15, 10);//刺客 if (profession_choice == 4) getRandom(15, 40, 15, 10, 20);//猎手 if (profession_choice == 5) getRandom(15, 20, 15, 35, 15);//祭司 if (profession_choice == 6) getRandom(10, 20, 10, 20, 40);//巫师 } class Output //输出角色属性 { public: void show(Base &, Race &, Attribute &);//访问友元类 }; void Output::show(Base &t1, Race &t2, Attribute &t3) { cout << "==================================" << endl; cout <<" 姓名: " << t1.name << endl; cout << "==================================" << endl; cout <<" 性别: " << t1.sex << endl; cout << "==================================" << endl; cout <<" 种族: " << t2.race << endl; cout << "==================================" << endl; cout <<" 职业: " << t2.profession << endl; cout << "==================================" << endl; cout <<" 力量: " << t3.strength << endl; cout << "==================================" << endl; cout <<" 敏捷: " << t3.agility << endl; cout << "==================================" << endl; cout <<" 体力: " << t3.physical << endl; cout << "==================================" << endl; cout <<" 智力: " << t3.intelligence << endl; cout << "==================================" << endl; cout <<" 智慧: " << t3.wisdom << endl; cout << "==================================" << endl; cout <<" 生命值: " << t3.HP << endl; cout << "==================================" << endl; cout <<" 法力值: " << t3.MP << endl; cout << "==================================" << endl; } class File //将角色信息保存到文档 { public: void file(Base &, Race &, Attribute &); }; void File::file(Base &t1, Race &t2, Attribute &t3) { ofstream outfile; outfile.open("memory.dat", ios::trunc); outfile << "姓名:" << t1.name << endl; outfile << "性别:" << t1.sex << endl; outfile << "种族:" << t2.race << endl; outfile << "职业:" << t2.profession << endl; outfile << "力量:" << t3.strength << endl; outfile << "敏捷:" << t3.agility << endl; outfile << "体力:" << t3.physical << endl; outfile << "智力:" << t3.intelligence << endl; outfile << "智慧:" << t3.wisdom << endl; outfile << "生命值:" << t3.HP << endl; outfile << "法力值:" << t3.MP << endl; } int main() { Base player; Race player_race; Attribute player_att; Output player_show; File keep; int player_choice; do { player.getBase(); player_race.getRace(); player_att.getAttribute(); player_show.show(player, player_race, player_att); cout << endl; cout << "对生成的角色是否满意?如不满意,则重新生成" << endl; cout << "0.满意 1.不满意" << endl; cin >> player_choice; } while (player_choice); keep.file(player, player_race, player_att); return 0; }
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