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派生类C ++

[英]Derived Classes C++

我正在开发一款基于文本的游戏,很有趣,而且我在为基类的继承而苦苦挣扎。 我有我的基类Being ,其中包含我创建的任何角色的所有统计信息。 然后,我有一个“ Combat类,我想从“ Being所有统计数据(或从“存在”中获取并传递到战斗中?)并进行所有战斗工作。 但是我不太了解继承,或者至少不了解如何在Main声明函数以使其起作用。 如果我将Attack函数保留在Being ,则可以在main中编写以下行:

human.attack(monster);

但是,在将战斗划分为另一个类之后,我不确定如何在main中编写该类,使其有效。 请并感谢您的帮助!

class Being // Base Class
{
public:

    string name, nameSpecialAttack; // Implement a special attack feature,
                                    // that has a specific mutliplier #
                                    // unique to each being
    int attackBonus, attackMod; // was a float attackMod method for casting
                                // spells that double or halve a Being’s
                                // attack power.
    int baseDamage; // base damage
    int health, healthMax; // current health and max health
    int mp, mpMax; // current mp and max mp
    int arrows; // change to [ranged?] ammo

    Being(); // Default Constructor
    Being(string name, string nameSpecialAttack, int attackBonus,
          int attackMod, int baseDamage, int health, int healthMax,
          int mp, int mpMax, int arrows); // Constructor 2
    // All my set and get functions
}

然后是我的派生类:

class Combat : public Being
{
private:

public:

    void attack(Being& target);

};

Combat.cpp:

void Combat::attack(Being& target)
{
    //unsigned seed = time(0);
    //srand(seed); 
    // Rand # 0-99, * damage+1, /100, * attackMod, parse to int.
    int damage = (int)(attackMod*( ( (rand()%100)*(baseDamage+1) /100) + attackBonus + (rand()%2))); 
    target.health -=damage;

    cout << name << " attacks " << target.name << " doing " << damage << " damage!" << endl;
    cout << target.name << "'s health: " << target.health << endl;

    // Use getHealth() instead and put this function there
    if(target.health <= 0)
    {
        cout << endl << name << " killed " << target.name << "! You have won the game! " << endl << endl;
        cout << "Terminating AMnew World, Good Bye.\n" << endl << endl;
        exit(0);
    }
}

主要:

Being human("", "FirstofFurry", 2, 1, 2, 50, 50, 20, 30, 7); // A thing of
                                                             // class Being
Being monster("Armored Goblin", "Rawr", 2, 1, 2, 65, 59, 20, 20, 6);

int main()
{
    human.attack(monster); // No longer works since attack is in
                           // combat class now
    Sleep(3000);
    cout << endl << endl;
    monster.attack(human);
}

除非满足以下条件,否则您似乎在这里未正确利用继承:

在您的游戏中,可以攻击的生物和不能攻击的生物是有区别的。 话虽如此,更改继承层次结构可能会很有用。

考虑成为继承人的“类型”。

例如:

class Being
{
public:
    virtual void attack(...) = 0;
};

class Human : public Being
{
public:
    virtual void attack(...); // Overrides attack in a manner that humans generally would
};

class Goblin : public Being
{
public:
    virtual void attack(...); // Goblin attack style. This is actually a decent way to handle different types of attacks, as in the special attack in your above definition
};

这不是您想要继承的东西,战斗不是存在的一种。 例如,苹果是一种水果,因此,水果基类和苹果派生类在逻辑上是正确的。 我建议创建一个敌人类和一个英雄类,从敌人身上衍生出诸如僵尸和忍者之类的怪物。

#include <iostream>
#include <cmath>
#include <string>
using namespace std;

class Character
{
    public:
    Character(){}     //does nothing, just represents the heros class
};

class Enemy
{
    private:
        int Health;         //base class variables
        int WeaponID;
    public:
        Enemy(int hp, int wpID);
        virtual void Attack(Character& Target); //if all monsters have same attack, no need for virtual
        //etc...etc...
};

class Zombie:public Enemy               //DERIVED CLASS, uses base class attack method
{
    public:
        Zombie(int hp, int wpID):
            Enemy(hp,wpID)
        {}
};

class Ninja: public Enemy               //DERIVED CLASS, uses its own attack method
{
    private:
        int NumThrowingKnives;
    public:
        Ninja(int Hp , int ID) : Enemy(Hp,ID)
        {}
        void Attack(Character& Target); //different attack
        //etc..etc..

};

Enemy::Enemy(int hp, int wpID)
{
    Health = hp;
    WeaponID = wpID;
}

void Ninja::Attack(Character& Target)
{
    cout << "Ninja attack!" << endl;
}

void Enemy::Attack(Character& Target)
{
    cout << "Base class attack!" << endl;
}

int main()
{
    Character Bob;
    Ninja Bill(50,12);
    Zombie Rob(50,16);
    Bill.Attack(Bob);
    cout << endl;
    Rob.Attack(Bob);


}

您为什么不宣布humanCombat类型?

Combat human("", "FirstofFurry", 2, 1, 2, 50, 50, 20, 30, 7);

它仍然可以访问Being所有公共方法/数据,但是也可以使用“仅Combat attack方法。

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