Qt_magictower_25/Event.cpp

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#include "Event.h"
int floor_id=1;
int level;
int hp;
int atk;
int def;
int gold;
int Exp;
int yellowkey;
int bluekey;
int redkey;
int greenkey;
int MAX_X=11;
int MAX_Y=11;
int delta_atk=0;
int delta_def=0;
int delta_hp=0;
int delta_gold=0;
int delta_exp=0;
int delta_floor=0;
int delta_yellowkey=0;
int delta_bluekey=0;
int delta_redkey=0;
int delta_greenkey=0;
bool end_event=false;
Floor* floors;
Floor* curr_floor;
Event** events;
int upgrade_exp=16;
int max_get_floor=1;
int stat_all_atk=0;
int stat_all_def=0;
int stat_all_hp=0;
int stat_all_gold=0;
int stat_all_exp=0;
int stat_all_monster=0;
int stat_all_event[MAX_EVENT]={0};
int Guard[MAX_EVENT]={0};
bool cross=false;
char road_log[1048576]={0};
int rlf=0;
bool all_str=false;
char Warrior_dir='D';
int Event::get_hurt()
{
return -1;
}
Event::Event()
{
type=0;
penetrable=false;
}
void Event::setName(QString name)
{
this->name=name;
}
QString Event::getpic()
{
return pic;
}
QString Event::getName()
{
return name;
}
bool Event::getPenetrable()
{
return penetrable;
}
void Event::set_id(int id)
{
event_id=id;
}
int Event::get_id()
{
return event_id;
}
int Event::get_gold()
{
return 0;
}
int Event::get_exp()
{
return 0;
}
int Event::get_crip()
{
return -1;
}
QStringList Event::Information()
{
QStringList temp;
return temp;
}
Wall::Wall()
{
name="";
pic="Wall";
type='W';
penetrable=false;
}
void Wall::Work()
{
}
Null::Null()
{
name="地面";
pic="Null";
type='N';
penetrable=true;
}
void Null::Work()
{
}
Warrior::Warrior()
{
name="勇士";
pic="Warrior";
type='W';
penetrable=true;
}
void Warrior::Work()
{
}
UpStairs::UpStairs()
{
name="UpStairs";
pic="UpStairs";
type='S';
penetrable=true;
}
void UpStairs::Work()
{
delta_floor=1;
curr_floor+=1;
if(floor_id==max_get_floor) //楼层还没更新,因此取等条件下将最大楼层+1
max_get_floor++;
}
QStringList UpStairs::Information()
{
QStringList temp;
temp.append(QString("上楼"));
return temp;
}
DownStairs::DownStairs()
{
name="DownStairs";
pic="DownStairs";
type='S';
penetrable=true;
}
void DownStairs::Work()
{
delta_floor=-1;
curr_floor-=1;
}
QStringList DownStairs::Information()
{
QStringList temp;
temp.append(QString("下楼"));
return temp;
}
Monster::Monster(QString name,QString pic,int atk,int def,int hp,int gold,int exp,int attribute)
{
this->name=name;
this->pic=pic;
m_atk=atk;
m_def=def;
m_hp=hp;
m_gold=gold;
m_exp=exp;
m_attribute=attribute;
type='M';
penetrable=true;
}
Monster::Monster(Monster* other)
{
name=other->name;
pic=other->pic;
m_atk=other->m_atk;
m_def=other->m_def;
m_hp=other->m_hp;
m_gold=other->m_gold;
m_exp=other->m_exp;
m_attribute=other->m_attribute;
type='M';
penetrable=true;
}
void Monster::Work() //战斗
{
delta_hp=-get_hurt();
delta_gold=m_gold;
delta_exp=m_exp;
end_event=true;
return;
}
int Monster::get_hurt()
{
double str_times=1.0+level/20.0-0.05;
if(cross)
str_times+=0.05;
int atk0=atk*str_times+1e-10;
int def0=def*str_times+1e-10;
if(m_attribute&64) //魔攻
def0=0;
if(atk0<=m_def)
return 2147483647;
if(m_atk<=def0)
return 0;
if(m_attribute&256) //坚固
atk0=m_def+1;
int times=(m_hp-1)/(atk0-m_def);
if(m_attribute&128) //连击
{
times*=(m_attribute&63);
}
return times*(m_atk-def0);
}
int Monster::get_gold()
{
return m_gold;
}
int Monster::get_exp()
{
return m_exp;
}
int Monster::get_crip()
{
//计算攻击次数
double str_times=1.0+level/20.0-0.05;
if(cross)
str_times+=0.05;
int atk0=atk*str_times+1e-10;
int def0=def*str_times+1e-10;
if(m_attribute&64) //魔攻
def0=0;
if(atk0<=m_def) //显示破防所需攻击
return int((m_def+1)/str_times-(1e-10))+1-atk;
if(m_attribute&256) //能破防时坚固怪物无临界点
return 0;
if(m_atk<=def0) //防杀的怪物无临界点
return 0;
int times=(m_hp-1)/(atk0-m_def);
if(times==0) //攻杀的怪物无临界点
return 0;
int need_all_atk=(m_hp-1)/times+1+m_def;
int min_need=int(need_all_atk/str_times-atk-(1e-10))+1;
if(min_need==0) //可减伤的情况下返回值最小为1表示加1攻击即可减伤
min_need=1;
return min_need;
}
QStringList Monster::Information()
{
QStringList temp;
temp.append(QString("生命:")+QString::number(m_hp));
temp.append(QString("攻击:")+QString::number(m_atk));
temp.append(QString("防御:")+QString::number(m_def));
temp.append(QString("金币:")+QString::number(m_gold));
temp.append(QString("经验:")+QString::number(m_exp));
int hurt=get_hurt();
if(hurt>2147483646)
temp.append(QString("伤害:无法破防"));
else
temp.append(QString("伤害:")+QString::number(get_hurt()));
QString attribute="";
if(m_attribute&64)
attribute+="魔攻 ";
if(m_attribute&128)
attribute+=QString::number(m_attribute&63)+"连击 ";
if(m_attribute&256)
attribute+="坚固 ";
if(m_attribute==0)
attribute="";
temp.append(QString("属性:")+attribute);
return temp;
}
Monster_Guard::Monster_Guard(Monster* monster,int guard):Monster(monster)
{
this->guard=guard;
}
void Monster_Guard::Work()
{
Monster::Work();
Guard[guard]++;
}
QStringList Monster_Guard::Information()
{
QStringList temp=Monster::Information();
if(guard<=10)
temp.append(QString("%0号守护者").arg(QString::number(guard+1)));
else
temp.append(QString("击杀2剑王得圣水"));
return temp;
}
Treasure::Treasure(QString name,QString pic,int work_id,int delta)
{
this->name=name;
this->pic=pic;
type='T';
penetrable=false;
this->work_id=work_id;
this->delta=delta;
}
void Treasure::Work()
{
switch(work_id)
{
case 1:
delta_hp=delta;
break;
case 2:
delta_atk=delta;
break;
case 3:
delta_def=delta;
break;
case 4:
delta_yellowkey=delta;
break;
case 5:
delta_bluekey=delta;
break;
case 6:
delta_redkey=delta;
break;
case 7:
delta_greenkey=delta;
break;
case 8:
delta_gold=delta;
break;
case 9:
delta_exp=delta;
break;
case 10:
cross=true;
break;
}
end_event=true;
}
QStringList Treasure::Information()
{
QStringList temp;
switch(work_id)
{
case 1:
temp.append(QString("增加%0生命").arg(delta));
break;
case 2:
temp.append(QString("增加%0攻击").arg(delta));
break;
case 3:
temp.append(QString("增加%0防御").arg(delta));
break;
case 8:
temp.append(QString("增加%0金币").arg(delta));
break;
case 9:
temp.append(QString("增加%0经验").arg(delta));
break;
case 10:
temp.append(QString("攻防增加量+5%"));
break;
default:
break;
}
return temp;
}
Holy_Water::Holy_Water(int guard_id,int show_num)
{
this->name="地面";
this->pic="Null";
type='T';
penetrable=true;
this->guard_id=guard_id;
this->show_num=show_num;
}
void Holy_Water::Work()
{
if(Guard[guard_id]==show_num+1)
{
hp*=2;
end_event=true;
}
if(Guard[guard_id]==show_num)
{
this->name="圣水";
this->pic="Holy_Water";
Guard[guard_id]++;
}
}
QStringList Holy_Water::Information()
{
QStringList temp;
if(Guard[guard_id]==show_num+1)
{
temp.append(QString("使用后生命翻倍"));
temp.append(QString(""));
temp.append(QString("提示:若暂时不想吃"));
temp.append(QString("圣水可传送至其他楼"));
temp.append(QString("层绕开"));
}
return temp;
}
Door::Door(QString name,QString pic,int door_id)
{
this->name=name;
this->pic=pic;
type='D';
penetrable=false;
this->door_id=door_id;
}
void Door::Work()
{
switch(door_id)
{
case 1:
if(yellowkey>=1)
{
end_event=true;
yellowkey-=1;
}
break;
case 2:
if(bluekey>=1)
{
end_event=true;
bluekey-=1;
}
break;
case 3:
if(redkey>=1)
{
end_event=true;
redkey-=1;
}
break;
case 4:
if(greenkey>=1)
{
end_event=true;
greenkey-=1;
}
break;
}
}
QStringList Door::Information()
{
QStringList temp;
switch(door_id)
{
case 1:
temp.append(QString("需用1把黄钥匙打开"));
break;
case 2:
temp.append(QString("需用1把蓝钥匙打开"));
break;
case 3:
temp.append(QString("需用1把红钥匙打开"));
break;
case 4:
temp.append(QString("需用1把绿钥匙打开"));
break;
}
return temp;
}
Guard_Door::Guard_Door(int guard_id,int open_num)
{
this->name="机关门";
this->pic="Guard_Door";
type='D';
penetrable=false;
this->guard_id=guard_id;
this->open_num=open_num;
}
void Guard_Door::Work()
{
if(Guard[guard_id]>=open_num)
end_event=true;
}
QStringList Guard_Door::Information()
{
QStringList temp;
temp.append(QString("%0号机关门").arg(QString::number(guard_id+1)));
temp.append(QString("需击杀%0个%1号守护者").arg(QString::number(open_num),QString::number(guard_id+1)));
return temp;
}
Floor::Floor()
{
e=new Event** [MAX_X];
for(int i=0;i<MAX_X;i++)
e[i]=new Event* [MAX_Y];
for(int i=0;i<MAX_X;i++)
{
for(int j=0;j<MAX_Y;j++)
{
e[i][j]=nullptr;
}
}
}
Event*& Floor::operator() (int x,int y)
{
return e[x][y];
}
void Floor::setData(int **data)
{
for(int i=0;i<MAX_X;i++)
{
for(int j=0;j<MAX_Y;j++)
{
e[i][j]=events[data[i][j]];
}
}
}