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Copy pathCharacterIO.h
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CharacterIO.h
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class Character
{
public:
bool life;
char *CardUID;
char job[30];
char name[10];
int level;
int HP;
int MaxHP;
int MP;
int MaxMP;
int Strength;
int Body;
int Smart;
int Perception;
int Glamour;
int Speed;
int Magic;
int CriticalPoint;
int HelpAblity;
int BattlePower;
int CounterAttack;
Character(char namein[],char jobin[]);
Character(bool lifein,char *CardUIDin,char namein[],char jobin[],int levelin,int HPin,int MaxHPin,int MPin,int MaxMPin,int Strengthin,int Bodyin,int Smartin,int Perceptionin,int Glamourin,int Speedin,int Magicin,int CriticalPointin,int HelpAblityin,int BattlePowerin,int CounterAttackin);
void Display();
void Save();
void FirstAbilityPointAdd();
};
Character::Character(char namein[],char jobin[])
{
inputuid:
CardUID=ReadUID();
if(CardUID==0)
{
goto inputuid;
}
strcpy(name,namein);
strcpy(job,jobin);
life=true;
level=1;
HP=MaxHP=50;
MP=MaxMP=50;
Strength=0;
Body=0;
Smart=0;
Perception=0;
Glamour=0;
Speed=0;
Magic=0;
CriticalPoint=0;
HelpAblity=0;
BattlePower=0;
CounterAttack=0;
}
Character::Character(bool lifein,char *CardUIDin,char namein[],char jobin[],int levelin,int HPin,int MaxHPin,int MPin,int MaxMPin,int Strengthin,int Bodyin,int Smartin,int Perceptionin,int Glamourin,int Speedin,int Magicin,int CriticalPointin,int HelpAblityin,int BattlePowerin,int CounterAttackin)
{
life=lifein;
CardUID=CardUIDin;
strcpy(name,namein);
strcpy(job,jobin);
level=levelin;
HP=HPin;
MaxHP=MaxHPin;
MP=MPin;
MaxMP=MaxMPin;
Strength=Strengthin;
Body=Bodyin;
Smart=Smartin;
Perception=Perceptionin;
Glamour=Glamourin;
Speed=Speedin;
Magic=Magicin;
CriticalPoint=CriticalPointin;
HelpAblity=HelpAblityin;
BattlePower=BattlePowerin;
CounterAttack=CounterAttackin;
}
void Character::Save()
{
char path[100]="Character/";
strcat(path,CardUID);
fstream save;
save.open(path,ios::out|ios::trunc);
save<<life<<" "<<CardUID<<" "<<name<<" "<<job<<" "<<level<<" "<<HP<<" "<<MaxHP<<" "<<MP<<" "<<MaxMP<<" "<<Strength<<" "<<Body<<" "<<Smart<<" "<<Perception<<" "<<Glamour<<" "<<Speed<<" "<<Magic<<" "<<CriticalPoint<<" "<<HelpAblity<<" "<<BattlePower<<" "<<CounterAttack;
save.close();
}
void Character::Display()
{
cout<<"角色名:"<<name<<endl;
cout<<"职业:"<<job<<endl;
cout<<"等级:"<<level<<endl;
cout<<"生命:"<<HP<<"/"<<MaxHP<<endl;
cout<<"法力:"<<MP<<"/"<<MaxMP<<endl;
cout<<"力量:"<<Strength<<" "<<"体质:"<<Body<<" "<<"敏捷:"<<Speed<<endl;
cout<<"智慧:"<<Smart<<" "<<"感知:"<<Perception<<" "<<"魅力:"<<Glamour<<endl;
cout<<"重击判定:"<<CriticalPoint<<" "<<"协助能力:"<<HelpAblity<<endl;
cout<<"战斗能量:"<<BattlePower<<" "<<"反击难度:"<<CounterAttack<<endl;
}
void Character::FirstAbilityPointAdd()
{
int i=22,a;
while(i--)
{
cout<<"|======================================|"<<endl;
cout<<"| 角色:"<<name<<" 已经被建立 "<<endl;
cout<<"| 职业为:"<<job<<" "<<endl;
cout<<"| 获得了22个初始技能点 "<<endl;
cout<<"| 想加在哪一项属性上? "<<endl;
cout<<"| 1:力量 2:敏捷 3:魔法 "<<endl;
cout<<"| 4:智慧 5:体质 6:感知 7:魅力 "<<endl;
cout<<"| 8:重击 9:协助 10:战斗 11:反击 "<<endl;
cout<<"|======================================|"<<endl;
cin>>a;
switch(a)
{
case 1:
{
Strength+=1;
cout<<"已在“力量”上增加了一个技能点,剩余技能点数:"<<i<<endl;
break;
}
case 2:
{
Speed+=1;
cout<<"已在“敏捷”上增加了一个技能点,剩余技能点数:"<<i<<endl;
break;
}
case 3:
{
Magic+=1;
cout<<"已在“魔法”上增加了一个技能点,剩余技能点数:"<<i<<endl;
break;
}
case 4:
{
Smart+=1;
cout<<"已在“智慧”上增加了一个技能点,剩余技能点数:"<<i<<endl;
break;
}
case 5:
{
Body+=1;
cout<<"已在“体质”上增加了一个技能点,剩余技能点数:"<<i<<endl;
break;
}
case 6:
{
Perception+=1;
cout<<"已在“感知”上增加了一个技能点,剩余技能点数:"<<i<<endl;
break;
}
case 7:
{
Glamour+=1;
cout<<"已在“魅力”上增加了一个技能点,剩余技能点数:"<<i<<endl;
break;
}
case 8:
{
CriticalPoint+=1;
cout<<"已在“重击”上增加了一个技能点,剩余技能点数:"<<i<<endl;
break;
}
case 9:
{
HelpAblity+=1;
cout<<"已在“协助”上增加了一个技能点,剩余技能点数:"<<i<<endl;
break;
}
case 10:
{
BattlePower+=1;
cout<<"已在“战斗”上增加了一个技能点,剩余技能点数:"<<i<<endl;
break;
}
case 11:
{
CounterAttack+=1;
cout<<"已在“反击”上增加了一个技能点,剩余技能点数:"<<i<<endl;
break;
}
default:
cout<<"没有这个选项w请重新输入!"<<endl;
}
}
}
void CharacterCreate()
{
char name[10],job[30];
cout<<"目前本地存储中存在的角色数:"<<endl;
system("ls Character/ -l |grep '^-'|wc -l");
cout<<"建立一个新的角色,请输入角色名(如果是误操作,输入exit退出):";
cin>>name;
if(name[0]=='e'&&name[1]=='x'&&name[2]=='i'&&name[3]=='t')
return;
else
{
cout<<"请输入角色的职业:";
cin>>job;
Character p1(name,job);
p1.FirstAbilityPointAdd();
p1.Display();
p1.Save();
}
}
Character ReadIn(char *uid)
{
bool lifein;
char CardUIDin[28];
char namein[10];
char jobin[30];
int levelin;
int HPin;
int MaxHPin;
int MPin;
int MaxMPin;
int Strengthin;
int Bodyin;
int Smartin;
int Perceptionin;
int Glamourin;
int Speedin;
int Magicin;
int CriticalPointin;
int HelpAblityin;
int BattlePowerin;
int CounterAttackin;
char prev[100]="ls Character/ | grep '";
char next[30]="' > cache";
char read[100];
strcat(prev,uid);
strcat(prev,next);
system(prev);
ifstream readin;
readin.open("cache");
while(!readin.eof())
readin>>read;
readin.close();
char path[100]="Character/";
strcat(path,read);
ifstream readchara;
readchara.open(path);
while(!readchara.eof())
{
readchara>>lifein>>CardUIDin>>namein>>jobin>>levelin>>HPin>>MaxHPin>>MPin>>MaxMPin>>Strengthin>>Bodyin>>Smartin>>Perceptionin>>Glamourin>>Speedin>>Magicin>>CriticalPointin>>HelpAblityin>>BattlePowerin>>CounterAttackin;
}
readchara.close();
char *CardUIDin_p=CardUIDin;
Character p(lifein,CardUIDin_p,namein,jobin,levelin,HPin,MaxHPin,MPin,MaxMPin,Strengthin,Bodyin,Smartin,Perceptionin,Glamourin,Speedin,Magicin,CriticalPointin,HelpAblityin,BattlePowerin,CounterAttackin);
//p.Display();
return p;
}