class actor//基类
{
protected:
int m_iHealth;
const int m_iSpeed;//为了方便,这个值使用延时值,越大表示速度越慢
const int m_iHitPoint;
char m_strName[260];
public:
actor(const char* strName,const int iHealth,const int iSpeed,const int iHitpoint);
int& Health(){ return m_iHealth; };
const char* getName(){ return m_strName; };
virtual void hit(actor *Actor) = 0;
bool isAlive();
};
actor::actor(const char* strName,const int iHealth,const int iSpeed,const int iHitpoint):
m_iHealth(iHealth),
m_iSpeed(iSpeed),
m_iHitPoint(iHitpoint)
{
strcpy(m_strName,strName);
}
bool actor::isAlive()
{
return (m_iHealth>0);
}
/////////////////////////////////////////////////////////
//类fighter
class fighter :public actor
{
public:
fighter(const char* strName);
virtual void hit(actor *Actor);
private:
};
fighter::fighter(const char* strName):
actor(strName,100,20,20)
{
}
void fighter::hit(actor *Actor)
{
Sleep(m_iSpeed);
if(!isAlive())
{
return ;
}
if(Actor&&Actor->isAlive())
{
//这里我们用一个函数做了左值,因为函数返回的是引用
if(isAlive())
Actor->Health() = Actor->Health() - m_iHitPoint;
}
}
/////////////////////////////////////////////////////////
//类knight
class knight :public actor
{
public:
knight(const char* strName);
virtual void hit(actor *Actor);
private:
};
knight::knight(const char* strName):
actor(strName,150,20,25)
{
}
void knight::hit(actor *Actor)
{
Sleep(m_iSpeed);
if(!isAlive())
{
return ;
}
if(Actor&&Actor->isAlive())
{
if(isAlive())
Actor->Health() = Actor->Health() - m_iHitPoint;
}
}
/////////////////////////////////////////////////////////
//类warrior
class warrior :public actor
{
public:
warrior(const char* strName);
virtual void hit(actor *Actor);
private:
};
warrior::warrior(const char* strName):
actor(strName,150,20,25)
{
}
void warrior::hit(actor *Actor)
{
Sleep(m_iSpeed);
if(!isAlive())
{
return ;
}
if(Actor&&Actor->isAlive())
{
if(isAlive())
Actor->Health() = Actor->Health() - m_iHitPoint;
}
}
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