实验五

TASK 2

Person.hpp

 1 #ifndef PERSON_HPP
 2 #define PERSON_HPP
 3 
 4 #include<iostream>
 5 #include<string>
 6 #include<iomanip>
 7 using namespace std;
 8 
 9 class Person
10 {
11 private:
12     string name;
13     string telephone;
14     string email;
15 public:
16     Person(){};
17     Person(string m_name, string m_tele, string m_ema = " ") : name(m_name), telephone(m_tele), email(m_ema) {};
18     
19     void change_tel(string new_tel) 
20     { telephone = new_tel; }
21     void change_ema(string new_ema) 
22     { email = new_ema; }
23 
24     friend ostream& operator<<(ostream &out, const Person& p1);
25     friend istream& operator>>(istream &in,  Person& p1);
26     friend bool operator==(const Person& p1, const Person& p2);
27 };
28 
29 ostream& operator<<(ostream &out,const  Person& p1) {
30     out << left << setw(20) << p1.name << left << setw(20) << p1.telephone << left << setw(20) << p1.email;
31     return out;
32 }
33 istream& operator>>(istream &in,  Person& p1) {
34     getline(in, p1.name);
35     getline(in, p1.telephone);
36     getline(in, p1.email);
37     return in;
38 }
39 
40 bool operator==(const Person& p1, const Person& p2) {
41     return (p1.name == p2.name && p1.telephone == p2.telephone);
42 }
43 #endif

task 2.cpp

#include "Person.hpp"
int main()
{
    using namespace std;
    vector<Person> phone_book;
    Person p;
    while (cin >> p)
        phone_book.push_back(p);
    for (auto& i : phone_book)
        cout << i << endl;
    cout << boolalpha << (phone_book.at(0) == phone_book.at(1)) << endl;
    // save phone_book information to file
    ofstream fout;
    fout.open("phone_book.txt");
    if (!fout.is_open())
    {
        cerr << "fail to open file phone_book.txt\n";
        return 1;
    }
    for (auto& i : phone_book)
        fout << i << endl;
    fout.close();
}

 

 

 

 

 

 

TASK 3

main.cpp

  1 //=======================
  2 //        main.cpp
  3 //=======================
  4 
  5 // main function for the RPG style game
  6 
  7 #include <iostream>
  8 #include <string>
  9 using namespace std;
 10 #include "swordsman.h"
 11 #include "player.h"
 12 #include "container.h"
 13 
 14 int main()
 15 {
 16     string tempName;
 17     bool success=0;        //flag for storing whether operation is successful
 18     cout <<"Please input player's name: ";
 19     cin >>tempName;        // get player's name from keyboard input
 20     player *human;        // use pointer of base class, convenience for polymorphism
 21     int tempJob;        // temp choice for job selection
 22     do
 23     {
 24         cout <<"Please choose a job: 1 Swordsman, 2 Archer, 3 Mage"<<endl;
 25         cin>>tempJob;
 26         system("cls");        // clear the screen
 27         switch(tempJob)
 28         {
 29         case 1:
 30             human=new swordsman(1,tempName);    // create the character with user inputted name and job
 31             success=1;        // operation succeed
 32             break;
 33         default:
 34             break;                // In this case, success=0, character creation failed
 35         }
 36     }while(success!=1);        // so the loop will ask user to re-create a character
 37 
 38     int tempCom;            // temp command inputted by user
 39     int nOpp=0;                // the Nth opponent
 40     for(int i=1;nOpp<5;i+=2)    // i is opponent's level
 41     {
 42         nOpp++;
 43         system("cls");
 44         cout<<"STAGE" <<nOpp<<endl;
 45         cout<<"Your opponent, a Level "<<i<<" Swordsman."<<endl;
 46         system("pause");
 47         swordsman enemy(i, "Warrior");    // Initialise an opponent, level i, name "Junior"
 48         human->reFill();                // get HP/MP refill before start fight
 49         
 50         while(!human->death() && !enemy.death())    // no died
 51         {
 52             success=0;
 53             while (success!=1)
 54             {
 55                 showinfo(*human,enemy);                // show fighter's information
 56                 cout<<"Please give command: "<<endl;
 57                 cout<<"1 Attack; 2 Special Attack; 3 Use Heal; 4 Use Magic Water; 0 Exit Game"<<endl;
 58                 cin>>tempCom;
 59                 switch(tempCom)
 60                 {
 61                 case 0:
 62                     cout<<"Are you sure to exit? Y/N"<<endl;
 63                     char temp;
 64                     cin>>temp;
 65                     if(temp=='Y'||temp=='y')
 66                         return 0;
 67                     else
 68                         break;
 69                 case 1:
 70                     success=human->attack(enemy);
 71                     human->isLevelUp();
 72                     enemy.isDead();
 73                     break;
 74                 case 2:
 75                     success=human->specialatt(enemy);
 76                     human->isLevelUp();
 77                     enemy.isDead();
 78                     break;
 79                 case 3:
 80                     success=human->useHeal();
 81                     break;
 82                 case 4:
 83                     success=human->useMW();
 84                     break;
 85                 default:
 86                     break;
 87                 }
 88             }
 89             if(!enemy.death())        // If AI still alive
 90                 enemy.AI(*human);
 91             else                            // AI died
 92             {
 93                 cout<<"YOU WIN"<<endl;
 94                 human->transfer(enemy);        // player got all AI's items
 95             }
 96             if (human->death())
 97             {
 98                 system("cls");
 99                 cout<<endl<<setw(50)<<"GAME OVER"<<endl;
100                 delete human;        // player is dead, program is getting to its end, what should we do here?
101                 system("pause");
102                 return 0;
103             }
104         }
105     }
106     delete human;            // You win, program is getting to its end, what should we do here?
107     system("cls");
108     cout<<"Congratulations! You defeated all opponents!!"<<endl;
109     system("pause");
110     return 0;
111 }
112         
View Code

container.h

//=======================
//        container.h
//=======================

// The so-called inventory of a player in RPG games
// contains two items, heal and magic water

#ifndef _CONTAINER        // Conditional compilation
#define _CONTAINER

class container        // Inventory
{
protected:
    int numOfHeal;            // number of heal
    int numOfMW;            // number of magic water
public:
    container();            // constuctor
    void set(int heal_n, int mw_n);    // set the items numbers
    int nOfHeal();            // get the number of heal
    int nOfMW();            // get the number of magic water
    void display();            // display the items;
    bool useHeal();            // use heal
    bool useMW();            // use magic water
};

#endif
View Code

container.cpp

 1 //=======================
 2 //        container.cpp
 3 //=======================
 4 #include "container.h"
 5 #include<iostream>
 6 using namespace std;
 7 // default constructor initialise the inventory as empty
 8 container::container()
 9 {
10     set(0,0);
11 }
12 
13 // set the item numbers
14 void container::set(int heal_n, int mw_n)
15 {
16     numOfHeal=heal_n;
17     numOfMW=mw_n;
18 }
19 
20 // get the number of heal
21 int container::nOfHeal()
22 {
23     return numOfHeal;
24 }
25 
26 // get the number of magic water
27 int container::nOfMW()
28 {
29     return numOfMW;
30 }
31 
32 // display the items;
33 void container::display()
34 {
35     cout<<"Your bag contains: "<<endl;
36     cout<<"Heal(HP+100): "<<numOfHeal<<endl;
37     cout<<"Magic Water (MP+80): "<<numOfMW<<endl;
38 }
39 
40 //use heal
41 bool container::useHeal()
42 {
43     numOfHeal--;
44     return 1;        // use heal successfully
45 }
46 
47 //use magic water
48 bool container::useMW()
49 {
50     numOfMW--;
51     return 1;        // use magic water successfully
52 }
View Code

player.h

 1 //=======================
 2 //        player.h
 3 //=======================
 4 
 5 // The base class of player
 6 // including the general properties and methods related to a character
 7 
 8 #ifndef _PLAYER
 9 #define _PLAYER
10 
11 #include <iomanip>        // use for setting field width
12 #include <time.h>        // use for generating random factor
13 #include "container.h"
14 #include<iostream>
15 using namespace std;
16 
17 enum job {sw, ar, mg};    /* define 3 jobs by enumerate type
18                                sword man, archer, mage */
19 class player
20 {
21     friend void showinfo(player &p1, player &p2);
22     friend class swordsman;
23 
24 protected:
25     int HP, HPmax, MP, MPmax, AP, DP, speed, EXP, LV;
26     // General properties of all characters
27     string name;    // character name
28     job role;        /* character's job, one of swordman, archer and mage,
29                        as defined by the enumerate type */
30     container bag;    // character's inventory
31 
32 public:
33     virtual bool attack(player &p)=0;    // normal attack
34     virtual bool specialatt(player &p)=0;    //special attack
35     virtual void isLevelUp()=0;            // level up judgement
36     /* Attention!
37     These three methods are called "Pure virtual functions".
38     They have only declaration, but no definition.
39     The class with pure virtual functions are called "Abstract class", which can only be used to inherited, but not to constructor objects. 
40     The detailed definition of these pure virtual functions will be given in subclasses. */
41 
42     void reFill();        // character's HP and MP resume
43     bool death();        // report whether character is dead
44     void isDead();        // check whether character is dead
45     bool useHeal();        // consume heal, irrelevant to job
46     bool useMW();        // consume magic water, irrelevant to job
47     void transfer(player &p);    // possess opponent's items after victory
48     void showRole();    // display character's job
49     
50 private:
51     bool playerdeath;            // whether character is dead, doesn't need to be accessed or inherited
52 };
53 
54 #endif
View Code

player.cpp

  1 //=======================
  2 //        player.cpp
  3 //=======================
  4 #include "player.h"
  5 #include<iostream>
  6 using namespace std;
  7 
  8 // character's HP and MP resume
  9 void player::reFill()
 10 {
 11     HP=HPmax;        // HP and MP fully recovered
 12     MP=MPmax;
 13 }
 14 
 15 // report whether character is dead
 16 bool player::death()
 17 {
 18     return playerdeath;
 19 }
 20 
 21 // check whether character is dead
 22 void player::isDead()
 23 {
 24     if(HP<=0)        // HP less than 0, character is dead
 25     {
 26         std::cout << name<<" is Dead." <<endl;
 27         system("pause");
 28         playerdeath=1;    // give the label of death value 1
 29     }
 30 }
 31 
 32 // consume heal, irrelevant to job
 33 bool player::useHeal()
 34 {
 35     if(bag.nOfHeal()>0)
 36     {
 37         HP=HP+100;
 38         if(HP>HPmax)        // HP cannot be larger than maximum value
 39             HP=HPmax;        // so assign it to HPmax, if necessary
 40         cout<<name<<" used Heal, HP increased by 100."<<endl;
 41         bag.useHeal();        // use heal
 42         system("pause");
 43         return 1;    // usage of heal succeed
 44     }
 45     else                // If no more heal in bag, cannot use
 46     {
 47         cout<<"Sorry, you don't have heal to use."<<endl;
 48         system("pause");
 49         return 0;    // usage of heal failed
 50     }
 51 }
 52 
 53 // consume magic water, irrelevant to job
 54 bool player::useMW()
 55 {
 56     if(bag.nOfMW()>0)
 57     {
 58         MP=MP+100;
 59         if(MP>MPmax)
 60             MP=MPmax;
 61         cout<<name<<" used Magic Water, MP increased by 100."<<endl;
 62         bag.useMW();
 63         system("pause");
 64         return 1;    // usage of magic water succeed
 65     }
 66     else
 67     {
 68         cout<<"Sorry, you don't have magic water to use."<<endl;
 69         system("pause");
 70         return 0;    // usage of magic water failed
 71     }
 72 }
 73 
 74 // possess opponent's items after victory
 75 void player::transfer(player &p)
 76 {
 77     cout<<name<<" got"<<p.bag.nOfHeal()<<" Heal, and "<<p.bag.nOfMW()<<" Magic Water."<<endl;
 78     system("pause");
 79     bag.set(bag.nOfHeal()+p.bag.nOfHeal(),bag.nOfMW()+p.bag.nOfMW());
 80     // set the character's bag, get opponent's items
 81 }
 82 
 83 // display character's job
 84 void player::showRole()
 85 {
 86     switch(role)
 87     {
 88     case sw:
 89         cout<<"Swordsman";
 90         break;
 91     case ar:
 92         cout<<"Archer";
 93         break;
 94     case mg:
 95         cout<<"Mage";
 96         break;
 97     default:
 98         break;
 99     }
100 }
101 
102 
103 // display character's job
104 void showinfo(player &p1,player &p2)
105 {
106     system("cls");
107     cout<<"##############################################################"<<endl;
108     cout<<"# Player"<<setw(10)<<p1.name<<"   LV. "<<setw(3) <<p1.LV
109         <<"  # Opponent"<<setw(10)<<p2.name<<"   LV. "<<setw(3) <<p2.LV<<" #"<<endl;
110     cout<<"# HP "<<setw(3)<<(p1.HP<=999?p1.HP:999)<<'/'<<setw(3)<<(p1.HPmax<=999?p1.HPmax:999)
111         <<" | MP "<<setw(3)<<(p1.MP<=999?p1.MP:999)<<'/'<<setw(3)<<(p1.MPmax<=999?p1.MPmax:999)
112         <<"     # HP "<<setw(3)<<(p2.HP<=999?p2.HP:999)<<'/'<<setw(3)<<(p2.HPmax<=999?p2.HPmax:999)
113         <<" | MP "<<setw(3)<<(p2.MP<=999?p2.MP:999)<<'/'<<setw(3)<<(p2.MPmax<=999?p2.MPmax:999)<<"      #"<<endl;
114     cout<<"# AP "<<setw(3)<<(p1.AP<=999?p1.AP:999)
115         <<" | DP "<<setw(3)<<(p1.DP<=999?p1.DP:999)
116         <<" | speed "<<setw(3)<<(p1.speed<=999?p1.speed:999)
117         <<" # AP "<<setw(3)<<(p2.AP<=999?p2.AP:999)
118         <<" | DP "<<setw(3)<<(p2.DP<=999?p2.DP:999)
119         <<" | speed "<<setw(3)<<(p2.speed<=999?p2.speed:999)<<"  #"<<endl;
120     cout<<"# EXP"<<setw(7)<<p1.EXP<<" Job: "<<setw(7);
121     p1.showRole();
122     cout<<"   # EXP"<<setw(7)<<p2.EXP<<" Job: "<<setw(7);
123     p2.showRole();
124     cout<<"    #"<<endl;
125     cout<<"--------------------------------------------------------------"<<endl;
126     p1.bag.display();
127     cout<<"##############################################################"<<endl;
128 }
View Code

swordsman.h

 1 //=======================
 2 //        swordsman.h
 3 //=======================
 4 
 5 // Derived from base class player
 6 // For the job Swordsman
 7 
 8 #include "player.h"
 9 #include<iostream>
10 using namespace std;
11 class swordsman : public player        // subclass swordsman publicly inherited from base player
12 {
13 public:
14     swordsman(int lv_in=1, string name_in="Not Given");    
15         // constructor with default level of 1 and name of "Not given"
16     void isLevelUp();
17     bool attack (player &p);
18     bool specialatt(player &p);
19         /* These three are derived from the pure virtual functions of base class
20            The definition of them will be given in this subclass. */
21     void AI(player &p);                // Computer opponent
22 };
View Code

swordsman.cpp

  1 //=======================
  2 //        swordsman.cpp
  3 //=======================
  4 #include "swordsman.h"
  5 #include<iostream>
  6 using namespce std;
  7 
  8 // constructor. default values don't need to be repeated here
  9 swordsman::swordsman(int lv_in, string name_in)
 10 {
 11     role=sw;    // enumerate type of job
 12     LV=lv_in;
 13     name=name_in;
 14     
 15     // Initialising the character's properties, based on his level
 16     HPmax=150+8*(LV-1);        // HP increases 8 point2 per level
 17     HP=HPmax;
 18     MPmax=75+2*(LV-1);        // MP increases 2 points per level
 19     MP=MPmax;
 20     AP=25+4*(LV-1);            // AP increases 4 points per level
 21     DP=25+4*(LV-1);            // DP increases 4 points per level
 22     speed=25+2*(LV-1);        // speed increases 2 points per level
 23     
 24     playerdeath=0;
 25     EXP=LV*LV*75;
 26     bag.set(lv_in, lv_in);
 27 }
 28 
 29 void swordsman::isLevelUp()
 30 {
 31     if(EXP>=LV*LV*75)
 32     {
 33         LV++;
 34         AP+=4;
 35         DP+=4;
 36         HPmax+=8;
 37         MPmax+=2;
 38         speed+=2;
 39         cout<<name<<" Level UP!"<<endl;
 40         cout<<"HP improved 8 points to "<<HPmax<<endl;
 41         cout<<"MP improved 2 points to "<<MPmax<<endl;
 42         cout<<"Speed improved 2 points to "<<speed<<endl;
 43         cout<<"AP improved 4 points to "<<AP<<endl;
 44         cout<<"DP improved 5 points to "<<DP<<endl;
 45         system("pause");
 46         isLevelUp();    // recursively call this function, so the character can level up multiple times if got enough exp
 47     }
 48 }
 49 
 50 bool swordsman::attack(player &p)
 51 {
 52     double HPtemp=0;        // opponent's HP decrement
 53     double EXPtemp=0;        // player obtained exp
 54     double hit=1;            // attach factor, probably give critical attack
 55     srand((unsigned)time(NULL));        // generating random seed based on system time
 56 
 57     // If speed greater than opponent, you have some possibility to do double attack
 58     if ((speed>p.speed) && (rand()%100<(speed-p.speed)))        // rand()%100 means generates a number no greater than 100
 59     {
 60         HPtemp=(int)((1.0*AP/p.DP)*AP*5/(rand()%4+10));        // opponent's HP decrement calculated based their AP/DP, and uncertain chance
 61         cout<<name<<"'s quick strike hit "<<p.name<<", "<<p.name<<"'s HP decreased "<<HPtemp<<endl;
 62         p.HP=int(p.HP-HPtemp);
 63         EXPtemp=(int)(HPtemp*1.2);
 64     }
 65 
 66     // If speed smaller than opponent, the opponent has possibility to evade
 67     if ((speed<p.speed) && (rand()%50<1))
 68     {
 69         cout<<name<<"'s attack has been evaded by "<<p.name<<endl;
 70         system("pause");
 71         return 1;
 72     }
 73 
 74     // 10% chance give critical attack
 75     if (rand()%100<=10)
 76     {
 77         hit=1.5;
 78         cout<<"Critical attack: ";
 79     }
 80 
 81     // Normal attack
 82     HPtemp=(int)((1.0*AP/p.DP)*AP*5/(rand()%4+10));
 83     cout<<name<<" uses bash, "<<p.name<<"'s HP decreases "<<HPtemp<<endl;
 84     EXPtemp=(int)(EXPtemp+HPtemp*1.2);
 85     p.HP=(int)(p.HP-HPtemp);
 86     cout<<name<<" obtained "<<EXPtemp<<" experience."<<endl;
 87     EXP=(int)(EXP+EXPtemp);
 88     system("pause");
 89     return 1;        // Attack success
 90 }
 91 
 92 bool swordsman::specialatt(player &p)
 93 {
 94     if(MP<40)
 95     {
 96         cout<<"You don't have enough magic points!"<<endl;
 97         system("pause");
 98         return 0;        // Attack failed
 99     }
100     else
101     {
102         MP-=40;            // consume 40 MP to do special attack
103         
104         //10% chance opponent evades
105         if(rand()%100<=10)
106         {
107             cout<<name<<"'s leap attack has been evaded by "<<p.name<<endl;
108             system("pause");
109             return 1;
110         }
111         
112         double HPtemp=0;        
113         double EXPtemp=0;        
114         //double hit=1;            
115         //srand(time(NULL));        
116         HPtemp=(int)(AP*1.2+20);        // not related to opponent's DP
117         EXPtemp=(int)(HPtemp*1.5);        // special attack provides more experience
118         cout<<name<<" uses leap attack, "<<p.name<<"'s HP decreases "<<HPtemp<<endl;
119         cout<<name<<" obtained "<<EXPtemp<<" experience."<<endl;
120         p.HP=(int)(p.HP-HPtemp);
121         EXP=(int)(EXP+EXPtemp);
122         system("pause");
123     }
124     return 1;    // special attack succeed
125 }
126 
127 // Computer opponent
128 void swordsman::AI(player &p)
129 {
130     if ((HP<(int)((1.0*p.AP/DP)*p.AP*1.5))&&(HP+100<=1.1*HPmax)&&(bag.nOfHeal()>0)&&(HP>(int)((1.0*p.AP/DP)*p.AP*0.5)))
131         // AI's HP cannot sustain 3 rounds && not too lavish && still has heal && won't be killed in next round
132     {
133         useHeal();
134     }
135     else
136     {
137         if(MP>=40 && HP>0.5*HPmax && rand()%100<=30)
138             // AI has enough MP, it has 30% to make special attack
139         {
140             specialatt(p);
141             p.isDead();        // check whether player is dead
142         }
143         else
144         {
145             if (MP<40 && HP>0.5*HPmax && bag.nOfMW())
146                 // Not enough MP && HP is safe && still has magic water
147             {
148                 useMW();
149             }
150             else
151             {
152                 attack(p);    // normal attack
153                 p.isDead();
154             }
155         }
156     }
157 }
View Code

 

posted @ 2021-12-12 22:00  zoracoding  阅读(15)  评论(3)    收藏  举报