实验五 模板与多态
实验任务二
#main_task2.cpp
1 #include<iostream> 2 #include<fstream> 3 #include<vector> 4 #include"Person_task.hpp" 5 6 using namespace std; 7 8 int main() 9 { 10 vector<Person> phone_book; 11 Person p("xiaobai","12737"); 12 13 while(cin >> p) 14 { 15 phone_book.push_back(p); 16 cin.ignore(); 17 } 18 19 for(auto &i: phone_book) 20 { 21 cout << i << endl; 22 } 23 24 cout << boolalpha << (phone_book.at(0) == phone_book.at(1)) << endl; 25 26 ofstream fout; 27 28 fout.open("phone_book.txt"); 29 30 if(!fout.is_open()) 31 { 32 cerr << "fail to open file phone_book.txt\n"; 33 return 1; 34 } 35 36 for(auto &i: phone_book) 37 fout << i << endl; 38 39 fout.close(); 40 41 }
#Person_task.hpp
1 #ifndef PERSON_TASK_HPP 2 #define PERSON_TASK_HPP 3 #include<iostream> 4 #include<string> 5 #include<iomanip> 6 7 using namespace std; 8 using std::ostream ; 9 using std::istream ; 10 11 class Person 12 { 13 public: 14 Person() {} 15 Person(string name, string tele ): m_name{name}, m_tele{tele} {} 16 17 void change_tele(string new_tele) 18 { 19 m_tele = new_tele; 20 } 21 void change_ema(string new_ema) 22 { 23 m_ema = new_ema; 24 } 25 26 friend ostream& operator<<(ostream &out, const Person &p); 27 28 friend istream& operator>>(istream &in, Person &p); 29 30 friend bool operator==(const Person &p1, const Person &p2); 31 32 private: 33 string m_name; 34 string m_tele; 35 string m_ema; 36 }; 37 38 ostream& operator<<(ostream &out, const Person &p) 39 { 40 out << left << setw(20) << p.m_name 41 << left << setw(20) << p.m_tele 42 << left << setw(20) << p.m_ema << endl; 43 44 return out; 45 } 46 47 istream& operator>>(istream &in, Person &p) 48 { 49 getline(in, p.m_name); 50 getline(in, p.m_tele); 51 getline(in, p.m_ema); 52 return in; 53 } 54 55 bool operator==(const Person &p1, const Person &p2) 56 { 57 if(p1.m_name == p2.m_name && p1.m_tele == p2.m_tele) 58 return true; 59 else 60 return false; 61 } 62 63 #endif


实验任务三
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 11 #include "swordsman.h" 12 13 int main() 14 { 15 string tempName; 16 bool success=0; //flag for storing whether operation is successful 17 cout <<"Please input player's name: "; 18 cin >>tempName; // get player's name from keyboard input 19 player *human; // use pointer of base class, convenience for polymorphism 20 int tempJob; // temp choice for job selection 21 do 22 { 23 cout <<"Please choose a job: 1 Swordsman, 2 Archer, 3 Mage"<<endl; 24 cin>>tempJob; 25 system("cls"); // clear the screen 26 switch(tempJob) 27 { 28 case 1: 29 human=new swordsman(1,tempName); // create the character with user inputted name and job 30 success=1; // operation succeed 31 break; 32 default: 33 break; // In this case, success=0, character creation failed 34 } 35 }while(success!=1); // so the loop will ask user to re-create a character 36 37 int tempCom; // temp command inputted by user 38 int nOpp=0; // the Nth opponent 39 for(int i=1;nOpp<5;i+=2) // i is opponent's level 40 { 41 nOpp++; 42 system("cls"); 43 cout<<"STAGE" <<nOpp<<endl; 44 cout<<"Your opponent, a Level "<<i<<" Swordsman."<<endl; 45 system("pause"); 46 swordsman enemy(i, "Warrior"); // Initialise an opponent, level i, name "Junior" 47 human->reFill(); // get HP/MP refill before start fight 48 49 while(!human->death() && !enemy.death()) // no died 50 { 51 success=0; 52 while (success!=1) 53 { 54 showinfo(*human,enemy); // show fighter's information 55 cout<<"Please give command: "<<endl; 56 cout<<"1 Attack; 2 Special Attack; 3 Use Heal; 4 Use Magic Water; 0 Exit Game"<<endl; 57 cin>>tempCom; 58 switch(tempCom) 59 { 60 case 0: 61 cout<<"Are you sure to exit? Y/N"<<endl; 62 char temp; 63 cin>>temp; 64 if(temp=='Y'||temp=='y') 65 return 0; 66 else 67 break; 68 case 1: 69 success=human->attack(enemy); 70 human->isLevelUp(); 71 enemy.isDead(); 72 break; 73 case 2: 74 success=human->specialatt(enemy); 75 human->isLevelUp(); 76 enemy.isDead(); 77 break; 78 case 3: 79 success=human->useHeal(); 80 break; 81 case 4: 82 success=human->useMW(); 83 break; 84 default: 85 break; 86 } 87 } 88 if(!enemy.death()) // If AI still alive 89 enemy.AI(*human); 90 else // AI died 91 { 92 cout<<"YOU WIN"<<endl; 93 human->transfer(enemy); // player got all AI's items 94 } 95 if (human->death()) 96 { 97 system("cls"); 98 cout<<endl<<setw(50)<<"GAME OVER"<<endl; 99 delete human; // player is dead, program is getting to its end, what should we do here? 100 system("pause"); 101 return 0; 102 } 103 } 104 } 105 delete human; // You win, program is getting to its end, what should we do here? 106 system("cls"); 107 cout<<"Congratulations! You defeated all opponents!!"<<endl; 108 system("pause"); 109 return 0; 110 } 111
1 //======================= 2 // container.h 3 //======================= 4 5 // The so-called inventory of a player in RPG games 6 // contains two items, heal and magic water 7 8 #ifndef _CONTAINER // Conditional compilation 9 #define _CONTAINER 10 using namespace std; 11 #include<iostream> 12 #include<string> 13 14 class container // Inventory 15 { 16 protected: 17 int numOfHeal; // number of heal 18 int numOfMW; // number of magic water 19 public: 20 container(); // constuctor 21 void set(int heal_n, int mw_n); // set the items numbers 22 int nOfHeal(); // get the number of heal 23 int nOfMW(); // get the number of magic water 24 void display(); // display the items; 25 bool useHeal(); // use heal 26 bool useMW(); // use magic water 27 }; 28 29 #endif
1 //======================= 2 // container.cpp 3 //======================= 4 5 // default constructor initialise the inventory as empty 6 #include "container.h" 7 using namespace std; 8 #include<iostream> 9 #include<string> 10 11 12 container::container() 13 { 14 set(0,0); 15 } 16 17 // set the item numbers 18 void container::set(int heal_n, int mw_n) 19 { 20 numOfHeal=heal_n; 21 numOfMW=mw_n; 22 } 23 24 // get the number of heal 25 int container::nOfHeal() 26 { 27 return numOfHeal; 28 } 29 30 // get the number of magic water 31 int container::nOfMW() 32 { 33 return numOfMW; 34 } 35 36 // display the items; 37 void container::display() 38 { 39 cout<<"Your bag contains: "<<endl; 40 cout<<"Heal(HP+100): "<<numOfHeal<<endl; 41 cout<<"Magic Water (MP+80): "<<numOfMW<<endl; 42 } 43 44 //use heal 45 bool container::useHeal() 46 { 47 numOfHeal--; 48 return 1; // use heal successfully 49 } 50 51 //use magic water 52 bool container::useMW() 53 { 54 numOfMW--; 55 return 1; // use magic water successfully 56 }
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 using namespace std; 15 #include<iostream> 16 #include<string> 17 18 19 enum job {sw, ar, mg}; /* define 3 jobs by enumerate type 20 sword man, archer, mage */ 21 class player 22 { 23 friend void showinfo(player &p1, player &p2); 24 friend class swordsman; 25 26 protected: 27 int HP, HPmax, MP, MPmax, AP, DP, speed, EXP, LV; 28 // General properties of all characters 29 string name; // character name 30 job role; /* character's job, one of swordman, archer and mage, 31 as defined by the enumerate type */ 32 container bag; // character's inventory 33 34 public: 35 virtual bool attack(player &p)=0; // normal attack 36 virtual bool specialatt(player &p)=0; //special attack 37 virtual void isLevelUp()=0; // level up judgement 38 /* Attention! 39 These three methods are called "Pure virtual functions". 40 They have only declaration, but no definition. 41 The class with pure virtual functions are called "Abstract class", which can only be used to inherited, but not to constructor objects. 42 The detailed definition of these pure virtual functions will be given in subclasses. */ 43 44 void reFill(); // character's HP and MP resume 45 bool death(); // report whether character is dead 46 void isDead(); // check whether character is dead 47 bool useHeal(); // consume heal, irrelevant to job 48 bool useMW(); // consume magic water, irrelevant to job 49 void transfer(player &p); // possess opponent's items after victory 50 void showRole(); // display character's job 51 52 private: 53 bool playerdeath; // whether character is dead, doesn't need to be accessed or inherited 54 }; 55 56 #endif
1 //======================= 2 // player.cpp 3 //======================= 4 #include "player.h" 5 using namespace std; 6 #include<iostream> 7 #include<string> 8 9 // character's HP and MP resume 10 void player::reFill() 11 { 12 HP=HPmax; // HP and MP fully recovered 13 MP=MPmax; 14 } 15 16 // report whether character is dead 17 bool player::death() 18 { 19 return playerdeath; 20 } 21 22 // check whether character is dead 23 void player::isDead() 24 { 25 if(HP<=0) // HP less than 0, character is dead 26 { 27 cout<<name<<" is Dead." <<endl; 28 system("pause"); 29 playerdeath=1; // give the label of death value 1 30 } 31 } 32 33 // consume heal, irrelevant to job 34 bool player::useHeal() 35 { 36 if(bag.nOfHeal()>0) 37 { 38 HP=HP+100; 39 if(HP>HPmax) // HP cannot be larger than maximum value 40 HP=HPmax; // so assign it to HPmax, if necessary 41 cout<<name<<" used Heal, HP increased by 100."<<endl; 42 bag.useHeal(); // use heal 43 system("pause"); 44 return 1; // usage of heal succeed 45 } 46 else // If no more heal in bag, cannot use 47 { 48 cout<<"Sorry, you don't have heal to use."<<endl; 49 system("pause"); 50 return 0; // usage of heal failed 51 } 52 } 53 54 // consume magic water, irrelevant to job 55 bool player::useMW() 56 { 57 if(bag.nOfMW()>0) 58 { 59 MP=MP+100; 60 if(MP>MPmax) 61 MP=MPmax; 62 cout<<name<<" used Magic Water, MP increased by 100."<<endl; 63 bag.useMW(); 64 system("pause"); 65 return 1; // usage of magic water succeed 66 } 67 else 68 { 69 cout<<"Sorry, you don't have magic water to use."<<endl; 70 system("pause"); 71 return 0; // usage of magic water failed 72 } 73 } 74 75 // possess opponent's items after victory 76 void player::transfer(player &p) 77 { 78 cout<<name<<" got"<<p.bag.nOfHeal()<<" Heal, and "<<p.bag.nOfMW()<<" Magic Water."<<endl; 79 system("pause"); 80 // 3_??????????? 81 bag.set(bag.nOfHeal() + p.bag.nOfHeal(), bag.nOfMW() + p.bag.nOfMW()); 82 // set the character's bag, get opponent's items 83 } 84 85 // display character's job 86 void player::showRole() 87 { 88 switch(role) 89 { 90 case sw: 91 cout<<"Swordsman"; 92 break; 93 case ar: 94 cout<<"Archer"; 95 break; 96 case mg: 97 cout<<"Mage"; 98 break; 99 default: 100 break; 101 } 102 } 103 104 105 // display character's job 106 //4_?????????????? 107 void showinfo(player &p1, player &p2) 108 { 109 system("cls"); 110 cout<<"##############################################################"<<endl; 111 cout<<"# Player"<<setw(10)<<p1.name<<" LV. "<<setw(3) <<p1.LV 112 <<" # Opponent"<<setw(10)<<p2.name<<" LV. "<<setw(3) <<p2.LV<<" #"<<endl; 113 cout<<"# HP "<<setw(3)<<(p1.HP<=999?p1.HP:999)<<'/'<<setw(3)<<(p1.HPmax<=999?p1.HPmax:999) 114 <<" | MP "<<setw(3)<<(p1.MP<=999?p1.MP:999)<<'/'<<setw(3)<<(p1.MPmax<=999?p1.MPmax:999) 115 <<" # HP "<<setw(3)<<(p2.HP<=999?p2.HP:999)<<'/'<<setw(3)<<(p2.HPmax<=999?p2.HPmax:999) 116 <<" | MP "<<setw(3)<<(p2.MP<=999?p2.MP:999)<<'/'<<setw(3)<<(p2.MPmax<=999?p2.MPmax:999)<<" #"<<endl; 117 cout<<"# AP "<<setw(3)<<(p1.AP<=999?p1.AP:999) 118 <<" | DP "<<setw(3)<<(p1.DP<=999?p1.DP:999) 119 <<" | speed "<<setw(3)<<(p1.speed<=999?p1.speed:999) 120 <<" # AP "<<setw(3)<<(p2.AP<=999?p2.AP:999) 121 <<" | DP "<<setw(3)<<(p2.DP<=999?p2.DP:999) 122 <<" | speed "<<setw(3)<<(p2.speed<=999?p2.speed:999)<<" #"<<endl; 123 cout<<"# EXP"<<setw(7)<<p1.EXP<<" Job: "<<setw(7); 124 p1.showRole(); 125 cout<<" # EXP"<<setw(7)<<p2.EXP<<" Job: "<<setw(7); 126 p2.showRole(); 127 cout<<" #"<<endl; 128 cout<<"--------------------------------------------------------------"<<endl; 129 p1.bag.display(); 130 cout<<"##############################################################"<<endl; 131 }
//======================= // swordsman.h //======================= // Derived from base class player // For the job Swordsman #ifndef _SWORDSMAN #define _SWORDSMAN #include<string> #include "player.h" class swordsman : public player // subclass swordsman publicly inherited from base player { public: swordsman(int lv_in=1, string name_in="Not Given"); // constructor with default level of 1 and name of "Not given" void isLevelUp(); bool attack (player &p); bool specialatt(player &p); /* These three are derived from the pure virtual functions of base class The definition of them will be given in this subclass. */ void AI(player &p); // Computer opponent }; #endif
1 //======================= 2 // swordsman.cpp 3 //======================= 4 #include "swordsman.h" 5 using namespace std; 6 #include<iostream> 7 #include<string> 8 9 10 // constructor. default values don't need to be repeated here 11 swordsman::swordsman(int lv_in, string name_in) 12 { 13 role=sw; // enumerate type of job 14 LV=lv_in; 15 name=name_in; 16 17 // Initialising the character's properties, based on his level 18 HPmax=150+8*(LV-1); // HP increases 8 point2 per level 19 HP=HPmax; 20 MPmax=75+2*(LV-1); // MP increases 2 points per level 21 MP=MPmax; 22 AP=25+4*(LV-1); // AP increases 4 points per level 23 DP=25+4*(LV-1); // DP increases 4 points per level 24 speed=25+2*(LV-1); // speed increases 2 points per level 25 26 playerdeath=0; 27 EXP=LV*LV*75; 28 bag.set(lv_in, lv_in); 29 } 30 31 void swordsman::isLevelUp() 32 { 33 if(EXP>=LV*LV*75) 34 { 35 LV++; 36 AP+=4; 37 DP+=4; 38 HPmax+=8; 39 MPmax+=2; 40 speed+=2; 41 cout<<name<<" Level UP!"<<endl; 42 cout<<"HP improved 8 points to "<<HPmax<<endl; 43 cout<<"MP improved 2 points to "<<MPmax<<endl; 44 cout<<"Speed improved 2 points to "<<speed<<endl; 45 cout<<"AP improved 4 points to "<<AP<<endl; 46 cout<<"DP improved 5 points to "<<DP<<endl; 47 system("pause"); 48 isLevelUp(); // recursively call this function, so the character can level up multiple times if got enough exp 49 } 50 } 51 52 bool swordsman::attack(player &p) 53 { 54 double HPtemp=0; // opponent's HP decrement 55 double EXPtemp=0; // player obtained exp 56 double hit=1; // attach factor, probably give critical attack 57 srand((unsigned)time(NULL)); // generating random seed based on system time 58 59 // If speed greater than opponent, you have some possibility to do double attack 60 if ((speed>p.speed) && (rand()%100<(speed-p.speed))) // rand()%100 means generates a number no greater than 100 61 { 62 HPtemp=(int)((1.0*AP/p.DP)*AP*5/(rand()%4+10)); // opponent's HP decrement calculated based their AP/DP, and uncertain chance 63 cout<<name<<"'s quick strike hit "<<p.name<<", "<<p.name<<"'s HP decreased "<<HPtemp<<endl; 64 p.HP=int(p.HP-HPtemp); 65 EXPtemp=(int)(HPtemp*1.2); 66 } 67 68 // If speed smaller than opponent, the opponent has possibility to evade 69 if ((speed<p.speed) && (rand()%50<1)) 70 { 71 cout<<name<<"'s attack has been evaded by "<<p.name<<endl; 72 system("pause"); 73 return 1; 74 } 75 76 // 10% chance give critical attack 77 if (rand()%100<=10) 78 { 79 hit=1.5; 80 cout<<"Critical attack: "; 81 } 82 83 // Normal attack 84 HPtemp=(int)((1.0*AP/p.DP)*AP*5/(rand()%4+10)); 85 cout<<name<<" uses bash, "<<p.name<<"'s HP decreases "<<HPtemp<<endl; 86 EXPtemp=(int)(EXPtemp+HPtemp*1.2); 87 p.HP=(int)(p.HP-HPtemp); 88 cout<<name<<" obtained "<<EXPtemp<<" experience."<<endl; 89 EXP=(int)(EXP+EXPtemp); 90 system("pause"); 91 return 1; // Attack success 92 } 93 94 bool swordsman::specialatt(player &p) 95 { 96 if(MP<40) 97 { 98 cout<<"You don't have enough magic points!"<<endl; 99 system("pause"); 100 return 0; // Attack failed 101 } 102 else 103 { 104 MP-=40; // consume 40 MP to do special attack 105 106 //10% chance opponent evades 107 if(rand()%100<=10) 108 { 109 cout<<name<<"'s leap attack has been evaded by "<<p.name<<endl; 110 system("pause"); 111 return 1; 112 } 113 114 double HPtemp=0; 115 double EXPtemp=0; 116 //double hit=1; 117 //srand(time(NULL)); 118 HPtemp=(int)(AP*1.2+20); // not related to opponent's DP 119 EXPtemp=(int)(HPtemp*1.5); // special attack provides more experience 120 cout<<name<<" uses leap attack, "<<p.name<<"'s HP decreases "<<HPtemp<<endl; 121 cout<<name<<" obtained "<<EXPtemp<<" experience."<<endl; 122 p.HP=(int)(p.HP-HPtemp); 123 EXP=(int)(EXP+EXPtemp); 124 system("pause"); 125 } 126 return 1; // special attack succeed 127 } 128 129 // Computer opponent 130 void swordsman::AI(player &p) 131 { 132 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))) 133 // AI's HP cannot sustain 3 rounds && not too lavish && still has heal && won't be killed in next round 134 { 135 useHeal(); 136 } 137 else 138 { 139 if(MP>=40 && HP>0.5*HPmax && rand()%100<=30) 140 // AI has enough MP, it has 30% to make special attack 141 { 142 specialatt(p); 143 p.isDead(); // check whether player is dead 144 } 145 else 146 { 147 if (MP<40 && HP>0.5*HPmax && bag.nOfMW()) 148 // Not enough MP && HP is safe && still has magic water 149 { 150 useMW(); 151 } 152 else 153 { 154 attack(p); // normal attack 155 p.isDead(); 156 } 157 } 158 } 159 }




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