实验5 模板类与多态

1. 实验任务2

Person.hpp源码和task2.cpp源码

Person,hpp:

 1 #ifndef PERSON_HPP
 2 #define PERSON_HPP
 3 #include <iostream>
 4 #include <iomanip>
 5 #include<string>
 6 using namespace std;
 7 
 8 class Person {
 9 public:
10     Person(string a = "Ole Olsen", string b = "13352196559", string c = "") :name(a), telephone(b), email(c) {};
11     void changenum(string a) { telephone = a; };
12     void changemail(string a) { email = a; };
13     friend ostream& operator<<(ostream& out, const Person& c);
14     friend istream& operator>>(istream& cin, Person& c);
15     friend bool operator==(Person &a, Person& c)
16     {
17 
18         return (a.name == c.name) && (a.telephone == c.telephone) && (a.email == c.email);
19     }
20 private:
21     string name, telephone,email;
22 };
23 ostream& operator<<(ostream& out, const Person& c) {
24     out <<left<<setw(20)<<c.name <<setw(20)<< c.telephone <<setw(20)<< c.email << endl;
25     return out;
26 }
27 istream& operator>>(istream&cin, Person& c) {
28     getline(cin, c.name);
29     getline(cin, c.telephone);
30     getline(cin, c.email);
31     cin.ignore();
32    return cin;
33 }
34 
35 
36 
37 
38 
39 
40 
41 
42 
43 
44 #endif
View Code

task2.cpp:

 1 #include <iostream>
 2 #include <fstream>
 3 #include <vector>
 4 #include "Person.hpp"
 5 
 6 int main()
 7 {
 8     using namespace std;
 9 
10     vector<Person> phone_book;
11     Person p;
12 
13     while(cin>>p)
14         phone_book.push_back(p);
15     
16     for(auto &i: phone_book)
17         cout << i << endl;
18     
19     cout << boolalpha << (phone_book.at(0) == phone_book.at(1)) << endl;
20 
21     ofstream fout;
22 
23     fout.open("phone_book.txt");
24 
25     if(!fout.is_open())
26     {
27         cerr << "fail to open file phone_book.txt\n";
28         return 1;
29     }
30 
31     for(auto &i: phone_book)
32         fout << i << endl;
33     
34     fout.close();
35 }
View Code

运行结果:

 

 

2.回答问题

          ① ostream &operator<<(cout, i);

          ② ostream &operator<<(fout, i);

3. 实验任务3

补足后的源码:

container.h:

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

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 
 11 #include "container.h"
 12 #include "player.h"
 13 #include "swordsman.h"
 14 
 15 
 16 int main()
 17 {
 18     string tempName;
 19     bool success=0;        //flag for storing whether operation is successful
 20     cout <<"Please input player's name: ";
 21     cin >>tempName;        // get player's name from keyboard input
 22     player *human=NULL;        // use pointer of base class, convenience for polymorphism
 23     int tempJob;        // temp choice for job selection
 24     do
 25     {
 26         cout <<"Please choose a job: 1 Swordsman, 2 Archer, 3 Mage"<<endl;
 27         cin>>tempJob;
 28         system("cls");        // clear the screen
 29         switch(tempJob)
 30         {
 31         case 1:
 32             human=new swordsman(1,tempName);    // create the character with user inputted name and job
 33             success=1;        // operation succeed
 34             break;
 35         default:
 36             break;                // In this case, success=0, character creation failed
 37         }
 38     }while(success!=1);        // so the loop will ask user to re-create a character
 39 
 40     int tempCom;            // temp command inputted by user
 41     int nOpp=0;                // the Nth opponent
 42     for(int i=1;nOpp<5;i+=2)    // i is opponent's level
 43     {
 44         nOpp++;
 45         system("cls");
 46         cout<<"STAGE" <<nOpp<<endl;
 47         cout<<"Your opponent, a Level "<<i<<" Swordsman."<<endl;
 48         system("pause");
 49         swordsman enemy(i, "Warrior");    // Initialise an opponent, level i, name "Junior"
 50         human->reFill();                // get HP/MP refill before start fight
 51         
 52         while(!human->death() && !enemy.death())    // no died
 53         {
 54             success=0;
 55             while (success!=1)
 56             {
 57                 showinfo(*human,enemy);                // show fighter's information
 58                 cout<<"Please give command: "<<endl;
 59                 cout<<"1 Attack; 2 Special Attack; 3 Use Heal; 4 Use Magic Water; 0 Exit Game"<<endl;
 60                 cin>>tempCom;
 61                 switch(tempCom)
 62                 {
 63                 case 0:
 64                     cout<<"Are you sure to exit? Y/N"<<endl;
 65                     char temp;
 66                     cin>>temp;
 67                     if(temp=='Y'||temp=='y')
 68                         return 0;
 69                     else
 70                         break;
 71                 case 1:
 72                     success=human->attack(enemy);
 73                     human->isLevelUp();
 74                     enemy.isDead();
 75                     break;
 76                 case 2:
 77                     success=human->specialatt(enemy);
 78                     human->isLevelUp();
 79                     enemy.isDead();
 80                     break;
 81                 case 3:
 82                     success=human->useHeal();
 83                     break;
 84                 case 4:
 85                     success=human->useMW();
 86                     break;
 87                 default:
 88                     break;
 89                 }
 90             }
 91             if(!enemy.death())        // If AI still alive
 92                 enemy.AI(*human);
 93             else                            // AI died
 94             {
 95                 cout<<"YOU WIN"<<endl;
 96                 human->transfer(enemy);        // player got all AI's items
 97             }
 98             if (human->death())
 99             {
100                 system("cls");
101                 cout<<endl<<setw(50)<<"GAME OVER"<<endl;
102                 delete human;        // player is dead, program is getting to its end, what should we do here?
103                 system("pause");
104                 return 0;
105             }
106         }
107     }
108     delete human;        // You win, program is getting to its end, what should we do here?
109     system("cls");
110     cout<<"Congratulations! You defeated all opponents!!"<<endl;
111     system("pause");
112     return 0;
113 }
114         
View Code

player.cpp:

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

swordsman.cpp:

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

 

 

posted @ 2021-12-11 10:12  热橙汁  阅读(34)  评论(3)    收藏  举报