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
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 }
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
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
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 };
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 }
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
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 }
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 }


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