实验5 模板类与多态
实验任务2
"Person.hpp"
1 #ifndef _PERSON 2 #define _PERSON 3 4 #include <iostream> 5 #include <string> 6 #include <iomanip> 7 using namespace std; 8 9 class Person { 10 public: 11 Person(); 12 Person(string na, string tel, string ema); 13 void change_tel(string new_tel); 14 void change_ema(string new_ema); 15 friend ostream &operator << (ostream &out, const Person &x); 16 friend istream &operator >> (istream &in, Person &x); 17 friend bool operator == (const Person &a, const Person &b); 18 private: 19 string name; 20 string telephone; 21 string email; 22 }; 23 24 Person::Person() { 25 name = ""; 26 telephone = ""; 27 email = ""; 28 } 29 30 Person::Person(string na, string tel, string ema) { 31 name = na; 32 telephone = tel; 33 email = ema; 34 } 35 36 void Person::change_tel(string new_tel) { 37 telephone = new_tel; 38 } 39 40 void Person::change_ema(string new_ema) { 41 email = new_ema; 42 } 43 44 ostream &operator << (ostream &out, const Person &x) { 45 out << left << setw(20) << x.name << setw(20) << x.telephone << x.email; 46 47 return out; 48 } 49 50 istream &operator >> (istream &in, Person &x) { 51 getline(in >> ws, x.name); 52 in >> x.telephone >> x.email; 53 54 return in; 55 } 56 57 bool operator == (const Person &a, const Person &b) { 58 if (a.name == b.name && a.telephone == b.telephone) 59 return true; 60 else 61 return false; 62 } 63 64 #endif
"task2.cpp"
1 #include <iostream> 2 #include <fstream> 3 #include <vector> 4 #include "Person.hpp" 5 6 int main() { 7 using namespace std; 8 9 vector<Person> phone_book; 10 Person p; 11 12 while (cin >> p) 13 phone_book.push_back(p); 14 15 for (auto &i: phone_book) 16 cout << i << endl; 17 18 cout << boolalpha << (phone_book.at(0) == phone_book.at(1)) << endl; 19 20 ofstream fout; 21 22 fout.open("phone_book.txt"); 23 24 if (!fout.is_open()) { 25 cerr << "fail to open file phone_book.txt\n"; 26 return 1; 27 } 28 29 for (auto &i: phone_book) 30 fout << i << endl; 31 32 fout.close(); 33 34 system("pause"); 35 }
运行结果

实验任务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 11 #include "swordsman.h" 12 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 }
"container.cpp"
1 //======================= 2 // container.cpp 3 //======================= 4 5 // default constructor initialise the inventory as empty 6 #include "container.h" 7 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 }
"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 #include <iostream> 12 using namespace std; 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
"player.cpp"
1 //======================= 2 // player.cpp 3 //======================= 4 5 6 // character's HP and MP resume 7 #include "player.h" 8 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 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 }
"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 using namespace std; 15 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.cpp"
1 //======================= 2 // swordsman.cpp 3 //======================= 4 5 // constructor. default values don't need to be repeated here 6 #include "swordsman.h" 7 #include <string> 8 using namespace std; 9 10 swordsman::swordsman(int lv_in, string name_in) 11 { 12 role=sw; // enumerate type of job 13 LV=lv_in; 14 name=name_in; 15 16 // Initialising the character's properties, based on his level 17 HPmax=150+8*(LV-1); // HP increases 8 point2 per level 18 HP=HPmax; 19 MPmax=75+2*(LV-1); // MP increases 2 points per level 20 MP=MPmax; 21 AP=25+4*(LV-1); // AP increases 4 points per level 22 DP=25+4*(LV-1); // DP increases 4 points per level 23 speed=25+2*(LV-1); // speed increases 2 points per level 24 25 playerdeath=0; 26 EXP=LV*LV*75; 27 bag.set(lv_in, lv_in); 28 } 29 30 void swordsman::isLevelUp() 31 { 32 if(EXP>=LV*LV*75) 33 { 34 LV++; 35 AP+=4; 36 DP+=4; 37 HPmax+=8; 38 MPmax+=2; 39 speed+=2; 40 cout<<name<<" Level UP!"<<endl; 41 cout<<"HP improved 8 points to "<<HPmax<<endl; 42 cout<<"MP improved 2 points to "<<MPmax<<endl; 43 cout<<"Speed improved 2 points to "<<speed<<endl; 44 cout<<"AP improved 4 points to "<<AP<<endl; 45 cout<<"DP improved 5 points to "<<DP<<endl; 46 system("pause"); 47 isLevelUp(); // recursively call this function, so the character can level up multiple times if got enough exp 48 } 49 } 50 51 bool swordsman::attack(player &p) 52 { 53 double HPtemp=0; // opponent's HP decrement 54 double EXPtemp=0; // player obtained exp 55 double hit=1; // attach factor, probably give critical attack 56 srand((unsigned)time(NULL)); // generating random seed based on system time 57 58 // If speed greater than opponent, you have some possibility to do double attack 59 if ((speed>p.speed) && (rand()%100<(speed-p.speed))) // rand()%100 means generates a number no greater than 100 60 { 61 HPtemp=(int)((1.0*AP/p.DP)*AP*5/(rand()%4+10)); // opponent's HP decrement calculated based their AP/DP, and uncertain chance 62 cout<<name<<"'s quick strike hit "<<p.name<<", "<<p.name<<"'s HP decreased "<<HPtemp<<endl; 63 p.HP=int(p.HP-HPtemp); 64 EXPtemp=(int)(HPtemp*1.2); 65 } 66 67 // If speed smaller than opponent, the opponent has possibility to evade 68 if ((speed<p.speed) && (rand()%50<1)) 69 { 70 cout<<name<<"'s attack has been evaded by "<<p.name<<endl; 71 system("pause"); 72 return 1; 73 } 74 75 // 10% chance give critical attack 76 if (rand()%100<=10) 77 { 78 hit=1.5; 79 cout<<"Critical attack: "; 80 } 81 82 // Normal attack 83 HPtemp=(int)((1.0*AP/p.DP)*AP*5/(rand()%4+10)); 84 cout<<name<<" uses bash, "<<p.name<<"'s HP decreases "<<HPtemp<<endl; 85 EXPtemp=(int)(EXPtemp+HPtemp*1.2); 86 p.HP=(int)(p.HP-HPtemp); 87 cout<<name<<" obtained "<<EXPtemp<<" experience."<<endl; 88 EXP=(int)(EXP+EXPtemp); 89 system("pause"); 90 return 1; // Attack success 91 } 92 93 bool swordsman::specialatt(player &p) 94 { 95 if(MP<40) 96 { 97 cout<<"You don't have enough magic points!"<<endl; 98 system("pause"); 99 return 0; // Attack failed 100 } 101 else 102 { 103 MP-=40; // consume 40 MP to do special attack 104 105 //10% chance opponent evades 106 if(rand()%100<=10) 107 { 108 cout<<name<<"'s leap attack has been evaded by "<<p.name<<endl; 109 system("pause"); 110 return 1; 111 } 112 113 double HPtemp=0; 114 double EXPtemp=0; 115 //double hit=1; 116 //srand(time(NULL)); 117 HPtemp=(int)(AP*1.2+20); // not related to opponent's DP 118 EXPtemp=(int)(HPtemp*1.5); // special attack provides more experience 119 cout<<name<<" uses leap attack, "<<p.name<<"'s HP decreases "<<HPtemp<<endl; 120 cout<<name<<" obtained "<<EXPtemp<<" experience."<<endl; 121 p.HP=(int)(p.HP-HPtemp); 122 EXP=(int)(EXP+EXPtemp); 123 system("pause"); 124 } 125 return 1; // special attack succeed 126 } 127 128 // Computer opponent 129 void swordsman::AI(player &p) 130 { 131 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))) 132 // AI's HP cannot sustain 3 rounds && not too lavish && still has heal && won't be killed in next round 133 { 134 useHeal(); 135 } 136 else 137 { 138 if(MP>=40 && HP>0.5*HPmax && rand()%100<=30) 139 // AI has enough MP, it has 30% to make special attack 140 { 141 specialatt(p); 142 p.isDead(); // check whether player is dead 143 } 144 else 145 { 146 if (MP<40 && HP>0.5*HPmax && bag.nOfMW()) 147 // Not enough MP && HP is safe && still has magic water 148 { 149 useMW(); 150 } 151 else 152 { 153 attack(p); // normal attack 154 p.isDead(); 155 } 156 } 157 } 158 }
"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 <string> 10 using namespace std; 11 12 class swordsman: public player // subclass swordsman publicly inherited from base player 13 { 14 public: 15 swordsman(int lv_in=1, string name_in="Not Given"); 16 // constructor with default level of 1 and name of "Not given" 17 void isLevelUp(); 18 bool attack (player &p); 19 bool specialatt(player &p); 20 /* These three are derived from the pure virtual functions of base class 21 The definition of them will be given in this subclass. */ 22 void AI(player &p); // Computer opponent 23 };
运行结果


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