yy-L886

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实验五 多态和继承

 1 #pragma ocne
 2 #include<iostream>
 3 #include<string>
 4 using namespace std;
 5 class MachinePets
 6 {
 7     string nickname;
 8     public:
 9         MachinePets(const string s): nickname{s}{ };
10         string get_nickname() const;
11         virtual string talk()=0;
12 };
13 string MachinePets::get_nickname() const
14 {
15     return nickname;
16 }
17 class PetCats:public MachinePets
18 {
19     public:
20         PetCats(const string s) : MachinePets(s) {};
21         string talk()
22         {
23             string s={"miao wu~"};
24             return s;
25         }
26 };
27 class PetDogs:public MachinePets
28 {
29     public:
30         PetDogs(const string s) : MachinePets(s) {};
31         string talk()
32         {
33             string s={"wang wu~"};
34             return s;
35         }
36 };
 1 #include <iostream>
 2 #include "pets.hpp"
 3 
 4 void play(MachinePets &obj) {
 5     std::cout << obj.get_nickname() << " says " << obj.talk() << std::endl;
 6 }
 7 
 8 void test() {
 9     PetCats cat("miku");
10     PetDogs dog("da huang");
11 
12     play( cat );
13     play( dog );
14 }
15 
16 int main() {
17     test();
18 }

测试截图如下:

任务五

 1 #include<string>
 2 #include<iomanip>
 3 using namespace std;
 4 
 5 class Person
 6 {
 7     friend ostream& operator<<(ostream& out, const Person& obj);
 8     friend istream& operator>>(istream& in, Person& obj);
 9     friend bool operator==(const Person& obj1, const Person& obj2);
10 public:
11     Person():name(""),telephone(""),email("")
12     {}
13     Person(const string& _name, const string& _telephone, const string& _email = ""):name(_name), telephone(_telephone),email(_email)
14     {}
15     Person(const Person& obj):name(obj.name), telephone(obj.telephone),email(obj.email)
16     {}
17     void update_telephone();
18     void update_email();
19 private:
20     string name;
21     string telephone;
22     string email;
23 };
24 
25 void Person::update_telephone()
26 {
27     cout << "Enter the telephone number : ";
28     cin.clear();
29     cin >> telephone;
30     cout << "telephone number has been updated..."<<endl;
31 }
32 void Person::update_email()
33 {
34     cout << "Enter the email address: ";
35     cin.clear();
36     cin >> email;
37     cout << "email address has been updated..." << endl;
38 }
39 ostream& operator<<(ostream& out, const Person& obj)
40 {
41     out <<setw(15)<<setiosflags(ios::left)<<obj.name;
42     out << setw(15) << setiosflags(ios::left) << obj.telephone;
43     out << setw(15) << setiosflags(ios::left) << obj.email;
44     return out;
45  }
46 istream& operator>>(istream& in, Person& obj)
47 {
48     in >> obj.name >> obj.telephone >> obj.email;
49     return in;
50 }
51 bool operator==(const Person& obj1, const Person& obj2)
52 {
53     return obj1.name == obj2.name && obj1.telephone == obj2.telephone && obj1.email == obj2.email;
54 }
person.hpp
 1 #include <iostream>
 2 #include <fstream>
 3 #include <vector>
 4 #include "person.hpp"
 5 
 6 void test() {
 7     using namespace std;
 8 
 9     vector<Person> phone_book;
10     Person p;
11 
12     cout << "Enter person's contact until press Ctrl + Z" << endl;
13     while (cin >> p)
14         phone_book.push_back(p);
15 
16     cout << "\nupdate someone's contact: \n";
17     phone_book.at(0).update_telephone();
18     phone_book.at(0).update_email();
19 
20     cout << "\ndisplay all contacts' info\n";
21     for (auto& phone : phone_book)
22         cout << phone << endl;
23 
24     cout << "\ntest whether the same contact\n";
25     cout << boolalpha << (phone_book.at(0) == phone_book.at(1)) << endl;
26 }
27 
28 int main() {
29     test();
30 }
person.cpp

测试截图如下:

 

任务六

 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 // default constructor initialise the inventory as empty
26 #endif
 1 //=======================
 2 //        container.cpp
 3 //=======================
 4 
 5 // default constructor initialise the inventory as empty
 6 container::container()
 7 {
 8     set(0,0);
 9 }
10 
11 // set the item numbers
12 void container::set(int heal_n, int mw_n)
13 {
14     numOfHeal=heal_n;
15     numOfMW=mw_n;
16 }
17 
18 // get the number of heal
19 int container::nOfHeal()
20 {
21     return numOfHeal;
22 }
23 
24 // get the number of magic water
25 int container::nOfMW()
26 {
27     return numOfMW;
28 }
29 
30 // display the items;
31 void container::display()
32 {
33     cout<<"Your bag contains: "<<endl;
34     cout<<"Heal(HP+100): "<<numOfHeal<<endl;
35     cout<<"Magic Water (MP+80): "<<numOfMW<<endl;
36 }
37 
38 //use heal
39 bool container::useHeal()
40 {
41     numOfHeal--;
42     return 1;        // use heal successfully
43 }
44 
45 //use magic water
46 bool container::useMW()
47 {
48     numOfMW--;
49     return 1;        // use magic water successfully
50 }
 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 #include<iostream>
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 enum job { sw, ar, mg };    /* define 3 jobs by enumerate type
16                                sword man, archer, mage */
17 class player
18 {
19     friend void showinfo(player& p1, player& p2);
20     friend class swordsman;
21 
22 protected:
23     int HP, HPmax, MP, MPmax, AP, DP, speed, EXP, LV;
24     // General properties of all characters
25     string name;    // character name
26     job role;        /* character's job, one of swordman, archer and mage,
27                        as defined by the enumerate type */
28     container bag;    // character's inventory
29 
30 public:
31     virtual bool attack(player& p) = 0;    // normal attack
32     virtual bool specialatt(player& p) = 0;    //special attack
33     virtual void isLevelUp() = 0;            // level up judgement
34     /* Attention!
35     These three methods are called "Pure virtual functions".
36     They have only declaration, but no definition.
37     The class with pure virtual functions are called "Abstract class", which can only be used to inherited, but not to constructor objects.
38     The detailed definition of these pure virtual functions will be given in subclasses. */
39 
40     void reFill();        // character's HP and MP resume
41     bool death();        // report whether character is dead
42     void isDead();        // check whether character is dead
43     bool useHeal();        // consume heal, irrelevant to job
44     bool useMW();        // consume magic water, irrelevant to job
45     void transfer(player& p);    // possess opponent's items after victory
46     void showRole();    // display character's job
47 
48 private:
49     bool playerdeath;            // whether character is dead, doesn't need to be accessed or inherited
50 };
51 
52 #endif
  1 //=======================
  2 //        player.cpp
  3 //=======================
  4 #include<iostream>
  5 #include<iomanip>
  6 #include"player.h"
  7 using namespace std;
  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         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     HP += p.bag.nOfHeal();
 80     MP += p.bag.nOfMW();
 81     // set the character's bag, get opponent's items
 82 }
 83 
 84 // display character's job
 85 void player::showRole()
 86 {
 87     switch (role)
 88     {
 89     case sw:
 90         cout << "Swordsman";
 91         break;
 92     case ar:
 93         cout << "Archer";
 94         break;
 95     case mg:
 96         cout << "Mage";
 97         break;
 98     default:
 99         break;
100     }
101 }
102 
103 
104 // display character's job
105 void showinfo(player& p1, player& p2)
106 {
107     system("cls");
108     cout << "##############################################################" << endl;
109     cout << "# Player" << setw(10) << p1.name << "   LV. " << setw(3) << p1.LV
110         << "  # Opponent" << setw(10) << p2.name << "   LV. " << setw(3) << p2.LV << " #" << endl;
111     cout << "# HP " << setw(3) << (p1.HP <= 999 ? p1.HP : 999) << '/' << setw(3) << (p1.HPmax <= 999 ? p1.HPmax : 999)
112         << " | MP " << setw(3) << (p1.MP <= 999 ? p1.MP : 999) << '/' << setw(3) << (p1.MPmax <= 999 ? p1.MPmax : 999)
113         << "     # HP " << setw(3) << (p2.HP <= 999 ? p2.HP : 999) << '/' << setw(3) << (p2.HPmax <= 999 ? p2.HPmax : 999)
114         << " | MP " << setw(3) << (p2.MP <= 999 ? p2.MP : 999) << '/' << setw(3) << (p2.MPmax <= 999 ? p2.MPmax : 999) << "      #" << endl;
115     cout << "# AP " << setw(3) << (p1.AP <= 999 ? p1.AP : 999)
116         << " | DP " << setw(3) << (p1.DP <= 999 ? p1.DP : 999)
117         << " | speed " << setw(3) << (p1.speed <= 999 ? p1.speed : 999)
118         << " # AP " << setw(3) << (p2.AP <= 999 ? p2.AP : 999)
119         << " | DP " << setw(3) << (p2.DP <= 999 ? p2.DP : 999)
120         << " | speed " << setw(3) << (p2.speed <= 999 ? p2.speed : 999) << "  #" << endl;
121     cout << "# EXP" << setw(7) << p1.EXP << " Job: " << setw(7);
122     p1.showRole();
123     cout << "   # EXP" << setw(7) << p2.EXP << " Job: " << setw(7);
124     p2.showRole();
125     cout << "    #" << endl;
126     cout << "--------------------------------------------------------------" << endl;
127     p1.bag.display();
128     cout << "##############################################################" << endl;
129 }
 1 pragma once
 2 //=======================
 3 //        swordsman.h
 4 //=======================
 5 
 6 // Derived from base class player
 7 // For the job Swordsman
 8 
 9 #include "player.h"
10 class swordsman : public player    // subclass swordsman publicly inherited from base player
11 {
12 public:
13     swordsman(int lv_in = 1, string name_in = "Not Given");
14     // constructor with default level of 1 and name of "Not given"
15     void isLevelUp();
16     bool attack(player& p);
17     bool specialatt(player& p);
18     /* These three are derived from the pure virtual functions of base class
19        The definition of them will be given in this subclass. */
20     void AI(player& p);                // Computer opponent
21 };
  1 //=======================
  2 //        swordsman.cpp
  3 //=======================
  4 #include<iostream>
  5 #include"swordsman.h"
  6 using namespace std;
  7 // constructor. default values don't need to be repeated here
  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 }
  1 #include "swordsman.h"
  2 #include <iostream>
  3 #include <string>
  4 
  5 using namespace std;
  6 
  7 // main function for the RPG style game
  8 
  9 int main()
 10 {
 11     string tempName;
 12     bool success = 0;        //flag for storing whether operation is successful
 13     cout << "Please input player's name: ";
 14     cin >> tempName;        // get player's name from keyboard input
 15     player* human;    
 16     human = new swordsman(1, tempName);    // use pointer of base class, convenience for polymorphism
 17     int tempJob;        // temp choice for job selection
 18     do
 19     {
 20         cout << "Please choose a job: 1 Swordsman, 2 Archer, 3 Mage" << endl;
 21         cin >> tempJob;
 22         system("cls");        // clear the screen
 23         switch (tempJob)
 24         {
 25         case 1:
 26             human = new swordsman(1, tempName);    // create the character with user inputted name and job
 27             success = 1;        // operation succeed
 28             break;
 29         default:
 30             break;                // In this case, success=0, character creation failed
 31         }
 32     } while (success != 1);        // so the loop will ask user to re-create a character
 33 
 34     int tempCom;            // temp command inputted by user
 35     int nOpp = 0;                // the Nth opponent
 36     for (int i = 1; nOpp < 5; i += 2)    // i is opponent's level
 37     {
 38         nOpp++;
 39         system("cls");
 40         cout << "STAGE" << nOpp << endl;
 41         cout << "Your opponent, a Level " << i << " Swordsman." << endl;
 42         system("pause");
 43         swordsman enemy(i, "Warrior");    // Initialise an opponent, level i, name "Junior"
 44         human->reFill();                // get HP/MP refill before start fight
 45 
 46         while (!human->death() && !enemy.death())    // no died
 47         {
 48             success = 0;
 49             while (success != 1)
 50             {
 51                 showinfo(*human, enemy);                // show fighter's information
 52                 cout << "Please give command: " << endl;
 53                 cout << "1 Attack; 2 Special Attack; 3 Use Heal; 4 Use Magic Water; 0 Exit Game" << endl;
 54                 cin >> tempCom;
 55                 switch (tempCom)
 56                 {
 57                 case 0:
 58                     cout << "Are you sure to exit? Y/N" << endl;
 59                     char temp;
 60                     cin >> temp;
 61                     if (temp == 'Y' || temp == 'y')
 62                         return 0;
 63                     else
 64                         break;
 65                 case 1:
 66                     success = human->attack(enemy);
 67                     human->isLevelUp();
 68                     enemy.isDead();
 69                     break;
 70                 case 2:
 71                     success = human->specialatt(enemy);
 72                     human->isLevelUp();
 73                     enemy.isDead();
 74                     break;
 75                 case 3:
 76                     success = human->useHeal();
 77                     break;
 78                 case 4:
 79                     success = human->useMW();
 80                     break;
 81                 default:
 82                     break;
 83                 }
 84             }
 85             if (!enemy.death())        // If AI still alive
 86                 enemy.AI(*human);
 87             else                            // AI died
 88             {
 89                 cout << "YOU WIN" << endl;
 90                 human->transfer(enemy);        // player got all AI's items
 91             }
 92             if (human->death())
 93             {
 94                 system("cls");
 95                 cout << endl << setw(50) << "GAME OVER" << endl;
 96                 delete human;        // player is dead, program is getting to its end, what should we do here?
 97                     system("pause");
 98                 return 0;
 99             }
100         }
101     }
102     delete human;            // You win, program is getting to its end, what should we do here?
103         system("cls");
104     cout << "Congratulations! You defeated all opponents!!" << endl;
105     system("pause");
106     return 0;
107 }

运行测试截图:

posted on 2022-11-29 19:27  小猪葛屁了  阅读(14)  评论(0编辑  收藏  举报