實驗5 模板類與多型
阿新 • • 發佈:2021-12-08
實驗任務1
1、Complex類的運算子過載
2、自定義複數模板類Complex
實驗任務2
模擬電話薄的資訊新增、儲存
<Person.hpp>
1 #ifndef PERSON_HPP 2 #define PERSON_HPP 3 4 using namespace std; 5 #include <iostream> 6 #include <iomanip> 7 8 class Person 9 { 10 public: 11 Person(); 12 Person(string n, string t, stringe = " ") : name(n), telephone(t), email(e) {} 13 void change_phone(string newphone) { telephone = newphone; } 14 void change_email(string newemail) { email = newemail; } 15 16 friend ostream &operator<<(ostream &os, const Person &p); 17 friend istream &operator>>(istream &is, Person &p); 18 friend bool operator==(const Person &p1, const Person &p2); 19 20 private: 21 string name; 22 string telephone; 23 string email; 24 }; 25 Person::Person() 26 { 27 name = "yaobai"; 28 telephone = "201983300444"; 29 email = "[email protected]"; 30 } 31 32 ostream &operator<<(ostream &os, const Person &p) 33 { 34 os.setf(ios::left); 35 os << setw(15) << p.name 36 << setw(15) << p.telephone 37 << setw(15) << p.email; 38 return os; 39 } 40 istream &operator>>(istream &is, Person &p) 41 { 42 is >> p.name >> p.telephone >> p.email; 43 return is; 44 } 45 bool operator==(const Person &p1, const Person &p2) 46 { 47 return (p1.name == p2.name && p1.telephone == p2.telephone); 48 } 49 50 #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 }
測試結果:
檔案內容:
回答問題
這個任務中,插入運算子<<被過載為友元函式。
① 在測試程式碼中, cout << i ,編譯器會將這個表示式轉換成什麼樣的函式呼叫?寫出具體的函式呼叫形式。
operator<<(cout,i)
② 在測試程式碼中, fout << i ,編譯器會將這個表示式轉換成什麼樣的函式呼叫?寫出具體的函式呼叫形式。
operaotr<<(fout,i)
實驗任務3
簡單RPG遊戲的補足
<container.hpp>
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 //1_????????????? 8 #ifndef _CONTAINER // Conditional compilation 9 #define _CONTAINER 10 11 class container // Inventory 12 { 13 friend class player; //ąăÓÚplayerŔŕˇĂÎĘnumOfHealŁŹnumOfMW 14 protected: 15 int numOfHeal; // number of heal 16 int numOfMW; // number of magic water 17 public: 18 container(); // constuctor 19 void set(int heal_n, int mw_n); // set the items numbers 20 int nOfHeal(); // get the number of heal 21 int nOfMW(); // get the number of magic water 22 void display(); // display the items; 23 bool useHeal(); // use heal 24 bool useMW(); // use magic water 25 }; 26 #endif
<container.cpp>
1 //======================= 2 // container.cpp 3 //======================= 4 5 // default constructor initialise the inventory as empty 6 #include "container.h" 7 #include <iostream> 8 using std::cout; 9 using std::endl; 10 container::container() 11 { 12 set(0, 0); 13 } 14 15 // set the item numbers 16 void container::set(int heal_n, int mw_n) 17 { 18 numOfHeal = heal_n; 19 numOfMW = mw_n; 20 } 21 22 // get the number of heal 23 int container::nOfHeal() 24 { 25 return numOfHeal; 26 } 27 28 // get the number of magic water 29 int container::nOfMW() 30 { 31 return numOfMW; 32 } 33 34 // display the items; 35 void container::display() 36 { 37 cout << "Your bag contains: " << endl; 38 cout << "Heal(HP+100): " << numOfHeal << endl; 39 cout << "Magic Water (MP+80): " << numOfMW << endl; 40 } 41 42 // use heal 43 bool container::useHeal() 44 { 45 // 2_???????? 46 numOfHeal--; 47 return 1; // use heal successfully 48 } 49 50 // use magic water 51 bool container::useMW() 52 { 53 numOfMW--; 54 return 1; // use magic water successfully 55 }
<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 15 using std::string; 16 17 enum job 18 { 19 sw, 20 ar, 21 mg 22 }; /* define 3 jobs by enumerate type 23 sword man, archer, mage */ 24 class player 25 { 26 friend void showinfo(player &p1, player &p2); 27 friend class swordsman; 28 29 protected: 30 int HP, HPmax, MP, MPmax, AP, DP, speed, EXP, LV; 31 // General properties of all characters 32 string name; // character name 33 job role; /* character's job, one of swordman, archer and mage, 34 as defined by the enumerate type */ 35 container bag; // character's inventory 36 37 public: 38 virtual bool attack(player &p) = 0; // normal attack 39 virtual bool specialatt(player &p) = 0; // special attack 40 virtual void isLevelUp() = 0; // level up judgement 41 /* Attention! 42 These three methods are called "Pure virtual functions". 43 They have only declaration, but no definition. 44 The class with pure virtual functions are called "Abstract class", which can only be used to inherited, but not to constructor objects. 45 The detailed definition of these pure virtual functions will be given in subclasses. */ 46 47 void reFill(); // character's HP and MP resume 48 bool death(); // report whether character is dead 49 void isDead(); // check whether character is dead 50 bool useHeal(); // consume heal, irrelevant to job 51 bool useMW(); // consume magic water, irrelevant to job 52 void transfer(player &p); // possess opponent's items after victory 53 void showRole(); // display character's job 54 private: 55 bool playerdeath; // whether character is dead, doesn't need to be accessed or inherited 56 }; 57 58 #endif
<player.cpp>
1 //======================= 2 // player.cpp 3 //======================= 4 #include "player.h" 5 #include "container.h" 6 #include <iostream> 7 #include <iomanip> 8 9 using namespace std; 10 11 // character's HP and MP resume 12 void player::reFill() 13 { 14 HP = HPmax; // HP and MP fully recovered 15 MP = MPmax; 16 } 17 18 // report whether character is dead 19 bool player::death() 20 { 21 return playerdeath; 22 } 23 24 // check whether character is dead 25 void player::isDead() 26 { 27 if (HP <= 0) // HP less than 0, character is dead 28 { 29 cout << name << " is Dead." << endl; 30 system("pause"); 31 playerdeath = 1; // give the label of death value 1 32 } 33 } 34 35 // consume heal, irrelevant to job 36 bool player::useHeal() 37 { 38 if (bag.nOfHeal() > 0) 39 { 40 HP = HP + 100; 41 if (HP > HPmax) // HP cannot be larger than maximum value 42 HP = HPmax; // so assign it to HPmax, if necessary 43 cout << name << " used Heal, HP increased by 100." << endl; 44 bag.useHeal(); // use heal 45 system("pause"); 46 return 1; // usage of heal succeed 47 } 48 else // If no more heal in bag, cannot use 49 { 50 cout << "Sorry, you don't have heal to use." << endl; 51 system("pause"); 52 return 0; // usage of heal failed 53 } 54 } 55 56 // consume magic water, irrelevant to job 57 bool player::useMW() 58 { 59 if (bag.nOfMW() > 0) 60 { 61 MP = MP + 100; 62 if (MP > MPmax) 63 MP = MPmax; 64 cout << name << " used Magic Water, MP increased by 100." << endl; 65 bag.useMW(); 66 system("pause"); 67 return 1; // usage of magic water succeed 68 } 69 else 70 { 71 cout << "Sorry, you don't have magic water to use." << endl; 72 system("pause"); 73 return 0; // usage of magic water failed 74 } 75 } 76 77 // possess opponent's items after victory 78 void player::transfer(player &p) 79 { 80 cout << name << " got" << p.bag.nOfHeal() << " Heal, and " << p.bag.nOfMW() << " Magic Water." << endl; 81 system("pause"); 82 // 3_??????????? 83 bag.set(bag.numOfHeal + p.bag.nOfHeal(), bag.numOfMW + bag.nOfMW()); 84 // set the character's bag, get opponent's items 85 } 86 // display character's job 87 void player::showRole() 88 { 89 switch (role) 90 { 91 case sw: 92 cout << "Swordsman"; 93 break; 94 case ar: 95 cout << "Archer"; 96 break; 97 case mg: 98 cout << "Mage"; 99 break; 100 default: 101 break; 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>
1 //======================= 2 // swordsman.h 3 //======================= 4 5 // Derived from base class player 6 // For the job Swordsman 7 #ifndef _SWORDSMAN 8 #define _SWORDSMAN 9 10 #include "player.h" 11 //5_????????? 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 }; 24 #endif
<swordsman.cpp>
1 //======================= 2 // swordsman.cpp 3 //======================= 4 5 // constructor. default values don't need to be repeated here 6 7 #include "swordsman.h" 8 #include <iostream> 9 using std::cout; 10 using std::endl; 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 }
<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 #include "swordsman.cpp" 13 #include "player.cpp" 14 #include "container.cpp" 15 int main() 16 { 17 string tempName; 18 bool success = 0; // flag for storing whether operation is successful 19 cout << "Please input player's name: "; 20 cin >> tempName; // get player's name from keyboard input 21 player *human; // use pointer of base class, convenience for polymorphism 22 int tempJob; // temp choice for job selection 23 do 24 { 25 cout << "Please choose a job: 1 Swordsman, 2 Archer, 3 Mage" << endl; 26 cin >> tempJob; 27 system("cls"); // clear the screen 28 switch (tempJob) 29 { 30 case 1: 31 human = new swordsman(1, tempName); // create the character with user inputted name and job 32 success = 1; // operation succeed 33 break; 34 default: 35 break; // In this case, success=0, character creation failed 36 } 37 } while (success != 1); // so the loop will ask user to re-create a character 38 39 int tempCom; // temp command inputted by user 40 int nOpp = 0; // the Nth opponent 41 for (int i = 1; nOpp < 5; i += 2) // i is opponent's level 42 { 43 nOpp++; 44 system("cls"); 45 cout << "STAGE" << nOpp << endl; 46 cout << "Your opponent, a Level " << i << " Swordsman." << endl; 47 system("pause"); 48 swordsman enemy(i, "Warrior"); // Initialise an opponent, level i, name "Junior" 49 human->reFill(); // get HP/MP refill before start fight 50 51 while (!human->death() && !enemy.death()) // no died 52 { 53 success = 0; 54 while (success != 1) 55 { 56 showinfo(*human, enemy); // show fighter's information 57 cout << "Please give command: " << endl; 58 cout << "1 Attack; 2 Special Attack; 3 Use Heal; 4 Use Magic Water; 0 Exit Game" << endl; 59 cin >> tempCom; 60 switch (tempCom) 61 { 62 case 0: 63 cout << "Are you sure to exit? Y/N" << endl; 64 char temp; 65 cin >> temp; 66 if (temp == 'Y' || temp == 'y') 67 return 0; 68 else 69 break; 70 case 1: 71 success = human->attack(enemy); 72 human->isLevelUp(); 73 enemy.isDead(); 74 break; 75 case 2: 76 success = human->specialatt(enemy); 77 human->isLevelUp(); 78 enemy.isDead(); 79 break; 80 case 3: 81 success = human->useHeal(); 82 break; 83 case 4: 84 success = human->useMW(); 85 break; 86 default: 87 break; 88 } 89 } 90 if (!enemy.death()) // If AI still alive 91 enemy.AI(*human); 92 else // AI died 93 { 94 cout << "YOU WIN" << endl; 95 human->transfer(enemy); // player got all AI's items 96 } 97 if (human->death()) 98 { 99 system("cls"); 100 cout << endl 101 << setw(50) << "GAME OVER" << endl; 102 // 6_??????????? 103 delete human; 104 human = nullptr; // player is dead, program is getting to its end, what should we do here? 105 system("pause"); 106 return 0; 107 } 108 } 109 } 110 // 7_??????????? 111 delete human; 112 human = nullptr; // You win, program is getting to its end, what should we do here? 113 system("cls"); 114 cout << "Congratulations! You defeated all opponents!!" << endl; 115 system("pause"); 116 return 0; 117 }
測試結果:
回合制人機對戰(部分遊戲截圖如下)
普通攻擊:
特殊攻擊:
使用治癒藥水:
血量恢復:
使用魔法藥水:
被擊敗:
遊戲結束:
心得與體會:
1、如果需要訪問保護成員或私有成員,可以在被訪問類中宣告訪問類為friend class,如本實驗在container類中將player類宣告為friend class
2、使用完指向物件的指標後,要作如下處理:
delete 指標指向的物件
使指標指向nullptr
3、基類指標和基類引用可以指向多種派生類,實現多型