實驗五 類與多型
阿新 • • 發佈:2021-12-12
1 #ifndef PERSON_HPP 2 #define PERSON_HPP 3 #include <iostream> 4 #include <iomanip> 5 #include <string> 6 7 using namespace std; 8 9 class Person 10 { 11 public: 12 //帶有預設形參值的預設建構函式 13 Person(string name0="0",string telephone0="0",string email0="0"):name{name0},telephone{telephone0},email{email0} {}Person.hpp14 Person(string name0,string telephone0):name{name0},telephone{telephone0} {} 15 16 string change_telephone(Person p,string &t) { p.telephone=t; } 17 string change_email(Person p,string &e) { p.telephone=e; } 18 19 friend ostream& operator <<(ostream &out, constPerson &p); 20 friend istream& operator >>(istream&in, Person &p); 21 friend bool operator ==(const Person &p1,const Person &p2); 22 private: 23 string name; string telephone; string email; 24 }; 25 26 ostream& operator <<(ostream &out, const Person &p1)27 { 28 out <<setiosflags(ios::left)<<setw(15)<< p1.name << setw(10) << p1.telephone << p1.email; 29 return out; 30 } 31 32 istream& operator >>(istream &in, Person &p1) 33 { 34 in >> p1.name >> p1.telephone >> p1.email; 35 return in; 36 } 37 38 bool operator ==(const Person &p1,const Person &p2) 39 { 40 return p1.name==p2.name && p1.telephone==p2.telephone && p1.email==p2.email; 41 } 42 #endif // PERSON_HPP
1 task2.cpp 2 #include <iostream> 3 #include <fstream> 4 #include <vector> 5 #include "Person.hpp" 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 // save phone_book information to file 22 ofstream fout; 23 24 fout.open("phone_book.txt"); 25 26 if(!fout.is_open()) 27 { 28 cerr << "fail to open file phone_book.txt\n"; 29 return 1; 30 } 31 32 for(auto &i: phone_book) 33 fout << i << endl; 34 35 fout.close(); 36 }task2.cpp
呼叫過程:cout << i 會轉化成 ostream & operator << ( cout , i )
fout << i 會轉化成 ostream & operator << ( fout , i )
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 //(1) Conditional compilation 9 #define _CONTAINER 10 #include <iostream> 11 #include <string> 12 13 using namespace std; 14 15 class container // Inventory 16 { 17 protected: 18 int numOfHeal; // number of heal 19 int numOfMW; // number of magic water 20 public: 21 container(); // constuctor 22 void set(int heal_n, int mw_n); // set the items numbers 23 int nOfHeal(); // get the number of heal 24 int nOfMW(); // get the number of magic water 25 void display(); // display the items; 26 bool useHeal(); // use heal 27 bool useMW(); // use magic water 28 }; 29 30 #endifcontainer.h
1 //======================= 2 // container.cpp 3 //======================= 4 5 // default constructor initialise the inventory as empty 6 #include"container.h" 7 #include <iostream> 8 #include <string> 9 10 using namespace std; 11 12 container::container() 13 { 14 set(0,0); 15 } 16 17 // set the item numbers 18 void container::set(int heal_n, int mw_n) 19 { 20 numOfHeal=heal_n; 21 numOfMW=mw_n; 22 } 23 24 // get the number of heal 25 int container::nOfHeal() 26 { 27 return numOfHeal; 28 } 29 30 // get the number of magic water 31 int container::nOfMW() 32 { 33 return numOfMW; 34 } 35 36 // display the items; 37 void container::display() 38 { 39 cout<<"Your bag contains: "<<endl; 40 cout<<"Heal(HP+100): "<<numOfHeal<<endl; 41 cout<<"Magic Water (MP+80): "<<numOfMW<<endl; 42 } 43 44 //use heal 45 bool container::useHeal() 46 { 47 numOfHeal--; //(2)number of magic water decrease 48 return 1; // use heal successfully 49 } 50 51 //use magic water 52 bool container::useMW() 53 { 54 numOfMW--; 55 return 1; // use magic water successfully 56 }container.cpp
1 //======================= 2 // player.h 3 //======================= 4 5 // 玩家的基類 6 // 包括與字元相關的一般屬性和方法 7 8 #ifndef _PLAYER 9 #define _PLAYER 10 11 #include <iomanip> // 用於設定欄位寬度 12 #include <time.h> // 用於產生隨機因素 13 #include "container.h" 14 #include <iostream> 15 #include <string> 16 17 using namespace std; 18 19 enum job {sw, ar, mg}; /*通過列舉型別定義3個job 劍人,弓箭手,法師*/ 20 class player 21 { 22 friend void showinfo(player &p1, player &p2); 23 friend class swordsman; 24 25 protected: 26 int HP, HPmax, MP, MPmax, AP, DP, speed, EXP, LV; 27 // General properties of all characters 28 string name; // character name 29 job role; /* character's job, one of swordman, archer and mage, 30 as defined by the enumerate type */ 31 container bag; // character's inventory 32 33 public: 34 virtual bool attack(player &p)=0; // normal attack 35 virtual bool specialatt(player &p)=0; //special attack 36 virtual void isLevelUp()=0; // level up judgement 37 /* Attention! 38 These three methods are called "Pure virtual functions". 39 They have only declaration, but no definition. 40 The class with pure virtual functions are called "Abstract class", which can only be used to inherited, but not to constructor objects. 41 The detailed definition of these pure virtual functions will be given in subclasses. */ 42 43 void reFill(); // character's HP and MP resume 44 bool death(); // report whether character is dead 45 void isDead(); // check whether character is dead 46 bool useHeal(); // consume heal, irrelevant to job 47 bool useMW(); // consume magic water, irrelevant to job 48 void transfer(player &p); // possess opponent's items after victory 49 void showRole(); // display character's job 50 51 private: 52 bool playerdeath; // whether character is dead, doesn't need to be accessed or inherited 53 }; 54 55 #endifplayer.h
1 //======================= 2 // player.cpp 3 //======================= 4 5 6 // character's HP and MP resume 7 #include <iostream> 8 #include <string> 9 #include "player.h" 10 using namespace std; 11 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 bag.set(bag.nOfHeal()+p.bag.nOfHeal(),bag.nOfMW()+p.bag.nOfMW()); 83 //(3) Put your belongings in your backpack 84 // set the character's bag, get opponent's items 85 } 86 87 // display character's job 88 void player::showRole() 89 { 90 switch(role) 91 { 92 case sw: 93 cout<<"Swordsman"; 94 break; 95 case ar: 96 cout<<"Archer"; 97 break; 98 case mg: 99 cout<<"Mage"; 100 break; 101 default: 102 break; 103 } 104 } 105 106 107 // display character's job 108 void showinfo(player &p1,player &p2) //(4)show fighter's information 109 { 110 system("cls"); 111 cout<<"##############################################################"<<endl; 112 cout<<"# Player"<<setw(10)<<p1.name<<" LV. "<<setw(3) <<p1.LV 113 <<" # Opponent"<<setw(10)<<p2.name<<" LV. "<<setw(3) <<p2.LV<<" #"<<endl; 114 cout<<"# HP "<<setw(3)<<(p1.HP<=999?p1.HP:999)<<'/'<<setw(3)<<(p1.HPmax<=999?p1.HPmax:999) 115 <<" | MP "<<setw(3)<<(p1.MP<=999?p1.MP:999)<<'/'<<setw(3)<<(p1.MPmax<=999?p1.MPmax:999) 116 <<" # HP "<<setw(3)<<(p2.HP<=999?p2.HP:999)<<'/'<<setw(3)<<(p2.HPmax<=999?p2.HPmax:999) 117 <<" | MP "<<setw(3)<<(p2.MP<=999?p2.MP:999)<<'/'<<setw(3)<<(p2.MPmax<=999?p2.MPmax:999)<<" #"<<endl; 118 cout<<"# AP "<<setw(3)<<(p1.AP<=999?p1.AP:999) 119 <<" | DP "<<setw(3)<<(p1.DP<=999?p1.DP:999) 120 <<" | speed "<<setw(3)<<(p1.speed<=999?p1.speed:999) 121 <<" # AP "<<setw(3)<<(p2.AP<=999?p2.AP:999) 122 <<" | DP "<<setw(3)<<(p2.DP<=999?p2.DP:999) 123 <<" | speed "<<setw(3)<<(p2.speed<=999?p2.speed:999)<<" #"<<endl; 124 cout<<"# EXP"<<setw(7)<<p1.EXP<<" Job: "<<setw(7); 125 p1.showRole(); 126 cout<<" # EXP"<<setw(7)<<p2.EXP<<" Job: "<<setw(7); 127 p2.showRole(); 128 cout<<" #"<<endl; 129 cout<<"--------------------------------------------------------------"<<endl; 130 p1.bag.display(); 131 cout<<"##############################################################"<<endl; 132 }player.cpp
1 //======================= 2 // swordsman.h 3 //======================= 4 5 // Derived from base class player 6 // For the job Swordsman 7 8 #include "player.h" 9 #include <iostream> 10 #include <string> 11 12 using namespace std; 13 14 class swordsman : public player //(5) subclass swordsman publicly inherited from base player 15 { 16 public: 17 swordsman(int lv_in=1, string name_in="Not Given"); 18 // constructor with default level of 1 and name of "Not given" 19 void isLevelUp(); 20 bool attack (player &p); 21 bool specialatt(player &p); 22 /* These three are derived from the pure virtual functions of base class 23 The definition of them will be given in this subclass. */ 24 void AI(player &p); // Computer opponent 25 };sworsman.h
1 //======================= 2 // swordsman.cpp 3 //======================= 4 5 // constructor. default values don't need to be repeated here 6 #include <iostream> 7 #include <string> 8 #include "swordsman.h" 9 using namespace std; 10 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 }swordsman.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; //(7)People die // 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; //(8)exit program// 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 }main.cpp