1. 程式人生 > 其它 >實驗五 類與多型

實驗五 類與多型

 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}  {}
14 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, const
Person &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
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 #endif
container.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 #endif
player.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