1. 程式人生 > 其它 >實驗五:模板類與多型

實驗五:模板類與多型

一.實驗任務1.3

 1 #include<iostream>
 2 using std::cout;
 3 using std::endl;
 4 using std::ostream;
 5 using std::istream;
 6 template <typename T>
 7 class Complex {
 8 public:
 9     Complex(T r = 0, T i = 0) :real{ r }, imag{ i }{}
10     Complex(const Complex<T> &c) : real{ c.real }, imag{ c.imag } {}
11 T get_real() const { return real; } 12 T get_imag() const { return imag; } 13 14 Complex<T> &operator+=(const Complex<T> &obj); 15 16 template <typename T1> 17 friend ostream& operator<<(ostream& out, const Complex<T1> &c1);
18 19 template <typename T1> 20 friend istream& operator>>(istream& in, Complex<T1> &c1); 21 private: 22 T real,imag; 23 }; 24 25 template <typename T> 26 Complex<T>& Complex<T>::operator+=(const Complex<T>& obj) { 27 real += obj.real;
28 imag += obj.imag; 29 return *this; 30 } 31 32 template <typename T> 33 Complex<T> operator+(const Complex<T>& c1, const Complex<T>& c2) 34 { 35 return Complex<T>(c1.get_real() + c2.get_real(), 36 c1.get_imag() + c2.get_imag()); 37 } 38 39 template <typename T> 40 bool operator==(const Complex<T>& c1, const Complex<T>& c2) 41 { 42 return c1.get_real() == c2.get_real() && c1.get_imag() == 43 c2.get_imag(); 44 } 45 46 template <typename T1> 47 ostream& operator<<(ostream& out, const Complex<T1>& c1) { 48 if (c1.imag == 0) 49 out << c1.real; 50 else if (c1.imag > 0) 51 out << c1.real << " + " << c1.imag << "i"; 52 else 53 out << c1.real << " - " << -c1.imag << "i"; 54 return out; 55 } 56 57 template <typename T1> 58 istream& operator>>(istream& in, Complex<T1>& c1) { 59 in >> c1.real >> c1.imag; 60 return in; 61 } 62 int main() { 63 using namespace std; 64 Complex<double> c1(2, 4), c2; 65 cin >> c2; 66 cout << c2.get_real() << " " << c2.get_imag() << endl; 67 c1 += c2; 68 cout << c1; 69 if (c1 == c2) 70 cout << "Yes!"; 71 else cout << "No!"; 72 return 0; 73 }
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總結:

自己動手實現的過程發現的錯誤還是很多的:

如果用到標準模板庫中複數模板類compex,在輸入輸出時,都要以 (real, imag) 的格式,一開始不知道這個規則,輸入沒加括號,編譯器自動認為第二個數字是0。

1.3中,template <typename T>不是一勞永逸的 容易忽略的尤其是友元函式

friend ostream& operator<<(ostream& out, const Complex<T> &c1);

friend istream& operator>>(istream& in, Complex<T> &c1);

需要另外宣告template <typename T1>不另外寫T1 也可以,但一定要宣告,否則會報錯無法解析的外部命令。

二,實驗任務2

Person.hpp原始碼

 1 #pragma once
 2 #include<string>
 3 #include<iomanip>
 4 #include<iostream>
 5 using namespace std;
 6 class Person {
 7 private:
 8     string name;
 9     string telephone;
10     string email;
11 public:
12     Person() {};
13     Person(string n,string t, string e = " "):name{n},telephone{t},email{e}{}
14     void change_telephone(string t){
15         telephone = t;
16     }
17     void change_email(string e) {
18         email = e;
19     }
20     friend ostream& operator<<(ostream& out, Person& p1);
21     friend istream& operator>>(istream& in, Person& p1);
22     friend bool operator==(Person&p1, Person& p2);
23 };
24 ostream& operator<<(ostream& out, Person& p1) {
25     out << setiosflags(ios_base::left)<<setw(20)<< p1.name  <<setw(20) << p1.telephone  <<setw(20)<< p1.email;
26     return out;
27 }
28 
29 istream& operator>>(istream& in, Person& p1){
30     getline(in,p1.name);
31     getline(in, p1.telephone);
32     getline(in, p1.email);
33     in.ignore(numeric_limits<streamsize>::max(), '\n');
34     return in;
35 }
36 bool operator==(Person& p1, Person& p2) {
37     if (p1.name == p2.name && p1.telephone == p2.telephone)
38         return true;
39     else return false;
40 }
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task2.cpp原始碼

 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 }
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執行結果截圖

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 數呼叫形式。

cout<<i會轉換成函式 ostream& operator<<(ostream &out,const Person &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 數呼叫形式。

fout<<i會轉換成函式 ofstream& operater<<(ofstream &fout,const Person &i)

三,實驗任務3

1.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 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 
26 #endif
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2.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 #include<string>
15 using namespace std;
16 
17 enum job {sw, ar, mg};    /* define 3 jobs by enumerate type
18                                sword man, archer, mage */
19 class player
20 {
21     friend void showinfo(player &p1, player &p2);
22     friend class swordsman;
23 
24 protected:
25     int HP, HPmax, MP, MPmax, AP, DP, speed, EXP, LV;
26     // General properties of all characters
27     string name;    // character name
28     job role;        /* character's job, one of swordman, archer and mage,
29                        as defined by the enumerate type */
30     container bag;    // character's inventory
31 
32 public:
33     virtual bool attack(player &p)=0;    // normal attack
34     virtual bool specialatt(player &p)=0;    //special attack
35     virtual void isLevelUp()=0;            // level up judgement
36     /* Attention!
37     These three methods are called "Pure virtual functions".
38     They have only declaration, but no definition.
39     The class with pure virtual functions are called "Abstract class", which can only be used to inherited, but not to constructor objects. 
40     The detailed definition of these pure virtual functions will be given in subclasses. */
41 
42     void reFill();        // character's HP and MP resume
43     bool death();        // report whether character is dead
44     void isDead();        // check whether character is dead
45     bool useHeal();        // consume heal, irrelevant to job
46     bool useMW();        // consume magic water, irrelevant to job
47     void transfer(player &p);    // possess opponent's items after victory
48     void showRole();    // display character's job
49     
50 private:
51     bool playerdeath;            // whether character is dead, doesn't need to be accessed or inherited
52 };
53 
54 #endif
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3.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 class swordsman : public player        // subclass swordsman publicly inherited from base player
12 {
13 public:
14     swordsman(int lv_in = 1, string name_in = "Not Given");
15         // constructor with default level of 1 and name of "Not given"
16     void isLevelUp();
17     bool attack (player &p);
18     bool specialatt(player &p);
19         /* These three are derived from the pure virtual functions of base class
20            The definition of them will be given in this subclass. */
21     void AI(player &p);                // Computer opponent
22 };
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4.container.cpp

 1 //=======================
 2 //        container.cpp
 3 //=======================
 4 #include"container.h"
 5 #include<iostream>
 6 using namespace std;
 7 
 8 // default constructor initialise the inventory as empty
 9 container::container()
10 {
11     set(0,0);
12 }
13 
14 // set the item numbers
15 void container::set(int heal_n, int mw_n)
16 {
17     numOfHeal=heal_n;
18     numOfMW=mw_n;
19 }
20 
21 // get the number of heal
22 int container::nOfHeal()
23 {
24     return numOfHeal;
25 }
26 
27 // get the number of magic water
28 int container::nOfMW()
29 {
30     return numOfMW;
31 }
32 
33 // display the items;
34 void container::display()
35 {
36     cout<<"Your bag contains: "<<endl;
37     cout<<"Heal(HP+100): "<<numOfHeal<<endl;
38     cout<<"Magic Water (MP+80): "<<numOfMW<<endl;
39 }
40 
41 //use heal
42 bool container::useHeal()
43 {
44     numOfHeal--;
45     return 1;        // use heal successfully
46 }
47 
48 //use magic water
49 bool container::useMW()
50 {
51     numOfMW--;
52     return 1;        // use magic water successfully
53 }
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5.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使用基態指標,方便多型
 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);
 31                 // create the character with user inputted name and job
 32             success=1;        // operation succeed
 33             break;
 34         default:
 35             human = new swordsman(1, "0");
 36             break;                // In this case, success=0, character creation failed
 37         }
 38     }while(success!=1);        // so the loop will ask user to re-create a character
 39 
 40     int tempCom;            // temp command inputted by user
 41     int nOpp=0;                // the Nth opponent
 42     for(int i=1;nOpp<5;i+=2)    // i is opponent's level
 43     {
 44         nOpp++;
 45         system("cls");
 46         cout<<"STAGE" <<nOpp<<endl;
 47         cout<<"Your opponent, a Level "<<i<<" Swordsman."<<endl;
 48         system("pause");
 49         swordsman enemy(i, "Warrior");    // Initialise an opponent, level i, name "Junior"
 50         human->reFill();                // get HP/MP refill before start fight
 51         
 52         while(!human->death() && !enemy.death())    // no died
 53         {
 54             success=0;
 55             while (success!=1)
 56             {
 57                 showinfo(*human,enemy);                // show fighter's information
 58                 cout<<"Please give command: "<<endl;
 59                 cout<<"1 Attack; 2 Special Attack; 3 Use Heal; 4 Use Magic Water; 0 Exit Game"<<endl;
 60                 cin>>tempCom;
 61                 switch(tempCom)
 62                 {
 63                 case 0:
 64                     cout<<"Are you sure to exit? Y/N"<<endl;
 65                     char temp;
 66                     cin>>temp;
 67                     if(temp=='Y'||temp=='y')
 68                         return 0;
 69                     else
 70                         break;
 71                 case 1:
 72                     success=human->attack(enemy);
 73                     human->isLevelUp();
 74                     enemy.isDead();
 75                     break;
 76                 case 2:
 77                     success=human->specialatt(enemy);
 78                     human->isLevelUp();
 79                     enemy.isDead();
 80                     break;
 81                 case 3:
 82                     success=human->useHeal();
 83                     break;
 84                 case 4:
 85                     success=human->useMW();
 86                     break;
 87                 default:
 88                     break;
 89                 }
 90             }
 91             if(!enemy.death())        // If AI still alive
 92                 enemy.AI(*human);
 93             else                            // AI died
 94             {
 95                 cout<<"YOU WIN"<<endl;
 96                 human->transfer(enemy);        // player got all AI's items
 97             }
 98             if (human->death())
 99             {
100                 system("cls");
101                 cout<<endl<<setw(50)<<"GAME OVER"<<endl;
102                 delete human;        // player is dead, program is getting to its end, what should we do here?
103                 system("pause");
104                 return 0;
105             }
106         }
107     }
108     delete human;            // You win, program is getting to its end, what should we do here?
109     system("cls");
110     cout<<"Congratulations! You defeated all opponents!!"<<endl;
111     system("pause");
112     return 0;
113 }
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6.player.cpp

  1 //=======================
  2 //        player.cpp
  3 //=======================
  4 
  5 #include"player.h"
  6 #include<iostream>
  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     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 }
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7.swordsman.cpp

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

四,實驗總結

1,實驗任務二中,過載>>時,一開始沒理解,只是機械的複製已有的out格式,輸入不了。後來將函式型別改成istream,才沒有報錯。

Ostream中的const不要忘記加,這樣可以起到保護作用。

格式控制中,setw()只能控制這之後一次的輸出。

2,實驗任務三中,從遊戲的編寫中學到了不少新的知識。

首先要吐槽的是,可能是我太太太菜了,第二關沒通關過,遊戲體驗極差!想給自己初始化多一點回血道具和藍buff。