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 1 #pragma once
 2 #include<iostream>
 3 using namespace std;
 4 class MachinePets
 5 {
 6 public:
 7     MachinePets(const string s);
 8     string get_nickname();
 9     virtual string talk() = 0;
10 protected:
11     string nickname;
12 };
13 MachinePets::MachinePets(const string s):nickname(s){}
14 string MachinePets::get_nickname()
15 {
16     return nickname;
17 }
18 
19 
20 class PetDogs :public MachinePets
21 {
22 public:
23     PetDogs(const string s):MachinePets(s){}
24     virtual string talk();
25 };
26 string PetDogs::talk()
27 {
28     return "wang~wang";
29 }
30 
31 
32 class PetCats:public MachinePets
33 {
34 public:
35     PetCats(const string s):MachinePets(s){}
36     virtual string talk();
37     string nickname;
38 };
39 string PetCats::talk()
40 {
41     return "miao~wu~";
42 }
43 #include <iostream>
44 #include "pets.h"
45 
46 void play(MachinePets& obj) {
47     std::cout << obj.get_nickname() << " says " << obj.talk() << std::endl;
48 }
49 
50 void test() {
51     PetCats cat("haodada");
52     PetDogs dog("panpan");
53 
54     play(cat);
55     play(dog);
56 }
57 
58 int main() {
59     test();
60 }

 

 

 

 

 1 #pragma once
 2 #include<iostream>
 3 using namespace std;
 4 class Person
 5 {
 6 public:
 7     Person(string s1="haohao", string s2="1314520", string s3 = "123456");
 8     Person(const Person& p);
 9     void update_telephone();
10     void update_email();
11     bool operator==(Person& p);
12     friend ostream& operator<<(ostream& out, Person& t);
13     friend istream& operator>>(istream& in, Person& t);
14 private:
15     string name;
16     string telephone;
17     string email;
18 };
19 Person::Person(string s1, string s2, string s3):name(s1), telephone(s2),email(s3){}
20 Person::Person(const Person &p):name(p.name), telephone(p.telephone),email(p.email){}
21 void Person::update_telephone()
22 {
23     cout << "Enter the telephone number: ";
24     cin.clear();
25     cin >> telephone;
26     cout << "telephone number has been updated……" << endl;
27 }
28 void Person::update_email()
29 {
30     cout << "Enter the email address: ";
31     cin.clear();
32     cin >> email;
33     cout << "email address has been updated……"<< endl;
34 }
35 ostream& operator<<(ostream& out, Person& t)
36 {
37     out << t.name << "  " << t.telephone << "  " << t.email;
38     return out;
39 }
40 istream& operator>>(istream& in, Person& t)
41 {
42     in >> t.name >> t.telephone >> t.email;
43     return in;
44 }
45 bool Person::operator == (Person & p)
46 {
47     if (this->name == p.name && this->telephone == p.telephone && this->email == p.email)
48         return true;
49     else
50         return false;
51 }
52 #include <iostream>
53 #include <fstream>
54 #include <vector>
55 #include "Person.h"
56 
57 void test() {
58     using namespace std;
59 
60     vector<Person> phone_book;
61     Person p;
62 
63     cout << "Enter person's contact until press Ctrl + Z" << endl;
64     while (cin >> p)
65         phone_book.push_back(p);
66 
67     cout << "\nupdate someone's contact: \n";
68     phone_book.at(0).update_telephone();
69     phone_book.at(0).update_email();
70 
71     cout << "\ndisplay all contacts' info\n";
72     for (auto& phone : phone_book)
73         cout << phone << endl;
74 
75     cout << "\ntest whether the same contact\n";
76     cout << boolalpha << (phone_book.at(0) == phone_book.at(1)) << endl;
77 }
78 
79 int main() {
80     test();
81 }

 

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

 

posted on 2022-11-26 07:14  或者明天  阅读(9)  评论(0编辑  收藏  举报