TASK 2

TASK2.cpp

点击查看代码
#include <iostream>
#include <fstream>
#include <vector>
#include "Person.hpp"
int main()
{
	using namespace std;
	vector<Person> phone_book;
	Person p;
	while (cin >> p)
		phone_book.push_back(p);
	for (auto& i : phone_book)
		cout << i << endl;
	cout << boolalpha << (phone_book.at(0) == phone_book.at(1)) << endl;
	// save phone_book information to file
	ofstream fout;
	fout.open("phone_book.txt");
	if (!fout.is_open())
	{
		cerr << "fail to open file phone_book.txt\n";
		return 1;
	}
	for (auto& i : phone_book)
		fout << i << endl;
	fout.close();
}

Person.hpp

点击查看代码
#pragma
#include <iostream>
#include <string>
#include <iomanip>

using namespace std;

class Person
{
public:
	Person() = default;
	Person(string newName, string newTelephone)
		:name{ newName }, telephone{ newTelephone }{};
	Person(string newName, string newTelephone, string newEmail)
		:name{ newName }, telephone{ newTelephone }, email{ newEmail }{};

	void changenumber(string newNumber)
	{
		telephone = newNumber;
	}

	void changemail(string newEmail)
	{
		email = newEmail;
	}

	friend ostream& operator<< (ostream& cout, Person &p);
	friend istream& operator>>(istream& cin, Person &p);
	friend bool operator== (Person &p, Person &q);

private:
	string name;
	string telephone;
	string email;
};

ostream& operator<< (ostream& out, Person &p)
{
	out << setw(20) << p.name << setw(20) << p.telephone << setw(20) << p.email ;
	return out;
}


istream& operator>>(istream& in, Person &p)
{
	char temp[50];
	in.getline(temp, 100);
	p.name = temp;
	in.getline(temp, 100);
	p.telephone=temp;
	in.getline(temp, 100);
	p.email = temp;

	in.ignore(10, '\n');

	return in;
}

inline bool operator==(Person &p, Person &q)
{
	if (p.name == q.name)
		if (p.telephone == q.telephone)
			if (p.email == q.email)
				return true;
	return false;
}

截图

image

TASK3

main.cpp

点击查看代码
//=======================
//		main.cpp
//=======================

// main function for the RPG style game

#include <iostream>
#include <string>
using namespace std;

#include "swordsman.h"


int main()
{
	string tempName;
	bool success=0;		//flag for storing whether operation is successful
	cout <<"Please input player's name: ";
	cin >>tempName;		// get player's name from keyboard input
	player *human;		// use pointer of base class, convenience for polymorphism
	int tempJob;		// temp choice for job selection
	do
	{
		cout <<"Please choose a job: 1 Swordsman, 2 Archer, 3 Mage"<<endl;
		cin>>tempJob;
		system("cls");		// clear the screen
		switch(tempJob)
		{
		case 1:
		{
			human = new swordsman(1, tempName);	// create the character with user inputted name and job
			success = 1;		// operation succeed
			break;
		}
		default:
			break;				// In this case, success=0, character creation failed
		}
	}while(success!=1);		// so the loop will ask user to re-create a character

	int tempCom;			// temp command inputted by user
	int nOpp=0;				// the Nth opponent
	for(int i=1;nOpp<5;i+=2)	// i is opponent's level
	{
		nOpp++;
		system("cls");
		cout<<"STAGE" <<nOpp<<endl;
		cout<<"Your opponent, a Level "<<i<<" Swordsman."<<endl;
		system("pause");
		swordsman enemy(i, "Warrior");	// Initialise an opponent, level i, name "Junior"
		human->reFill();				// get HP/MP refill before start fight
		
		while(!human->death() && !enemy.death())	// no died
		{
			success=0;
			while (success!=1)
			{
				showinfo(*human,enemy);				// show fighter's information
				cout<<"Please give command: "<<endl;
				cout<<"1 Attack; 2 Special Attack; 3 Use Heal; 4 Use Magic Water; 0 Exit Game"<<endl;
				cin>>tempCom;
				switch(tempCom)
				{
				case 0:
					cout<<"Are you sure to exit? Y/N"<<endl;
					char temp;
					cin>>temp;
					if(temp=='Y'||temp=='y')
						return 0;
					else
						break;
				case 1:
					success=human->attack(enemy);
					human->isLevelUp();
					enemy.isDead();
					break;
				case 2:
					success=human->specialatt(enemy);
					human->isLevelUp();
					enemy.isDead();
					break;
				case 3:
					success=human->useHeal();
					break;
				case 4:
					success=human->useMW();
					break;
				default:
					break;
				}
			}
			if(!enemy.death())		// If AI still alive
				enemy.AI(*human);
			else							// AI died
			{
				cout<<"YOU WIN"<<endl;
				human->transfer(enemy);		// player got all AI's items
			}
			if (human->death())
			{
				system("cls");
				cout<<endl<<setw(50)<<"GAME OVER"<<endl;
				delete[] human;		// player is dead, program is getting to its end, what should we do here?
				system("pause");
				return 0;
			}
		}
	}
	delete[] human;			// You win, program is getting to its end, what should we do here?
	system("cls");
	cout<<"Congratulations! You defeated all opponents!!"<<endl;
	system("pause");
	return 0;
}
		


player.h

点击查看代码
//=======================
//        player.h
//=======================

// The base class of player
// including the general properties and methods related to a character

#ifndef _PLAYER
#define _PLAYER

#include <iomanip>        // use for setting field width
#include <time.h>        // use for generating random factor
#include "container.h"

using namespace std;
enum job { sw, ar, mg };    /* define 3 jobs by enumerate type
                               sword man, archer, mage */
class player
{
    friend void showinfo(player& p1, player& p2);
    friend class swordsman;

protected:
    int HP, HPmax, MP, MPmax, AP, DP, speed, EXP, LV;
    // General properties of all characters
    string name;    // character name
    job role;        /* character's job, one of swordman, archer and mage,
                       as defined by the enumerate type */
    container bag;    // character's inventory

public:
    virtual bool attack(player& p) = 0;    // normal attack
    virtual bool specialatt(player& p) = 0;    //special attack
    virtual void isLevelUp() = 0;            // level up judgement
    /* Attention!
    These three methods are called "Pure virtual functions".
    They have only declaration, but no definition.
    The class with pure virtual functions are called "Abstract class", which can only be used to inherited, but not to constructor objects.
    The detailed definition of these pure virtual functions will be given in subclasses. */

    void reFill();        // character's HP and MP resume
    bool death();        // report whether character is dead
    void isDead();        // check whether character is dead
    bool useHeal();        // consume heal, irrelevant to job
    bool useMW();        // consume magic water, irrelevant to job
    void transfer(player& p);    // possess opponent's items after victory
    void showRole();    // display character's job

private:
    bool playerdeath;            // whether character is dead, doesn't need to be accessed or inherited
};

#endif

player.cpp

点击查看代码
//=======================
//        player.cpp
//=======================


// character's HP and MP resume
#include<iostream>
#include"player.h"
using namespace std;

void player::reFill()
{
    HP = HPmax;        // HP and MP fully recovered
    MP = MPmax;
}

// report whether character is dead
bool player::death()
{
    return playerdeath;
}

// check whether character is dead
void player::isDead()
{
    if (HP <= 0)        // HP less than 0, character is dead
    {
        cout << name << " is Dead." << endl;
        system("pause");
        playerdeath = 1;    // give the label of death value 1
    }
}

// consume heal, irrelevant to job
bool player::useHeal()
{
    if (bag.nOfHeal() > 0)
    {
        HP = HP + 100;
        if (HP > HPmax)        // HP cannot be larger than maximum value
            HP = HPmax;        // so assign it to HPmax, if necessary
        cout << name << " used Heal, HP increased by 100." << endl;
        bag.useHeal();        // use heal
        system("pause");
        return 1;    // usage of heal succeed
    }
    else                // If no more heal in bag, cannot use
    {
        cout << "Sorry, you don't have heal to use." << endl;
        system("pause");
        return 0;    // usage of heal failed
    }
}

// consume magic water, irrelevant to job
bool player::useMW()
{
    if (bag.nOfMW() > 0)
    {
        MP = MP + 100;
        if (MP > MPmax)
            MP = MPmax;
        cout << name << " used Magic Water, MP increased by 100." << endl;
        bag.useMW();
        system("pause");
        return 1;    // usage of magic water succeed
    }
    else
    {
        cout << "Sorry, you don't have magic water to use." << endl;
        system("pause");
        return 0;    // usage of magic water failed
    }
}

// possess opponent's items after victory
void player::transfer(player& p)
{
    cout << name << " got" << p.bag.nOfHeal() << " Heal, and " << p.bag.nOfMW() << " Magic Water." << endl;
    system("pause");
    bag.set(bag.nOfHeal() + p.bag.nOfHeal(), bag.nOfMW() + p.bag.nOfMW());
    // set the character's bag, get opponent's items
}

// display character's job
void player::showRole()
{
    switch (role)
    {
    case sw:
        cout << "Swordsman";
        break;
    case ar:
        cout << "Archer";
        break;
    case mg:
        cout << "Mage";
        break;
    default:
        break;
    }
}


// display character's job
void showinfo(player& p1, player& p2)
{
    system("cls");
    cout << "##############################################################" << endl;
    cout << "# Player" << setw(10) << p1.name << "   LV. " << setw(3) << p1.LV
        << "  # Opponent" << setw(10) << p2.name << "   LV. " << setw(3) << p2.LV << " #" << endl;
    cout << "# HP " << setw(3) << (p1.HP <= 999 ? p1.HP : 999) << '/' << setw(3) << (p1.HPmax <= 999 ? p1.HPmax : 999)
        << " | MP " << setw(3) << (p1.MP <= 999 ? p1.MP : 999) << '/' << setw(3) << (p1.MPmax <= 999 ? p1.MPmax : 999)
        << "     # HP " << setw(3) << (p2.HP <= 999 ? p2.HP : 999) << '/' << setw(3) << (p2.HPmax <= 999 ? p2.HPmax : 999)
        << " | MP " << setw(3) << (p2.MP <= 999 ? p2.MP : 999) << '/' << setw(3) << (p2.MPmax <= 999 ? p2.MPmax : 999) << "      #" << endl;
    cout << "# AP " << setw(3) << (p1.AP <= 999 ? p1.AP : 999)
        << " | DP " << setw(3) << (p1.DP <= 999 ? p1.DP : 999)
        << " | speed " << setw(3) << (p1.speed <= 999 ? p1.speed : 999)
        << " # AP " << setw(3) << (p2.AP <= 999 ? p2.AP : 999)
        << " | DP " << setw(3) << (p2.DP <= 999 ? p2.DP : 999)
        << " | speed " << setw(3) << (p2.speed <= 999 ? p2.speed : 999) << "  #" << endl;
    cout << "# EXP" << setw(7) << p1.EXP << " Job: " << setw(7);
    p1.showRole();
    cout << "   # EXP" << setw(7) << p2.EXP << " Job: " << setw(7);
    p2.showRole();
    cout << "    #" << endl;
    cout << "--------------------------------------------------------------" << endl;
    p1.bag.display();
    cout << "##############################################################" << endl;
}

swordsman.h

点击查看代码
//=======================
//		swordsman.h
//=======================

// Derived from base class player
// For the job Swordsman

#include "player.h"
using namespace std;
class swordsman : public player		// subclass swordsman publicly inherited from base player
{
public:
	swordsman(int lv_in=1, string name_in="Not Given");	
		// constructor with default level of 1 and name of "Not given"
	void isLevelUp();
	bool attack (player &p);
	bool specialatt(player &p);
		/* These three are derived from the pure virtual functions of base class
		   The definition of them will be given in this subclass. */
	void AI(player &p);				// Computer opponent
};

swordsman.cpp

点击查看代码
//=======================
//		swordsman.cpp
//=======================

#include "swordsman.h"
#include <iostream>
#include <string>
using namespace std;
// constructor. default values don't need to be repeated here
swordsman::swordsman(int lv_in, string name_in)
{
	role=sw;	// enumerate type of job
	LV=lv_in;
	name=name_in;
	
	// Initialising the character's properties, based on his level
	HPmax=150+8*(LV-1);		// HP increases 8 point2 per level
	HP=HPmax;
	MPmax=75+2*(LV-1);		// MP increases 2 points per level
	MP=MPmax;
	AP=25+4*(LV-1);			// AP increases 4 points per level
	DP=25+4*(LV-1);			// DP increases 4 points per level
	speed=25+2*(LV-1);		// speed increases 2 points per level
	
	playerdeath=0;
	EXP=LV*LV*75;
	bag.set(lv_in, lv_in);
}

void swordsman::isLevelUp()
{
	if(EXP>=LV*LV*75)
	{
		LV++;
		AP+=4;
		DP+=4;
		HPmax+=8;
		MPmax+=2;
		speed+=2;
		cout<<name<<" Level UP!"<<endl;
		cout<<"HP improved 8 points to "<<HPmax<<endl;
		cout<<"MP improved 2 points to "<<MPmax<<endl;
		cout<<"Speed improved 2 points to "<<speed<<endl;
		cout<<"AP improved 4 points to "<<AP<<endl;
		cout<<"DP improved 5 points to "<<DP<<endl;
		system("pause");
		isLevelUp();	// recursively call this function, so the character can level up multiple times if got enough exp
	}
}

bool swordsman::attack(player &p)
{
	double HPtemp=0;		// opponent's HP decrement
	double EXPtemp=0;		// player obtained exp
	double hit=1;			// attach factor, probably give critical attack
	srand((unsigned)time(NULL));		// generating random seed based on system time

	// If speed greater than opponent, you have some possibility to do double attack
	if ((speed>p.speed) && (rand()%100<(speed-p.speed)))		// rand()%100 means generates a number no greater than 100
	{
		HPtemp=(int)((1.0*AP/p.DP)*AP*5/(rand()%4+10));		// opponent's HP decrement calculated based their AP/DP, and uncertain chance
		cout<<name<<"'s quick strike hit "<<p.name<<", "<<p.name<<"'s HP decreased "<<HPtemp<<endl;
		p.HP=int(p.HP-HPtemp);
		EXPtemp=(int)(HPtemp*1.2);
	}

	// If speed smaller than opponent, the opponent has possibility to evade
	if ((speed<p.speed) && (rand()%50<1))
	{
		cout<<name<<"'s attack has been evaded by "<<p.name<<endl;
		system("pause");
		return 1;
	}

	// 10% chance give critical attack
	if (rand()%100<=10)
	{
		hit=1.5;
		cout<<"Critical attack: ";
	}

	// Normal attack
	HPtemp=(int)((1.0*AP/p.DP)*AP*5/(rand()%4+10));
	cout<<name<<" uses bash, "<<p.name<<"'s HP decreases "<<HPtemp<<endl;
	EXPtemp=(int)(EXPtemp+HPtemp*1.2);
	p.HP=(int)(p.HP-HPtemp);
	cout<<name<<" obtained "<<EXPtemp<<" experience."<<endl;
	EXP=(int)(EXP+EXPtemp);
	system("pause");
	return 1;		// Attack success
}

bool swordsman::specialatt(player &p)
{
	if(MP<40)
	{
		cout<<"You don't have enough magic points!"<<endl;
		system("pause");
		return 0;		// Attack failed
	}
	else
	{
		MP-=40;			// consume 40 MP to do special attack
		
		//10% chance opponent evades
		if(rand()%100<=10)
		{
			cout<<name<<"'s leap attack has been evaded by "<<p.name<<endl;
			system("pause");
			return 1;
		}
		
		double HPtemp=0;		
		double EXPtemp=0;		
		//double hit=1;			
		//srand(time(NULL));		
		HPtemp=(int)(AP*1.2+20);		// not related to opponent's DP
		EXPtemp=(int)(HPtemp*1.5);		// special attack provides more experience
		cout<<name<<" uses leap attack, "<<p.name<<"'s HP decreases "<<HPtemp<<endl;
		cout<<name<<" obtained "<<EXPtemp<<" experience."<<endl;
		p.HP=(int)(p.HP-HPtemp);
		EXP=(int)(EXP+EXPtemp);
		system("pause");
	}
	return 1;	// special attack succeed
}

// Computer opponent
void swordsman::AI(player &p)
{
	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)))
		// AI's HP cannot sustain 3 rounds && not too lavish && still has heal && won't be killed in next round
	{
		useHeal();
	}
	else
	{
		if(MP>=40 && HP>0.5*HPmax && rand()%100<=30)
			// AI has enough MP, it has 30% to make special attack
		{
			specialatt(p);
			p.isDead();		// check whether player is dead
		}
		else
		{
			if (MP<40 && HP>0.5*HPmax && bag.nOfMW())
				// Not enough MP && HP is safe && still has magic water
			{
				useMW();
			}
			else
			{
				attack(p);	// normal attack
				p.isDead();
			}
		}
	}
}


container.h

点击查看代码
//=======================
//		container.h
//=======================

// The so-called inventory of a player in RPG games
// contains two items, heal and magic water

#ifndef _CONTAINER
// Conditional compilation
#define _CONTAINER

class container		// Inventory
{
protected:
	int numOfHeal;			// number of heal
	int numOfMW;			// number of magic water
public:
	container();			// constuctor
	void set(int heal_n, int mw_n);	// set the items numbers
	int nOfHeal();			// get the number of heal
	int nOfMW();			// get the number of magic water
	void display();			// display the items;
	bool useHeal();			// use heal
	bool useMW();			// use magic water
};

#endif

container.cpp

点击查看代码
//=======================
//		container.cpp
//=======================
#include "container.h" 
#include <iostream>
using namespace std;
// default constructor initialise the inventory as empty
container::container()
{
	set(0,0);
}

// set the item numbers
void container::set(int heal_n, int mw_n)
{
	numOfHeal=heal_n;
	numOfMW=mw_n;
}

// get the number of heal
int container::nOfHeal()
{
	return numOfHeal;
}

// get the number of magic water
int container::nOfMW()
{
	return numOfMW;
}

// display the items;
void container::display()
{
	cout<<"Your bag contains: "<<endl;
	cout<<"Heal(HP+100): "<<numOfHeal<<endl;
	cout<<"Magic Water (MP+80): "<<numOfMW<<endl;
}

//use heal
bool container::useHeal()
{
	numOfHeal--;
	return 1;		// use heal successfully
}

//use magic water
bool container::useMW()
{
	numOfMW--;
	return 1;		// use magic water successfully
}

截图

image