实验任务4


 1 #pragma once
 2 
 3 #include<string>
 4 #include<iostream>
 5 
 6 using std::string;
 7 
 8 class MachinePets{
 9     public:
10         MachinePets(const string s): nickname{s} {}
11         ~MachinePets() = default;
12         string get_nickname() const {return nickname;}
13         virtual string talk() = 0;
14 
15     private:
16         string nickname; 
17 };
18 
19 class PetCats: public MachinePets
20 {
21 
22 public:
23     PetCats(const string s): MachinePets(s) {}
24     ~PetCats() = default;
25     string talk() { return "miao wu~" ;}
26 
27 };
28 
29 class PetDogs: public MachinePets
30 {
31 public:
32     PetDogs(const string s): MachinePets(s) {}
33     ~PetDogs() = default;
34     string talk() { return "wang wang~"; }
35 };

pets.hpp


 1 #include <iostream>
 2 #include "pets.hpp"
 3 
 4 void play(MachinePets &obj) {
 5     std::cout << obj.get_nickname() << " says " << obj.talk() << std::endl;
 6 }
 7 
 8 void test() {
 9     PetCats cat("miku");
10     PetDogs dog("da huang");
11 
12     play( cat );
13     play( dog );
14 }
15 
16 int main() {
17     test();
18 }

task4.cpp

 

 

实验任务5


 1 #pragma once
 2 
 3 #include<iostream>
 4 #include<string>
 5 
 6 using std::string;
 7 using std::cin;
 8 using std::cout;
 9 using std::endl;
10 
11 class Person
12 {
13 private:
14     string name;
15     string telephone;
16     string email;
17 
18 public:
19     Person(string n = " ", string t = " ", string e = " "): name{n}, telephone{t}, email{e} {}
20     Person(const Person &p): name{p.name}, telephone{p.telephone}, email{p.email} {}
21     ~Person() = default;
22     void update_telephone();
23     void update_email();
24 
25     friend std::ostream& operator<<(std::ostream  &out, Person &p);
26     friend std::istream& operator>>(std::istream &in, Person &p);
27     friend bool operator==(Person &p1, Person &p2);
28 };
29 
30 void Person::update_telephone()
31 {
32     cout << "Enter the telephone number: ";
33     cin.clear();
34     string new_telephone;
35     cin >> new_telephone;
36     telephone = new_telephone;
37     cout << "telephone number has been updated" << endl;
38 }
39 
40 void Person::update_email()
41 {
42     cout << "Enter the email address: ";
43     string new_email;
44     cin.clear();
45     cin >> new_email;
46     cout << "email address has been updated..." << endl;
47 
48     email = new_email;
49 }
50 
51 std::ostream& operator<<(std::ostream &out, Person &p)
52 {
53     out << p.name << "   " << p.telephone << "    " << p.email;
54     return out;
55 }
56 
57 std::istream& operator>>(std::istream &in, Person &p)
58 {
59     in >> p.name >> p.telephone >> p.email;
60     return in;
61 }
62 
63 bool operator==(Person &p1, Person &p2)
64 {
65     if(p1.name == p2.name && p1.telephone == p2.telephone)
66        return true;
67     else
68        return false;   
69 }

Person.hpp


 1 #include <iostream>
 2 #include <fstream>
 3 #include <vector>
 4 #include "Person.hpp"
 5 
 6 void test() {
 7     using namespace std;
 8 
 9     vector<Person> phone_book;
10     Person p;
11 
12     cout << "Enter person's contact until press Ctrl + Z" << endl;
13     while(cin >> p)
14         phone_book.push_back(p);
15     
16     cout << "\nupdate someone's contact: \n";
17     phone_book.at(0).update_telephone();
18     phone_book.at(0).update_email();    
19     
20     cout << "\ndisplay all contacts' info\n";
21     for(auto &phone: phone_book)
22         cout << phone << endl;
23     
24     cout << "\ntest whether the same contact\n";
25     cout << boolalpha << (phone_book.at(0) == phone_book.at(1)) << endl;
26 }
27 
28 int main() {
29     test();
30 }

task5.cpp

 

实验任务六:


 1 //=======================
 2 //        container.cpp
 3 //=======================
 4 
 5 // default constructor initialise the inventory as empty
 6 #include"container.h"
 7 #include<iostream>
 8 using namespace std;
 9 container::container()
10 {
11     set(99,99);
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 }

container.cpp


 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

container.h


  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 selectionsssssssssskmkmmkk4
 22     
 23     do
 24     {
 25         cout <<"Please choose a job: 1 Swordsman, 2 Archer, 3 Mage"<<endl;
 26         cin>>tempJob;
 27         system("cls");        // clear the screen
 28         switch(tempJob)
 29         {
 30         case 1:
 31             human=new swordsman(1,tempName);    // create the character with user inputted name and job
 32             success=1;        // operation succeed
 33             break;
 34         default:
 35             break;                // In this case, success=0, character creation failed
 36         }
 37     }while(success!=1);        // so the loop will ask user to re-create a character
 38 
 39     int tempCom;            // temp command inputted by user
 40     int nOpp=0;                // the Nth opponent
 41     for(int i=1;nOpp<5;i+=2)    // i is opponent's level
 42     {
 43         nOpp++;
 44         system("cls");
 45         cout<<"STAGE" <<nOpp<<endl;
 46         cout<<"Your opponent, a Level "<<i<<" Swordsman."<<endl;
 47         system("pause");
 48         swordsman enemy(i, "Warrior");    // Initialise an opponent, level i, name "Junior"
 49         human->reFill();                // get HP/MP refill before start fight
 50         
 51         while(!human->death() && !enemy.death())    // no died
 52         {
 53             success=0;
 54             while (success!=1)
 55             {
 56                 showinfo(*human,enemy);                // show fighter's information
 57                 cout<<"Please give command: "<<endl;
 58                 cout<<"1 Attack; 2 Special Attack; 3 Use Heal; 4 Use Magic Water; 0 Exit Game"<<endl;
 59                 cin>>tempCom;
 60                 switch(tempCom)
 61                 {
 62                 case 0:
 63                     cout<<"Are you sure to exit? Y/N"<<endl;
 64                     char temp;
 65                     cin>>temp;
 66                     if(temp=='Y'||temp=='y')
 67                         return 0;
 68                     else
 69                         break;
 70                 case 1:
 71                     success=human->attack(enemy);
 72                     human->isLevelUp();
 73                     enemy.isDead();
 74                     break;
 75                 case 2:
 76                     success=human->specialatt(enemy);
 77                     human->isLevelUp();
 78                     enemy.isDead();
 79                     break;
 80                 case 3:
 81                     success=human->useHeal();
 82                     break;
 83                 case 4:
 84                     success=human->useMW();
 85                     break;
 86                 default:
 87                     break;
 88                 }
 89             }
 90             if(!enemy.death())        // If AI still alive
 91                 enemy.AI(*human);
 92             else                            // AI died
 93             {
 94                 cout<<"YOU WIN"<<endl;
 95                 human->transfer(enemy);        // player got all AI's items
 96             }
 97             if (human->death())
 98             {
 99                 system("cls");
100                 cout<<endl<<setw(50)<<"GAME OVER"<<endl;
101                 
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 }
114         

main.cpp


  1 //=======================
  2 //        player.cpp
  3 //=======================
  4 #include"player.h"
  5 #include<iostream>
  6 #include<iomanip>
  7 using namespace std;
  8 
  9 // character's HP and MP resume
 10 void player::reFill()
 11 {
 12     HP=HPmax;        // HP and MP fully recovered
 13     MP=MPmax;
 14 }
 15 
 16 // report whether character is dead
 17 bool player::death()
 18 {
 19     return playerdeath;
 20 }
 21 
 22 // check whether character is dead
 23 void player::isDead()
 24 {
 25     if(HP<=0)        // HP less than 0, character is dead
 26     {
 27         cout<<name<<" is Dead." <<endl;
 28         system("pause");
 29         playerdeath=1;    // give the label of death value 1
 30     }
 31 }
 32 
 33 // consume heal, irrelevant to job
 34 bool player::useHeal()
 35 {
 36     if(bag.nOfHeal()>0)
 37     {
 38         HP=HP+100;
 39         if(HP>HPmax)        // HP cannot be larger than maximum value
 40             HP=HPmax;        // so assign it to HPmax, if necessary
 41         cout<<name<<" used Heal, HP increased by 100."<<endl;
 42         bag.useHeal();        // use heal
 43         system("pause");
 44         return 1;    // usage of heal succeed
 45     }
 46     else                // If no more heal in bag, cannot use
 47     {
 48         cout<<"Sorry, you don't have heal to use."<<endl;
 49         system("pause");
 50         return 0;    // usage of heal failed
 51     }
 52 }
 53 
 54 // consume magic water, irrelevant to job
 55 bool player::useMW()
 56 {
 57     if(bag.nOfMW()>0)
 58     {
 59         MP=MP+100;
 60         if(MP>MPmax)
 61             MP=MPmax;
 62         cout<<name<<" used Magic Water, MP increased by 100."<<endl;
 63         bag.useMW();
 64         system("pause");
 65         return 1;    // usage of magic water succeed
 66     }
 67     else
 68     {
 69         cout<<"Sorry, you don't have magic water to use."<<endl;
 70         system("pause");
 71         return 0;    // usage of magic water failed
 72     }
 73 }
 74 
 75 // possess opponent's items after victory
 76 void player::transfer(player &p)
 77 {
 78     cout<<name<<" got"<<p.bag.nOfHeal()<<" Heal, and "<<p.bag.nOfMW()<<" Magic Water."<<endl;
 79     system("pause");
 80     bag.set(bag.nOfHeal()+p.bag.nOfHeal(),bag.nOfMW()+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 }

player.cpp


 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 std::string;
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

player.h


  1 //=======================
  2 //        swordsman.cpp
  3 //=======================
  4 #include"swordsman.h"
  5 #include<bits/stdc++.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 }

swordsman.cpp


 1 //=======================
 2 //        swordsman.h
 3 //=======================
 4 
 5 // Derived from base class player
 6 // For the job Swordsman
 7 
 8 #include "player.h"
 9 class swordsman : public player    // subclass swordsman publicly inherited from base player
10 {
11 public:
12     swordsman(int lv_in=1, string name_in="Not Given");    
13         // constructor with default level of 1 and name of "Not given"
14     void isLevelUp();
15     bool attack (player &p);
16     bool specialatt(player &p);
17         /* These three are derived from the pure virtual functions of base class
18            The definition of them will be given in this subclass. */
19     void AI(player &p);                // Computer opponent
20 };

swordsman.cpp

 

 

 

 

 

 

 

 

原文地址:http://www.cnblogs.com/gkd-gkd/p/16920464.html

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