Person.hpp
1 #pragma once 2 #include<iostream> 3 #include<iomanip> 4 #include<string> 5 using namespace std; 6 class Person { 7 friend ostream& operator<<(ostream& out, Person &p); 8 friend istream& operator>>(istream& in, Person &p); 9 friend bool operator==(Person p1, Person p2); 10 private: 11 string name; //用于保存姓名 12 string telephone; //用于保存手机号码 13 string email;//用于保存email邮箱 14 public: 15 Person() = default; 16 Person(string s, string s2, string s3 = "") { 17 18 } // email地址可以为空 19 Person(const Person& p) { 20 this->name = p.name; 21 this->telephone = p.telephone; 22 this->email = p.email; 23 } 24 void update_telephone() { 25 cout << "Enter the telephone number:"; 26 cin.clear(); 27 getline(cin,telephone); 28 cout << endl << "telephone number has been updated..." << endl; 29 } 30 void update_email() { 31 cout << "Enter the email:"; 32 cin.clear(); 33 getline(cin, email); 34 cout << endl << "email has been updated..." << endl; 35 } 36 }; 37 ostream& operator<<(ostream& out, Person &p) { 38 out<<setw(20) << p.name 39 <<setw(20) << p.telephone 40 <<setw(20) << p.email << endl; 41 return out; 42 } 43 istream& operator>>(istream& in, Person &p) { 44 getline(cin, p.name); 45 getline(cin, p.telephone); 46 getline(cin, p.email); 47 cout << endl; 48 return in; 49 } 50 bool operator==(Person p1, Person p2) { 51 if (p1.name.compare(p2.name)==0&& p1.telephone.compare(p2.telephone)==0) { 52 return true; 53 } 54 return false; 55 }
task5.cpp
1 #include <iostream> 2 #include <fstream> 3 #include <vector> 4 #include "Person.hpp" 5 void test() { 6 using namespace std; 7 vector<Person> phone_book; 8 Person p; 9 cout << "Enter person's contact until press Ctrl + Z" << endl; 10 while (cin >> p) 11 phone_book.push_back(p); 12 cout << "\nupdate someone's contact: \n"; 13 phone_book.at(0).update_telephone(); 14 phone_book.at(0).update_email(); 15 cout << "\ndisplay all contacts' info\n"; 16 for (auto& phone : phone_book) 17 cout << phone << endl; 18 cout << "\ntest whether the same contact\n"; 19 cout << boolalpha << (phone_book.at(0) == phone_book.at(1)) << endl; 20 } 21 int main() { 22 test(); 23 }
#pragma once //======================= // container.h //======================= // The so-called inventory of a player in RPG games // contains two items, heal and magic water #include<iostream> // Conditional compilation #define _CONTAINER using namespace std; class container { 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 };
#include "container.h" #include<iostream> using namespace std; //======================= // container.cpp //======================= // 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 }
// The base class of player // including the general properties and methods related to a character #pragma once #ifndef _PLAYER #define _PLAYER #include<iostream> #include<string> #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 //======================= // character's HP and MP resume #include "player.h" #include<iostream> 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<<this->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"); this->bag = p.bag; // 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 //4_ ? ? ? ? ? ? ? ? ? ? ? ? ? ? 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; }
#pragma once // Derived from base class player // For the job Swordsman #include "player.h" 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 };
#include "swordsman.h" //======================= // swordsman.cpp //======================= // 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(); } } } }
task6.cpp
#include <iostream> #include <string> #include "swordsman.h" using namespace std; 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=NULL; // 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; }
实验总结:
多态的优点1.消除类型之间的耦合关系2. 可替换性3. 可扩充性4. 接口性5. 灵活性6. 简化性
多态存在的三个必要条件1.继承基类2.重写父类中的纯虚函数3.父类引用指向子类对象:用父类指针指向子类指针
带virtual关键字的函数为虚函数,是动态绑定,更利于空间内存利用
virtual+函数=0,表示纯虚函数,为抽象类,无法实例化抽象类对象,需要逐步继承,重写纯虚函数,当基类所有纯虚函数都被继承时候,则可以实例化对象.
原文地址:http://www.cnblogs.com/1916wenle/p/16922363.html
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