Pets.h
#pragma once #include<iostream> #include<string> using namespace std; class MachinePets { public: MachinePets(const string& s="") :nickname(s) {} string get_nickname() const { return nickname; } virtual string talk() = 0; private: string nickname; }; class PetCats :public MachinePets { public: PetCats(const string& s) :MachinePets(s) {} string talk() { return "miao wu~"; } }; class PetDogs :public MachinePets { public: PetDogs(const string& s) :MachinePets(s) {} string talk() { return "wang wang~"; } };
tack4.cpp
#include <iostream> #include "pets.h" void play(MachinePets& obj) { std::cout << obj.get_nickname() << " says " << obj.talk() << endl; } void test() { PetCats cat("miku"); PetDogs dog("da haung"); play(cat); play(dog); } int main() { test(); return 0; }
task5
Person.h
#pragma once #include<iostream> #include<string> #include<iomanip> using namespace std; class Person { friend ostream& operator<<(ostream& out, const Person& obj); friend istream& operator>>(istream& in, Person& obj); friend bool operator==(const Person& obj1, const Person& obj2); public: Person():name(""),telephone(""),email("") {} Person(const string& _name, const string& _telephone, const string& _email = ""):name(_name), telephone(_telephone),email(_email) {} Person(const Person& obj):name(obj.name), telephone(obj.telephone),email(obj.email) {} void update_telephone(); void update_email(); private: string name; string telephone; string email; }; void Person::update_telephone() { cout << "Enter the telephone number : "; cin.clear(); cin >> telephone; cout << "telephone number has been updated..."<<endl; } void Person::update_email() { cout << "Enter the email address: "; cin.clear(); cin >> email; cout << "email address has been updated..." << endl; } ostream& operator<<(ostream& out, const Person& obj) { out <<setw(15)<<setiosflags(ios::left)<<obj.name; out << setw(15) << setiosflags(ios::left) << obj.telephone; out << setw(15) << setiosflags(ios::left) << obj.email; return out; } istream& operator>>(istream& in, Person& obj) { in >> obj.name >> obj.telephone >> obj.email; return in; } bool operator==(const Person& obj1, const Person& obj2) { return obj1.name == obj2.name && obj1.telephone == obj2.telephone && obj1.email == obj2.email; }
test.cpp
#include <iostream> #include <fstream> #include <vector> #include "Person.h" void test() { using namespace std; vector<Person> phone_book; Person p; cout << "Enter person's contact until press Ctrl + Z" << endl; while (cin >> p) phone_book.push_back(p); cout << "\nupdate someone's contact: \n"; phone_book.at(0).update_telephone(); phone_book.at(0).update_email(); cout << "\ndisplay all contacts' info\n"; for (auto& phone : phone_book) cout << phone << endl; cout << "\ntest whether the same contact\n"; cout << boolalpha << (phone_book.at(0) == phone_book.at(1)) << endl; } int main() { test(); }
task6
swordsman.h
//======================= // swordsman.h //======================= // 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 }; // constructor. default values don't need to be repeated here
container.h
//======================= // 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 }; // default constructor initialise the inventory as empty #endif
player.h
//======================= // 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" 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
swordsman.cpp
//======================= // 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(); } } } }
container.cpp
//======================= // 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 }
player.cpp
//======================= // player.cpp //======================= // character's HP and MP resume 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"); HP+=p.bag.nOfHeal();MP+=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; }
main.cpp
//======================= // 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; }
标签:name,int,void,player,实验,include,string From: https://www.cnblogs.com/xelfin/p/16919013.html