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实验5 继承和多态

时间:2022-11-26 21:00:19浏览次数:42  
标签:string 继承 void 多态 player int 实验 include cout

task4:

pets.hpp

 1 #pragma once
 2 #include <iostream>
 3 #include <string>
 4 using namespace std;
 5 
 6 // 定义基类,机器宠物类 MachinePets
 7 class MachinePets {
 8 public:
 9     MachinePets(const string s) :nickname{ s } {}
10     string get_nickname() const { return nickname; }
11     virtual string talk() = 0;
12 
13 private:
14     string nickname;
15 };
16 
17 // 定义派生类,电子宠物猫类 PetCats
18 class PetCats :public MachinePets {
19 public:
20     PetCats(const string s) :MachinePets(s) {}
21     string talk() {
22         return "miao wu~";
23     }
24 };
25 
26 // 定义派生类,电子宠物狗类 PetDogs
27 class PetDogs :public MachinePets {
28 public:
29     PetDogs(const string s) :MachinePets(s) {}
30     string talk() {
31         return "wang wang~";
32     }
33 };

task4.cpp

 1 #pragma once
 2 #include <iostream>
 3 #include <string>
 4 using namespace std;
 5 
 6 // 定义基类,机器宠物类 MachinePets
 7 class MachinePets {
 8 public:
 9     MachinePets(const string s) :nickname{ s } {}
10     string get_nickname() const { return nickname; }
11     virtual string talk() = 0;
12 
13 private:
14     string nickname;
15 };
16 
17 // 定义派生类,电子宠物猫类 PetCats
18 class PetCats :public MachinePets {
19 public:
20     PetCats(const string s) :MachinePets(s) {}
21     string talk() {
22         return "miao wu~";
23     }
24 };
25 
26 // 定义派生类,电子宠物狗类 PetDogs
27 class PetDogs :public MachinePets {
28 public:
29     PetDogs(const string s) :MachinePets(s) {}
30     string talk() {
31         return "wang wang~";
32     }
33 };

 

task5:

Person.hpp

 

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

task5.cpp

 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 }

 

task6:

container.h

 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

container.cpp

 1 //=======================
 2 //        container.cpp
 3 //=======================
 4 
 5 #include <iostream>
 6 #include "container.h"
 7 using namespace std;
 8 
 9 // default constructor initialise the inventory as empty
10 container::container()
11 {
12     set(0, 0);
13 }
14 
15 // set the item numbers
16 void container::set(int heal_n, int mw_n)
17 {
18     numOfHeal = heal_n;
19     numOfMW = mw_n;
20 }
21 
22 // get the number of heal
23 int container::nOfHeal()
24 {
25     return numOfHeal;
26 }
27 
28 // get the number of magic water
29 int container::nOfMW()
30 {
31     return numOfMW;
32 }
33 
34 // display the items;
35 void container::display()
36 {
37     cout << "Your bag contains: " << endl;
38     cout << "Heal(HP+100): " << numOfHeal << endl;
39     cout << "Magic Water (MP+80): " << numOfMW << endl;
40 }
41 
42 //use heal
43 bool container::useHeal()
44 {
45     numOfHeal--;
46         return 1;        // use heal successfully
47 }
48 
49 //use magic water
50 bool container::useMW()
51 {
52     numOfMW--;
53     return 1;        // use magic water successfully
54 }

player.h

 1 #pragma once
 2 //=======================
 3 //        player.h
 4 //=======================
 5 
 6 // The base class of player
 7 // including the general properties and methods related to a character
 8 
 9 #ifndef _PLAYER
10 #define _PLAYER
11 
12 #include <iostream>
13 #include <string>
14 #include <iomanip>        // use for setting field width
15 #include <time.h>        // use for generating random factor
16 #include "container.h"
17 using namespace std;
18 
19 enum job { sw, ar, mg };    /* define 3 jobs by enumerate type
20                                sword man, archer, mage */
21 class player
22 {
23     friend void showinfo(player& p1, player& p2);
24     friend class swordsman;
25 
26 protected:
27     int HP, HPmax, MP, MPmax, AP, DP, speed, EXP, LV;
28     // General properties of all characters
29     string name;    // character name
30     job role;        /* character's job, one of swordman, archer and mage,
31                        as defined by the enumerate type */
32     container bag;    // character's inventory
33 
34 public:
35     virtual bool attack(player& p) = 0;    // normal attack
36     virtual bool specialatt(player& p) = 0;    //special attack
37     virtual void isLevelUp() = 0;            // level up judgement
38     /* Attention!
39     These three methods are called "Pure virtual functions".
40     They have only declaration, but no definition.
41     The class with pure virtual functions are called "Abstract class", which can only be used to inherited, but not to constructor objects.
42     The detailed definition of these pure virtual functions will be given in subclasses. */
43 
44     void reFill();        // character's HP and MP resume
45     bool death();        // report whether character is dead
46     void isDead();        // check whether character is dead
47     bool useHeal();        // consume heal, irrelevant to job
48     bool useMW();        // consume magic water, irrelevant to job
49     void transfer(player& p);    // possess opponent's items after victory
50     void showRole();    // display character's job
51 
52 private:
53     bool playerdeath;            // whether character is dead, doesn't need to be accessed or inherited
54 };
55 
56 #endif

player.cpp

  1 //=======================
  2 //        player.cpp
  3 //=======================
  4 
  5 #include <iostream>
  6 #include <iomanip>
  7 #include "player.h"
  8 using namespace std;
  9 using std::cout;
 10 
 11 // character's HP and MP resume
 12 void player::reFill()
 13 {
 14     HP = HPmax;        // HP and MP fully recovered
 15     MP = MPmax;
 16 }
 17 
 18 // report whether character is dead
 19 bool player::death()
 20 {
 21     return playerdeath;
 22 }
 23 
 24 // check whether character is dead
 25 void player::isDead()
 26 {
 27     if (HP <= 0)        // HP less than 0, character is dead
 28     {
 29         cout << name << " is Dead." << endl;
 30         system("pause");
 31         playerdeath = 1;    // give the label of death value 1
 32     }
 33 }
 34 
 35 // consume heal, irrelevant to job
 36 bool player::useHeal()
 37 {
 38     if (bag.nOfHeal() > 0)
 39     {
 40         HP = HP + 100;
 41         if (HP > HPmax)        // HP cannot be larger than maximum value
 42             HP = HPmax;        // so assign it to HPmax, if necessary
 43         cout << name << " used Heal, HP increased by 100." << endl;
 44         bag.useHeal();        // use heal
 45         system("pause");
 46         return 1;    // usage of heal succeed
 47     }
 48     else                // If no more heal in bag, cannot use
 49     {
 50         cout << "Sorry, you don't have heal to use." << endl;
 51         system("pause");
 52         return 0;    // usage of heal failed
 53     }
 54 }
 55 
 56 // consume magic water, irrelevant to job
 57 bool player::useMW()
 58 {
 59     if (bag.nOfMW() > 0)
 60     {
 61         MP = MP + 100;
 62         if (MP > MPmax)
 63             MP = MPmax;
 64         cout << name << " used Magic Water, MP increased by 100." << endl;
 65         bag.useMW();
 66         system("pause");
 67         return 1;    // usage of magic water succeed
 68     }
 69     else
 70     {
 71         cout << "Sorry, you don't have magic water to use." << endl;
 72         system("pause");
 73         return 0;    // usage of magic water failed
 74     }
 75 }
 76 
 77 // possess opponent's items after victory
 78 void player::transfer(player& p)
 79 {
 80     cout << name << " got" << p.bag.nOfHeal() << " Heal, and " << p.bag.nOfMW() << " Magic Water." << endl;
 81     system("pause");
 82     HP += p.bag.nOfHeal();
 83     MP += p.bag.nOfMW();
 84         // set the character's bag, get opponent's items
 85 }
 86 
 87 // display character's job
 88 void player::showRole()
 89 {
 90     switch (role)
 91     {
 92     case sw:
 93         cout << "Swordsman";
 94         break;
 95     case ar:
 96         cout << "Archer";
 97         break;
 98     case mg:
 99         cout << "Mage";
100         break;
101     default:
102         break;
103     }
104 }
105 
106 
107 // display character's job
108 void showinfo(player& p1, player& p2)
109 {
110     system("cls");
111     cout << "##############################################################" << endl;
112     cout << "# Player" << setw(10) << p1.name << "   LV. " << setw(3) << p1.LV
113         << "  # Opponent" << setw(10) << p2.name << "   LV. " << setw(3) << p2.LV << " #" << endl;
114     cout << "# HP " << setw(3) << (p1.HP <= 999 ? p1.HP : 999) << '/' << setw(3) << (p1.HPmax <= 999 ? p1.HPmax : 999)
115         << " | MP " << setw(3) << (p1.MP <= 999 ? p1.MP : 999) << '/' << setw(3) << (p1.MPmax <= 999 ? p1.MPmax : 999)
116         << "     # HP " << setw(3) << (p2.HP <= 999 ? p2.HP : 999) << '/' << setw(3) << (p2.HPmax <= 999 ? p2.HPmax : 999)
117         << " | MP " << setw(3) << (p2.MP <= 999 ? p2.MP : 999) << '/' << setw(3) << (p2.MPmax <= 999 ? p2.MPmax : 999) << "      #" << endl;
118     cout << "# AP " << setw(3) << (p1.AP <= 999 ? p1.AP : 999)
119         << " | DP " << setw(3) << (p1.DP <= 999 ? p1.DP : 999)
120         << " | speed " << setw(3) << (p1.speed <= 999 ? p1.speed : 999)
121         << " # AP " << setw(3) << (p2.AP <= 999 ? p2.AP : 999)
122         << " | DP " << setw(3) << (p2.DP <= 999 ? p2.DP : 999)
123         << " | speed " << setw(3) << (p2.speed <= 999 ? p2.speed : 999) << "  #" << endl;
124     cout << "# EXP" << setw(7) << p1.EXP << " Job: " << setw(7);
125     p1.showRole();
126     cout << "   # EXP" << setw(7) << p2.EXP << " Job: " << setw(7);
127     p2.showRole();
128     cout << "    #" << endl;
129     cout << "--------------------------------------------------------------" << endl;
130     p1.bag.display();
131     cout << "##############################################################" << endl;
132 }

swordsman.h

 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 };

swordsman.cpp

  1 //=======================
  2 //        swordsman.cpp
  3 //=======================
  4 
  5 #include <iostream>
  6 #include "swordsman.h"
  7 using namespace std;
  8 
  9 // constructor. default values don't need to be repeated here
 10 swordsman::swordsman(int lv_in, string name_in)
 11 {
 12     role = sw;    // enumerate type of job
 13     LV = lv_in;
 14     name = name_in;
 15 
 16     // Initialising the character's properties, based on his level
 17     HPmax = 150 + 8 * (LV - 1);        // HP increases 8 point2 per level
 18     HP = HPmax;
 19     MPmax = 75 + 2 * (LV - 1);        // MP increases 2 points per level
 20     MP = MPmax;
 21     AP = 25 + 4 * (LV - 1);            // AP increases 4 points per level
 22     DP = 25 + 4 * (LV - 1);            // DP increases 4 points per level
 23     speed = 25 + 2 * (LV - 1);        // speed increases 2 points per level
 24 
 25     playerdeath = 0;
 26     EXP = LV * LV * 75;
 27     bag.set(lv_in, lv_in);
 28 }
 29 
 30 void swordsman::isLevelUp()
 31 {
 32     if (EXP >= LV * LV * 75)
 33     {
 34         LV++;
 35         AP += 4;
 36         DP += 4;
 37         HPmax += 8;
 38         MPmax += 2;
 39         speed += 2;
 40         cout << name << " Level UP!" << endl;
 41         cout << "HP improved 8 points to " << HPmax << endl;
 42         cout << "MP improved 2 points to " << MPmax << endl;
 43         cout << "Speed improved 2 points to " << speed << endl;
 44         cout << "AP improved 4 points to " << AP << endl;
 45         cout << "DP improved 5 points to " << DP << endl;
 46         system("pause");
 47         isLevelUp();    // recursively call this function, so the character can level up multiple times if got enough exp
 48     }
 49 }
 50 
 51 bool swordsman::attack(player& p)
 52 {
 53     double HPtemp = 0;        // opponent's HP decrement
 54     double EXPtemp = 0;        // player obtained exp
 55     double hit = 1;            // attach factor, probably give critical attack
 56     srand((unsigned)time(NULL));        // generating random seed based on system time
 57 
 58     // If speed greater than opponent, you have some possibility to do double attack
 59     if ((speed > p.speed) && (rand() % 100 < (speed - p.speed)))        // rand()%100 means generates a number no greater than 100
 60     {
 61         HPtemp = (int)((1.0 * AP / p.DP) * AP * 5 / (rand() % 4 + 10));        // opponent's HP decrement calculated based their AP/DP, and uncertain chance
 62         cout << name << "'s quick strike hit " << p.name << ", " << p.name << "'s HP decreased " << HPtemp << endl;
 63         p.HP = int(p.HP - HPtemp);
 64         EXPtemp = (int)(HPtemp * 1.2);
 65     }
 66 
 67     // If speed smaller than opponent, the opponent has possibility to evade
 68     if ((speed < p.speed) && (rand() % 50 < 1))
 69     {
 70         cout << name << "'s attack has been evaded by " << p.name << endl;
 71         system("pause");
 72         return 1;
 73     }
 74 
 75     // 10% chance give critical attack
 76     if (rand() % 100 <= 10)
 77     {
 78         hit = 1.5;
 79         cout << "Critical attack: ";
 80     }
 81 
 82     // Normal attack
 83     HPtemp = (int)((1.0 * AP / p.DP) * AP * 5 / (rand() % 4 + 10));
 84     cout << name << " uses bash, " << p.name << "'s HP decreases " << HPtemp << endl;
 85     EXPtemp = (int)(EXPtemp + HPtemp * 1.2);
 86     p.HP = (int)(p.HP - HPtemp);
 87     cout << name << " obtained " << EXPtemp << " experience." << endl;
 88     EXP = (int)(EXP + EXPtemp);
 89     system("pause");
 90     return 1;        // Attack success
 91 }
 92 
 93 bool swordsman::specialatt(player& p)
 94 {
 95     if (MP < 40)
 96     {
 97         cout << "You don't have enough magic points!" << endl;
 98         system("pause");
 99         return 0;        // Attack failed
100     }
101     else
102     {
103         MP -= 40;            // consume 40 MP to do special attack
104 
105         //10% chance opponent evades
106         if (rand() % 100 <= 10)
107         {
108             cout << name << "'s leap attack has been evaded by " << p.name << endl;
109             system("pause");
110             return 1;
111         }
112 
113         double HPtemp = 0;
114         double EXPtemp = 0;
115         //double hit=1;            
116         //srand(time(NULL));        
117         HPtemp = (int)(AP * 1.2 + 20);        // not related to opponent's DP
118         EXPtemp = (int)(HPtemp * 1.5);        // special attack provides more experience
119         cout << name << " uses leap attack, " << p.name << "'s HP decreases " << HPtemp << endl;
120         cout << name << " obtained " << EXPtemp << " experience." << endl;
121         p.HP = (int)(p.HP - HPtemp);
122         EXP = (int)(EXP + EXPtemp);
123         system("pause");
124     }
125     return 1;    // special attack succeed
126 }
127 
128 // Computer opponent
129 void swordsman::AI(player& p)
130 {
131     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)))
132         // AI's HP cannot sustain 3 rounds && not too lavish && still has heal && won't be killed in next round
133     {
134         useHeal();
135     }
136     else
137     {
138         if (MP >= 40 && HP > 0.5 * HPmax && rand() % 100 <= 30)
139             // AI has enough MP, it has 30% to make special attack
140         {
141             specialatt(p);
142             p.isDead();        // check whether player is dead
143         }
144         else
145         {
146             if (MP < 40 && HP>0.5 * HPmax && bag.nOfMW())
147                 // Not enough MP && HP is safe && still has magic water
148             {
149                 useMW();
150             }
151             else
152             {
153                 attack(p);    // normal attack
154                 p.isDead();
155             }
156         }
157     }
158 }

main.cpp

  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 #include "main.h"
 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     human = new swordsman(1, tempName);
 22     int tempJob;        // temp choice for job selection
 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                 delete human;        // player is dead, program is getting to its end, what should we do here?
102                     system("pause");
103                 return 0;
104             }
105         }
106     }
107     delete human;            // You win, program is getting to its end, what should we do here?
108         system("cls");
109     cout << "Congratulations! You defeated all opponents!!" << endl;
110     system("pause");
111     return 0;
112 }

 

标签:string,继承,void,多态,player,int,实验,include,cout
From: https://www.cnblogs.com/xiao-shi/p/16928292.html

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