task4.
pets.hpp:
1 #pragma once 2 #include<iostream> 3 #include<string> 4 using namespace std; 5 class MachinePets { 6 public: 7 MachinePets() = default; 8 MachinePets(const string s) :nickname{ s }{} 9 MachinePets(const MachinePets& s1) { nickname = s1.nickname; } 10 virtual string const talk()=0; 11 string const get_nickname() { return nickname; } 12 private: 13 string nickname; 14 }; 15 class PetCats :virtual public MachinePets{ 16 public: 17 PetCats(const string s):MachinePets(s) {} 18 string const talk() { 19 string s1 = "miao miao "; 20 return s1; 21 } 22 }; 23 class PetDogs :virtual public MachinePets { 24 public: 25 PetDogs(const string s) :MachinePets(s) {} 26 string const talk() { 27 string s1 = "wang wang"; 28 return s1; 29 } 30 };
task4.cpp:
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 }
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task5
Person.hpp
1 #pragma once 2 #include<iostream> 3 #include<string> 4 using namespace std; 5 class Person { 6 public: 7 Person(){} 8 Person(string name0, string telephone0, string email0 = " ") :name{ name0 }, telephone{ telephone0 }, email{ email0 }{} 9 Person(const Person& obj):name{obj.name},telephone{obj.telephone},email{obj.email}{} 10 ~Person() = default; 11 void update_telephone() { 12 cin.clear(); 13 string temp; 14 cout << "Enter the telephone number: "; 15 cin >> temp; 16 telephone = temp; 17 cout << "Telephone number has been updated..." << endl; 18 } 19 void update_email() { 20 cin.clear(); 21 string temp; 22 cout << "Enter the email address: "; 23 cin >> temp; 24 email = temp; 25 cout << "Email address has been updated..." << endl; 26 } 27 friend ostream& operator <<(ostream& out,const Person& p1){ 28 out << p1.name << endl; 29 out << p1.telephone << endl; 30 out << p1.email << endl; 31 return out; 32 } 33 friend istream& operator >>(istream& in, Person& p2){ 34 in >> p2.name; 35 in >> p2.telephone; 36 in >> p2.email; 37 return in; 38 } 39 friend bool operator==(const Person& p1, const Person& p2); 40 private: 41 string name, telephone, email; 42 }; 43 bool operator==(const Person& p1, const Person& p2) { 44 if (p1.name == p2.name && p1.telephone == p2.telephone) 45 return 1; 46 else 47 return 0; 48 }
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 }
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实验6
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 <iomanip> // use for setting field width 13 #include <time.h> // use for generating random factor 14 #include "container.h" 15 16 enum job { sw, ar, mg }; /* define 3 jobs by enumerate type 17 sword man, archer, mage */ 18 class player 19 { 20 friend void showinfo(player& p1, player& p2); 21 friend class swordsman; 22 23 protected: 24 int HP, HPmax, MP, MPmax, AP, DP, speed, EXP, LV; 25 // General properties of all characters 26 string name; // character name 27 job role; /* character's job, one of swordman, archer and mage, 28 as defined by the enumerate type */ 29 container bag; // character's inventory 30 31 public: 32 virtual bool attack(player& p) = 0; // normal attack 33 virtual bool specialatt(player& p) = 0; //special attack 34 virtual void isLevelUp() = 0; // level up judgement 35 /* Attention! 36 These three methods are called "Pure virtual functions". 37 They have only declaration, but no definition. 38 The class with pure virtual functions are called "Abstract class", which can only be used to inherited, but not to constructor objects. 39 The detailed definition of these pure virtual functions will be given in subclasses. */ 40 41 void reFill(); // character's HP and MP resume 42 bool death(); // report whether character is dead 43 void isDead(); // check whether character is dead 44 bool useHeal(); // consume heal, irrelevant to job 45 bool useMW(); // consume magic water, irrelevant to job 46 void transfer(player& p); // possess opponent's items after victory 47 void showRole(); // display character's job 48 49 private: 50 bool playerdeath; // whether character is dead, doesn't need to be accessed or inherited 51 }; 52 53 #endif
player.cpp:
1 //======================= 2 // player.cpp 3 //======================= 4 5 6 // character's HP and MP resume 7 #include"player.h" 8 #include<iostream> 9 using namespace std; 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 }
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 // constructor. default values don't need to be repeated here 6 #include"swordsman.h" 7 #include<iostream> 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 }
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 using namespace std; // Conditional compilation 10 #define _CONTAINER 11 #ifndef _CONTAINER 12 13 #endif // !_CONTAINER 14 15 class container{ // Inventory 16 protected: 17 int numOfHeal; // number of heal 18 int numOfMW; // number of magic water 19 public: 20 container(); // constuctor 21 void set(int heal_n, int mw_n); // set the items numbers 22 int nOfHeal(); // get the number of heal 23 int nOfMW(); // get the number of magic water 24 void display(); // display the items; 25 bool useHeal(); // use heal 26 bool useMW(); // use magic water 27 };
container.cpp:
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(0, 0); 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 }
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 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=nullptr; // use pointer of base class, convenience for polymorphism 21 int tempJob; // temp choice for job selection 22 do 23 { 24 cout << "Please choose a job: 1 Swordsman, 2 Archer, 3 Mage" << endl; 25 cin >> tempJob; 26 system("cls"); // clear the screen 27 switch (tempJob) 28 { 29 case 1: 30 human = new swordsman(1, tempName); // create the character with user inputted name and job 31 success = 1; // operation succeed 32 break; 33 default: 34 break; // In this case, success=0, character creation failed 35 } 36 } while (success != 1); // so the loop will ask user to re-create a character 37 38 int tempCom; // temp command inputted by user 39 int nOpp = 0; // the Nth opponent 40 for (int i = 1; nOpp < 5; i += 2) // i is opponent's level 41 { 42 nOpp++; 43 system("cls"); 44 cout << "STAGE" << nOpp << endl; 45 cout << "Your opponent, a Level " << i << " Swordsman." << endl; 46 system("pause"); 47 swordsman enemy(i, "Warrior"); // Initialise an opponent, level i, name "Junior" 48 human->reFill(); // get HP/MP refill before start fight 49 50 while (!human->death() && !enemy.death()) // no died 51 { 52 success = 0; 53 while (success != 1) 54 { 55 showinfo(*human, enemy); // show fighter's information 56 cout << "Please give command: " << endl; 57 cout << "1 Attack; 2 Special Attack; 3 Use Heal; 4 Use Magic Water; 0 Exit Game" << endl; 58 cin >> tempCom; 59 switch (tempCom) 60 { 61 case 0: 62 cout << "Are you sure to exit? Y/N" << endl; 63 char temp; 64 cin >> temp; 65 if (temp == 'Y' || temp == 'y') 66 return 0; 67 else 68 break; 69 case 1: 70 success = human->attack(enemy); 71 human->isLevelUp(); 72 enemy.isDead(); 73 break; 74 case 2: 75 success = human->specialatt(enemy); 76 human->isLevelUp(); 77 enemy.isDead(); 78 break; 79 case 3: 80 success = human->useHeal(); 81 break; 82 case 4: 83 success = human->useMW(); 84 break; 85 default: 86 break; 87 } 88 } 89 if (!enemy.death()) // If AI still alive 90 enemy.AI(*human); 91 else // AI died 92 { 93 cout << "YOU WIN" << endl; 94 human->transfer(enemy); // player got all AI's items 95 } 96 if (human->death()) 97 { 98 system("cls"); 99 cout << endl << setw(50) << "GAME OVER" << endl; 100 delete human;// player is dead, program is getting to its end, what should we do here? 101 human = nullptr; 102 system("pause"); 103 return 0; 104 } 105 } 106 } 107 108 delete human; 109 human = nullptr;// You win, program is getting to its end, what should we do here? 110 system("cls"); 111 cout << "Congratulations! You defeated all opponents!!" << endl; 112 system("pause"); 113 return 0; 114 }
运行截图:
标签:string,int,HP,player,实验,include,void From: https://www.cnblogs.com/zzzys/p/16930055.html