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实验五 继承和多态

时间:2022-11-27 23:25:43浏览次数:44  
标签:string Person 继承 void 多态 player int 实验 include

task4代码:

//pets.hpp
#pragma once
#include<iostream>
using namespace std;

class MachinePets {
public:
	MachinePets(const string s) :nickname(s) {}
	virtual string talk() = 0; 
	const string get_nickname() { return nickname; }
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~"; }
};

  

//task4.cpp
#include <iostream>
#include "pets.hpp"
void play(MachinePets& obj) {
	std::cout << obj.get_nickname() << " says " << obj.talk() << std::endl;
}
void test() {
	PetCats cat("miku");
	PetDogs dog("da huang");
	play(cat);
	play(dog);
}
int main() {
	test();
}

  运行截图:

 

 task5代码:

//person.hpp
#pragma once
#include<iostream>
#include<iomanip>
#include<string>
using namespace std;

class Person {
public:
	Person() {}
	Person(string n, string t, string e = "");
	Person(const Person& p);
	~Person() = default;
	void update_telephone();
	void update_email();
	friend ostream& operator<<(ostream& out, const Person& p);
	friend istream& operator>>(istream& in, Person& p);
	friend bool operator==(const Person& p1, const Person& p2);
private:
	string name;
	string telephone;
	string email;
};
Person::Person(string n, string t, string e) {
	name = n; telephone = t; email = e;
}
Person::Person(const Person& p) {
	name = p.name;
	telephone = p.telephone;
	email = p.email;
}
void Person::update_telephone(){
	cin.clear();//改状态标识符
	cin.sync();//清缓冲区,两个连用
	string temp;
	cout << "Enter the telephone number: ";
	cin >> temp;
	telephone = temp;
	cout << "telephone number has been updated..." << endl;
}
void Person::update_email() {
	cin.clear();
	cin.sync();
	string temp;
	cout << "Enter the email address: ";
	cin >> temp;
	email = temp;
	cout << "email address has been updated..." << endl;
}
ostream& operator<<(ostream& out, const Person& p) {
	out << left << setw(17) << p.name << setw(17) << p.telephone << setw(17) << p.email;
	return out;
}
istream& operator>>(istream& in, Person& p) {
	if (in.peek() == '\n')	in.ignore();
	getline(in,p.name);
	getline(in, p.telephone);
	getline(in, p.email);
	return in;
}
bool operator==(const Person& p1, const Person& p2) {
	if (p1.name == p2.name && p1.telephone == p2.telephone)	return true;
	else return false;
}

  

//task5.cpp
#include <iostream>
#include <fstream>
#include <vector>
#include "Person.hpp"
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();
}

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 任务六代码:

#pragma once
//=======================
//		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
};

  

#pragma once
//=======================
//		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"
using std::string;

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

  

#pragma once
//=======================
//		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
};

#endif

  

//=======================
//		swordsman.cpp
//=======================

// constructor. default values don't need to be repeated here
#include"swordsman.h"
#include<iostream>
using namespace std;
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();
			}
		}
	}
}

  

//=======================
//		player.cpp
//=======================


// character's HP and MP resume
#include"player.h"
#include<iostream>
#include<string>
using std::endl;
using std::cout;
using std::setw;
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");
	bag.set(p.bag.nOfHeal(), 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;
}

  

//=======================
//		container.cpp
//=======================

// default constructor initialise the inventory as empty
#include"container.h"
#include<iostream>
using namespace std;
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
}

  

//=======================
//		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=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;
}

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标签:string,Person,继承,void,多态,player,int,实验,include
From: https://www.cnblogs.com/jane-d/p/16930821.html

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