实验任务4
1 #pragma once 2 #include<iostream> 3 #include<string> 4 using namespace std; 5 6 class MachinePets { 7 private: 8 string nickname; 9 public: 10 string get_nickname() { return nickname; } 11 MachinePets(const string s) :nickname{ s }{} 12 virtual string talk() = 0; 13 }; 14 15 class PetCats :public MachinePets { 16 public: 17 PetCats(const string s) :MachinePets{ s }{} 18 string talk(){ 19 return "miao wu~"; 20 } 21 }; 22 23 class PetDogs :public MachinePets { 24 public: 25 PetDogs(const string s) :MachinePets{ s } {} 26 string talk() { 27 return "wang wang~"; 28 } 29 };pets.hpp
1 #include <iostream> 2 #include "pets.hpp" 3 void play(MachinePets& obj) { 4 std::cout << obj.get_nickname() << " says " << obj.talk() << std::endl; 5 } 6 void test() { 7 PetCats cat("miku"); 8 PetDogs dog("da huang"); 9 play(cat); 10 play(dog); 11 } 12 int main() { 13 test(); 14 }task4.cpp
测试截图:
实验任务5
1 #pragma once 2 #include<iostream> 3 #include<string> 4 #include<vector> 5 using namespace std; 6 7 class Person { 8 private: 9 string name; 10 string telephone; 11 string email; 12 public: 13 Person(){} 14 Person(string name0, string telephone0); 15 Person(string name0, string telephone0, string email0); 16 Person(const Person& p); 17 void update_telephone(); 18 void update_email(); 19 20 string get_name() const { return name; } 21 string get_telephone() const { return telephone; } 22 string get_email() const { return email; } 23 24 friend std::ostream& operator<<(std::ostream& out, const Person& p); 25 friend std::istream& operator>>(std::istream& in, Person& p); 26 friend bool operator==(const Person& p1, const Person& p2); 27 }; 28 Person::Person(string name0, string telephone0) { 29 name = name0; 30 telephone = telephone0; 31 } 32 33 Person::Person(string name0, string telephone0, string email0) { 34 name = name0; 35 telephone = telephone0; 36 email = email0; 37 } 38 39 Person::Person(const Person& p) { 40 name = p.name; 41 telephone = p.telephone; 42 email = p.email; 43 44 } 45 46 void Person::update_telephone() { 47 cout << "Enter the telephone number:"; 48 cin.clear(); 49 string t; 50 cin >> t; 51 telephone = t; 52 cout << "telephone number has been updated..." << endl; 53 } 54 55 void Person::update_email() { 56 cout << "Enter the email address:"; 57 cin.clear(); 58 string e; 59 cin >> e; 60 email = e; 61 cout << "email adsress has been updated..." << endl; 62 } 63 64 std::ostream& operator<<(std::ostream& out, const Person& p) { 65 out << p.name << endl << p.telephone << endl << p.email << endl; 66 return out; 67 } 68 69 std::istream& operator>>(std::istream& in, Person& p) { 70 in >> p.name; 71 cin.sync(); 72 in >> p.telephone; 73 cin.sync(); 74 in >> p.email; 75 cout << endl; 76 return in; 77 } 78 bool operator==(const Person& p1, const Person& p2) { 79 return (p1.get_name() == p2.get_name() && p1.get_telephone() == p2.get_telephone()); 80 }Person.hpp
1 #include <iostream> 2 #include "pets.hpp" 3 void play(MachinePets& obj) { 4 std::cout << obj.get_nickname() << " says " << obj.talk() << std::endl; 5 } 6 void test() { 7 PetCats cat("miku"); 8 PetDogs dog("da huang"); 9 play(cat); 10 play(dog); 11 } 12 int main() { 13 test(); 14 }task5.cpp
测试截图:
实验任务6
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 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 #endifcontainer.h
1 #pragma once 2 //======================= 3 // swordsman.h 4 //======================= 5 6 // Derived from base class player 7 // For the job Swordsman 8 #include<string> 9 #include "player.h" 10 11 using std::string; 12 13 class swordsman : public player // subclass swordsman publicly inherited from base player 14 { 15 public: 16 swordsman(int lv_in = 1, string name_in = "Not Given"); 17 // constructor with default level of 1 and name of "Not given" 18 void isLevelUp(); 19 bool attack(player& p); 20 bool specialatt(player& p); 21 /* These three are derived from the pure virtual functions of base class 22 The definition of them will be given in this subclass. */ 23 void AI(player& p); // Computer opponent 24 };swordsman.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<string> 13 #include <iomanip> // use for setting field width 14 #include <time.h> // use for generating random factor 15 16 #include "container.h" 17 18 using std::string; 19 20 enum job { sw, ar, mg }; /* define 3 jobs by enumerate type 21 sword man, archer, mage */ 22 class player 23 { 24 friend void showinfo(player& p1, player& p2); 25 friend class swordsman; 26 27 protected: 28 int HP, HPmax, MP, MPmax, AP, DP, speed, EXP, LV; 29 // General properties of all characters 30 string name; // character name 31 job role; /* character's job, one of swordman, archer and mage, 32 as defined by the enumerate type */ 33 container bag; // character's inventory 34 35 public: 36 virtual bool attack(player& p) = 0; // normal attack 37 virtual bool specialatt(player& p) = 0; //special attack 38 virtual void isLevelUp() = 0; // level up judgement 39 /* Attention! 40 These three methods are called "Pure virtual functions". 41 They have only declaration, but no definition. 42 The class with pure virtual functions are called "Abstract class", which can only be used to inherited, but not to constructor objects. 43 The detailed definition of these pure virtual functions will be given in subclasses. */ 44 45 void reFill(); // character's HP and MP resume 46 bool death(); // report whether character is dead 47 void isDead(); // check whether character is dead 48 bool useHeal(); // consume heal, irrelevant to job 49 bool useMW(); // consume magic water, irrelevant to job 50 void transfer(player& p); // possess opponent's items after victory 51 void showRole(); // display character's job 52 53 private: 54 bool playerdeath; // whether character is dead, doesn't need to be accessed or inherited 55 }; 56 57 #endifplayer.h
1 //======================= 2 // container.cpp 3 //======================= 4 #include"container.h" 5 #include<iostream> 6 7 using std::cout; 8 using std::endl; 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 }container.cpp
1 //======================= 2 // swordsman.cpp 3 //======================= 4 5 #include"swordsman.h" 6 #include"player.h" 7 #include<iostream> 8 9 using std::cout; 10 using std::endl; 11 12 swordsman::swordsman(int lv_in, string name_in) 13 { 14 role = sw; // enumerate type of job 15 LV = lv_in; 16 name = name_in; 17 18 // Initialising the character's properties, based on his level 19 HPmax = 150 + 8 * (LV - 1); // HP increases 8 point2 per level 20 HP = HPmax; 21 MPmax = 75 + 2 * (LV - 1); // MP increases 2 points per level 22 MP = MPmax; 23 AP = 25 + 4 * (LV - 1); // AP increases 4 points per level 24 DP = 25 + 4 * (LV - 1); // DP increases 4 points per level 25 speed = 25 + 2 * (LV - 1); // speed increases 2 points per level 26 27 playerdeath = 0; 28 EXP = LV * LV * 75; 29 bag.set(lv_in, lv_in); 30 } 31 32 void swordsman::isLevelUp() 33 { 34 if (EXP >= LV * LV * 75) 35 { 36 LV++; 37 AP += 4; 38 DP += 4; 39 HPmax += 8; 40 MPmax += 2; 41 speed += 2; 42 cout << name << " Level UP!" << endl; 43 cout << "HP improved 8 points to " << HPmax << endl; 44 cout << "MP improved 2 points to " << MPmax << endl; 45 cout << "Speed improved 2 points to " << speed << endl; 46 cout << "AP improved 4 points to " << AP << endl; 47 cout << "DP improved 5 points to " << DP << endl; 48 system("pause"); 49 isLevelUp(); // recursively call this function, so the character can level up multiple times if got enough exp 50 } 51 } 52 53 bool swordsman::attack(player& p) 54 { 55 double HPtemp = 0; // opponent's HP decrement 56 double EXPtemp = 0; // player obtained exp 57 double hit = 1; // attach factor, probably give critical attack 58 srand((unsigned)time(NULL)); // generating random seed based on system time 59 60 // If speed greater than opponent, you have some possibility to do double attack 61 if ((speed > p.speed) && (rand() % 100 < (speed - p.speed))) // rand()%100 means generates a number no greater than 100 62 { 63 HPtemp = (int)((1.0 * AP / p.DP) * AP * 5 / (rand() % 4 + 10)); // opponent's HP decrement calculated based their AP/DP, and uncertain chance 64 cout << name << "'s quick strike hit " << p.name << ", " << p.name << "'s HP decreased " << HPtemp << endl; 65 p.HP = int(p.HP - HPtemp); 66 EXPtemp = (int)(HPtemp * 1.2); 67 } 68 69 // If speed smaller than opponent, the opponent has possibility to evade 70 if ((speed < p.speed) && (rand() % 50 < 1)) 71 { 72 cout << name << "'s attack has been evaded by " << p.name << endl; 73 system("pause"); 74 return 1; 75 } 76 77 // 10% chance give critical attack 78 if (rand() % 100 <= 10) 79 { 80 hit = 1.5; 81 cout << "Critical attack: "; 82 } 83 84 // Normal attack 85 HPtemp = (int)((1.0 * AP / p.DP) * AP * 5 / (rand() % 4 + 10)); 86 cout << name << " uses bash, " << p.name << "'s HP decreases " << HPtemp << endl; 87 EXPtemp = (int)(EXPtemp + HPtemp * 1.2); 88 p.HP = (int)(p.HP - HPtemp); 89 cout << name << " obtained " << EXPtemp << " experience." << endl; 90 EXP = (int)(EXP + EXPtemp); 91 system("pause"); 92 return 1; // Attack success 93 } 94 95 bool swordsman::specialatt(player& p) 96 { 97 if (MP < 40) 98 { 99 cout << "You don't have enough magic points!" << endl; 100 system("pause"); 101 return 0; // Attack failed 102 } 103 else 104 { 105 MP -= 40; // consume 40 MP to do special attack 106 107 //10% chance opponent evades 108 if (rand() % 100 <= 10) 109 { 110 cout << name << "'s leap attack has been evaded by " << p.name << endl; 111 system("pause"); 112 return 1; 113 } 114 115 double HPtemp = 0; 116 double EXPtemp = 0; 117 //double hit=1; 118 //srand(time(NULL)); 119 HPtemp = (int)(AP * 1.2 + 20); // not related to opponent's DP 120 EXPtemp = (int)(HPtemp * 1.5); // special attack provides more experience 121 cout << name << " uses leap attack, " << p.name << "'s HP decreases " << HPtemp << endl; 122 cout << name << " obtained " << EXPtemp << " experience." << endl; 123 p.HP = (int)(p.HP - HPtemp); 124 EXP = (int)(EXP + EXPtemp); 125 system("pause"); 126 } 127 return 1; // special attack succeed 128 } 129 130 // Computer opponent 131 void swordsman::AI(player& p) 132 { 133 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))) 134 // AI's HP cannot sustain 3 rounds && not too lavish && still has heal && won't be killed in next round 135 { 136 useHeal(); 137 } 138 else 139 { 140 if (MP >= 40 && HP > 0.5 * HPmax && rand() % 100 <= 30) 141 // AI has enough MP, it has 30% to make special attack 142 { 143 specialatt(p); 144 p.isDead(); // check whether player is dead 145 } 146 else 147 { 148 if (MP < 40 && HP>0.5 * HPmax && bag.nOfMW()) 149 // Not enough MP && HP is safe && still has magic water 150 { 151 useMW(); 152 } 153 else 154 { 155 attack(p); // normal attack 156 p.isDead(); 157 } 158 } 159 } 160 }swordsman.cpp
1 //======================= 2 // player.cpp 3 //======================= 4 5 #include"player.h" 6 #include<iostream> 7 8 using std::cout; 9 using std::endl; 10 using std::setw; 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 bag.set(p.bag.nOfHeal() + bag.nOfHeal(), p.bag.nOfMW() + bag.nOfMW()); 83 // set the character's bag, get opponent's items 84 } 85 86 // display character's job 87 void player::showRole() 88 { 89 switch (role) 90 { 91 case sw: 92 cout << "Swordsman"; 93 break; 94 case ar: 95 cout << "Archer"; 96 break; 97 case mg: 98 cout << "Mage"; 99 break; 100 default: 101 break; 102 } 103 } 104 105 106 // display character's job 107 void showinfo(player& p1, player& p2) 108 { 109 system("cls"); 110 cout << "##############################################################" << endl; 111 cout << "# Player" << setw(10) << p1.name << " LV. " << setw(3) << p1.LV 112 << " # Opponent" << setw(10) << p2.name << " LV. " << setw(3) << p2.LV << " #" << endl; 113 cout << "# HP " << setw(3) << (p1.HP <= 999 ? p1.HP : 999) << '/' << setw(3) << (p1.HPmax <= 999 ? p1.HPmax : 999) 114 << " | MP " << setw(3) << (p1.MP <= 999 ? p1.MP : 999) << '/' << setw(3) << (p1.MPmax <= 999 ? p1.MPmax : 999) 115 << " # HP " << setw(3) << (p2.HP <= 999 ? p2.HP : 999) << '/' << setw(3) << (p2.HPmax <= 999 ? p2.HPmax : 999) 116 << " | MP " << setw(3) << (p2.MP <= 999 ? p2.MP : 999) << '/' << setw(3) << (p2.MPmax <= 999 ? p2.MPmax : 999) << " #" << endl; 117 cout << "# AP " << setw(3) << (p1.AP <= 999 ? p1.AP : 999) 118 << " | DP " << setw(3) << (p1.DP <= 999 ? p1.DP : 999) 119 << " | speed " << setw(3) << (p1.speed <= 999 ? p1.speed : 999) 120 << " # AP " << setw(3) << (p2.AP <= 999 ? p2.AP : 999) 121 << " | DP " << setw(3) << (p2.DP <= 999 ? p2.DP : 999) 122 << " | speed " << setw(3) << (p2.speed <= 999 ? p2.speed : 999) << " #" << endl; 123 cout << "# EXP" << setw(7) << p1.EXP << " Job: " << setw(7); 124 p1.showRole(); 125 cout << " # EXP" << setw(7) << p2.EXP << " Job: " << setw(7); 126 p2.showRole(); 127 cout << " #" << endl; 128 cout << "--------------------------------------------------------------" << endl; 129 p1.bag.display(); 130 cout << "##############################################################" << endl; 131 }player.cpp
1 //======================= 2 // main.cpp 3 //======================= 4 5 // main function for the RPG style game 6 7 #include <iostream> 8 #include <string> 9 #include "swordsman.h" 10 using namespace std; 11 12 int main() 13 { 14 string tempName; 15 bool success = 0; //flag for storing whether operation is successful 16 cout << "Please input player's name: "; 17 cin >> tempName; // get player's name from keyboard input 18 player* human; // use pointer of base class, convenience for polymorphism 19 int tempJob; // temp choice for job selection 20 do 21 { 22 cout << "Please choose a job: 1 Swordsman, 2 Archer, 3 Mage" << endl; 23 cin >> tempJob; 24 system("cls"); // clear the screen 25 switch (tempJob) 26 { 27 case 1: 28 human = new swordsman(1, tempName); // create the character with user inputted name and job 29 success = 1; // operation succeed 30 break; 31 default: 32 break; // In this case, success=0, character creation failed 33 } 34 } while (success != 1); // so the loop will ask user to re-create a character 35 36 int tempCom; // temp command inputted by user 37 int nOpp = 0; // the Nth opponent 38 for (int i = 1; nOpp < 5; i += 2) // i is opponent's level 39 { 40 nOpp++; 41 system("cls"); 42 cout << "STAGE" << nOpp << endl; 43 cout << "Your opponent, a Level " << i << " Swordsman." << endl; 44 system("pause"); 45 swordsman enemy(i, "Warrior"); // Initialise an opponent, level i, name "Junior" 46 human->reFill(); // get HP/MP refill before start fight 47 48 while (!human->death() && !enemy.death()) // no died 49 { 50 success = 0; 51 while (success != 1) 52 { 53 showinfo(*human, enemy); // show fighter's information 54 cout << "Please give command: " << endl; 55 cout << "1 Attack; 2 Special Attack; 3 Use Heal; 4 Use Magic Water; 0 Exit Game" << endl; 56 cin >> tempCom; 57 switch (tempCom) 58 { 59 case 0: 60 cout << "Are you sure to exit? Y/N" << endl; 61 char temp; 62 cin >> temp; 63 if (temp == 'Y' || temp == 'y') 64 return 0; 65 else 66 break; 67 case 1: 68 success = human->attack(enemy); 69 human->isLevelUp(); 70 enemy.isDead(); 71 break; 72 case 2: 73 success = human->specialatt(enemy); 74 human->isLevelUp(); 75 enemy.isDead(); 76 break; 77 case 3: 78 success = human->useHeal(); 79 break; 80 case 4: 81 success = human->useMW(); 82 break; 83 default: 84 break; 85 } 86 } 87 if (!enemy.death()) // If AI still alive 88 enemy.AI(*human); 89 else // AI died 90 { 91 cout << "YOU WIN" << endl; 92 human->transfer(enemy); // player got all AI's items 93 } 94 if (human->death()) 95 { 96 system("cls"); 97 cout << endl << setw(50) << "GAME OVER" << endl; 98 delete human; // player is dead, program is getting to its end, what should we do here? 99 system("pause"); 100 return 0; 101 } 102 } 103 } 104 delete human; // You win, program is getting to its end, what should we do here? 105 system("cls"); 106 cout << "Congratulations! You defeated all opponents!!" << endl; 107 system("pause"); 108 return 0; 109 }main.cpp
测试截图:
实验总结
该实验任务5中,发现连续输入name,telephone和email通过回车键完成输入时,'\n'会进入输入缓冲区从而进行下一个需输入的字符串,导致输入异常或无法输入的问题,针对此问题,我查阅课本及网络资料,总结出一下几种解决方法。
1.getline函数
istream类具有成员函数getline,其功能是允许从输人流中读取多个字符,并且允许指定输入终止字符(默认值是换行字符),在读取完成后,从读取的内容中删除该终止字符,然而该成员函数只能将输入结果存在字符数组中,字符数组的大小是不能自动扩展的,造成了使用上的不便。非成员函数getline能够完成相同的功能,但可以将结果保存在string类型的对象中,更加方便。这一函数可以接收两个参数,前两个分别表示输入流和保存结果的string对象,第三个参数可选,表示终止字符。使用非成员的getline函数的声明在string 头文件中。
2.getchar函数
在两次输入之间加一个getchar()函数,用getchar()将换行符吸收
3.cin.clear()和cin.sync()
cin.clear()的作用为清楚cin流错误状态的语句,cin.sync()的作用为清除缓存区的数据流。通常两个函数需联合起来使用。