Person.hpp
#ifndef Person_HPP #define Person_HPP #include <iostream> #include<string> #include<iomanip> //使用std命名空间 using std::cout; using std::endl; using std::ostream; using std::istream; using std::string; using std::left; using std::setw; class Person{ private: string name,telephone,email; public: Person(){} Person(string a,string b, string c=" "):name{a},telephone{b},email{c}{} string change_telephone(string _tele); string change_email(string _email); string get_name()const{return name;} string get_telephone()const{return telephone;} string get_email()const {return email;} friend istream &operator>>(istream &in,Person &p); friend ostream &operator<<(ostream &out,Person &p); friend bool operator==(const Person &p1,const Person &p2); }; string Person::change_telephone(string _tele) { telephone=_tele; return telephone; } string Person::change_email(string _email) { email=_email; return email; } istream &operator>>(istream &in,Person &p) { in>>p.name>>p.telephone>>p.email; return in; } ostream &operator<<(ostream &out,Person &p) { out<<left<<setw(10)<<p.name<<setw(15)<<p.telephone <<setw(15)<<p.email; return out; } bool operator==(const Person &p1,const Person &p2) { return p1.get_name()==p2.get_name()&&p1.get_telephone()==p2.get_telephone(); } #endifView Code
#include<iostream> #include<vector> #include<fstream> #include "Person.hpp" int main() { using namespace std; vector<Person> Link; Person p; while(cin>>p) { Link.push_back(p); } for(auto it=Link.begin();it!=Link.end();it++) { cout<<*it<<endl; } ofstream file; file.open("d:c++\\hello.txt"); if(!file.is_open()) { cerr<<"error!"; return 1; } for(auto &i:Link) { file<<i<<endl; } }
① 在测试代码中, cout << i ,编译器会将这个表达式
cout<<i会转换成函数 ostream& operator<<(cout,i)
② 在测试代码中, fout << i ,编译器会将这个表达式
fout<<i会转换成函数 ofstream& operater<<(fout,i)
container.h
1 //======================= 2 // container.h 3 //======================= 4 5 // The so-called inventory of a player in RPG games 6 // contains two items, heal and magic water 7 8 #ifndef _CONTAINER // Conditional compilation 9 #define _CONTAINER 10 11 class container // Inventory 12 { 13 protected: 14 int numOfHeal; // number of heal 15 int numOfMW; // number of magic water 16 public: 17 container(); // constuctor 18 void set(int heal_n, int mw_n); // set the items numbers 19 int nOfHeal(); // get the number of heal 20 int nOfMW(); // get the number of magic water 21 void display(); // display the items; 22 bool useHeal(); // use heal 23 bool useMW(); // use magic water 24 }; 25 26 #endifView Code
container.cpp
1 //======================= 2 // container.cpp 3 //======================= 4 #include "container.h" 5 #include <iostream> 6 using namespace std; 7 // default constructor initialise the inventory as empty 8 container::container() 9 { 10 set(0,0); 11 } 12 13 // set the item numbers 14 void container::set(int heal_n, int mw_n) 15 { 16 numOfHeal=heal_n; 17 numOfMW=mw_n; 18 } 19 20 // get the number of heal 21 int container::nOfHeal() 22 { 23 return numOfHeal; 24 } 25 26 // get the number of magic water 27 int container::nOfMW() 28 { 29 return numOfMW; 30 } 31 32 // display the items; 33 void container::display() 34 { 35 cout<<"Your bag contains: "<<endl; 36 cout<<"Heal(HP+100): "<<numOfHeal<<endl; 37 cout<<"Magic Water (MP+80): "<<numOfMW<<endl; 38 } 39 40 //use heal 41 bool container::useHeal() 42 { 43 numOfHeal--; 44 return 1; // use heal successfully 45 } 46 47 //use magic water 48 bool container::useMW() 49 { 50 numOfMW--; 51 return 1; // use magic water successfully 52 }View Code
player.h
1 //======================= 2 // player.h 3 //======================= 4 5 // The base class of player 6 // including the general properties and methods related to a character 7 8 #ifndef _PLAYER 9 #define _PLAYER 10 #include<iostream> 11 #include <iomanip> // use for setting field width 12 #include <time.h> // use for generating random factor 13 #include "container.h" 14 using namespace std; 15 enum job {sw, ar, mg}; /* define 3 jobs by enumerate type 16 sword man, archer, mage */ 17 class player 18 { 19 friend void showinfo(player &p1, player &p2); 20 friend class swordsman;// 21 22 protected: 23 int HP, HPmax, MP, MPmax, AP, DP, speed, EXP, LV; 24 // General properties of all characters 25 string name; // character name 26 job role; /* character's job, one of swordman, archer and mage, 27 as defined by the enumerate type */ 28 container bag; // character's inventory 29 30 public: 31 virtual bool attack(player &p)=0; // normal attack 32 virtual bool specialatt(player &p)=0; //special attack 33 virtual void isLevelUp()=0; // level up judgement 34 /* Attention! 35 These three methods are called "Pure virtual functions". 36 They have only declaration, but no definition. 37 The class with pure virtual functions are called "Abstract class", which can only be used to inherited, but not to constructor objects. 38 The detailed definition of these pure virtual functions will be given in subclasses. */ 39 40 void reFill(); // character's HP and MP resume 41 bool death(); // report whether character is dead 42 void isDead(); // check whether character is dead 43 bool useHeal(); // consume heal, irrelevant to job 44 bool useMW(); // consume magic water, irrelevant to job 45 void transfer(player &p); // possess opponent's items after victory 46 void showRole(); // display character's job 47 48 private: 49 bool playerdeath; // whether character is dead, doesn't need to be accessed or inherited 50 }; 51 52 #endifView Code
player.cpp
1 //======================= 2 // player.cpp 3 //======================= 4 5 #include "player.h" 6 // character's HP and MP resume 7 void player::reFill() 8 { 9 HP=HPmax; // HP and MP fully recovered 10 MP=MPmax; 11 } 12 13 // report whether character is dead 14 bool player::death() 15 { 16 return playerdeath; 17 } 18 19 // check whether character is dead 20 void player::isDead() 21 { 22 if(HP<=0) // HP less than 0, character is dead 23 { 24 cout<<name<<" is Dead." <<endl; 25 system("pause"); 26 playerdeath=1; // give the label of death value 1 27 } 28 } 29 30 // consume heal, irrelevant to job 31 bool player::useHeal() 32 { 33 if(bag.nOfHeal()>0) 34 { 35 HP=HP+100; 36 if(HP>HPmax) // HP cannot be larger than maximum value 37 HP=HPmax; // so assign it to HPmax, if necessary 38 cout<<name<<" used Heal, HP increased by 100."<<endl; 39 bag.useHeal(); // use heal 40 system("pause"); 41 return 1; // usage of heal succeed 42 } 43 else // If no more heal in bag, cannot use 44 { 45 cout<<"Sorry, you don't have heal to use."<<endl; 46 system("pause"); 47 return 0; // usage of heal failed 48 } 49 } 50 51 // consume magic water, irrelevant to job 52 bool player::useMW() 53 { 54 if(bag.nOfMW()>0) 55 { 56 MP=MP+100; 57 if(MP>MPmax) 58 MP=MPmax; 59 cout<<name<<" used Magic Water, MP increased by 100."<<endl; 60 bag.useMW(); 61 system("pause"); 62 return 1; // usage of magic water succeed 63 } 64 else 65 { 66 cout<<"Sorry, you don't have magic water to use."<<endl; 67 system("pause"); 68 return 0; // usage of magic water failed 69 } 70 } 71 72 // possess opponent's items after victory 73 void player::transfer(player &p) 74 { 75 cout<<name<<" got"<<p.bag.nOfHeal()<<" Heal, and "<<p.bag.nOfMW()<<" Magic Water."<<endl; 76 system("pause"); 77 p.bag.set(bag.nOfHeal()+p.bag.nOfHeal(),bag.nOfMW()+p.bag.nOfMW()); 78 // set the character's bag, get opponent's items 79 } 80 81 // display character's job 82 void player::showRole() 83 { 84 switch(role) 85 { 86 case sw: 87 cout<<"Swordsman"; 88 break; 89 case ar: 90 cout<<"Archer"; 91 break; 92 case mg: 93 cout<<"Mage"; 94 break; 95 default: 96 break; 97 } 98 } 99 100 101 // display character's job 102 void showinfo(player &p1, player &p2) 103 { 104 system("cls"); 105 cout<<"##############################################################"<<endl; 106 cout<<"# Player"<<setw(10)<<p1.name<<" LV. "<<setw(3) <<p1.LV 107 <<" # Opponent"<<setw(10)<<p2.name<<" LV. "<<setw(3) <<p2.LV<<" #"<<endl; 108 cout<<"# HP "<<setw(3)<<(p1.HP<=999?p1.HP:999)<<'/'<<setw(3)<<(p1.HPmax<=999?p1.HPmax:999) 109 <<" | MP "<<setw(3)<<(p1.MP<=999?p1.MP:999)<<'/'<<setw(3)<<(p1.MPmax<=999?p1.MPmax:999) 110 <<" # HP "<<setw(3)<<(p2.HP<=999?p2.HP:999)<<'/'<<setw(3)<<(p2.HPmax<=999?p2.HPmax:999) 111 <<" | MP "<<setw(3)<<(p2.MP<=999?p2.MP:999)<<'/'<<setw(3)<<(p2.MPmax<=999?p2.MPmax:999)<<" #"<<endl; 112 cout<<"# AP "<<setw(3)<<(p1.AP<=999?p1.AP:999) 113 <<" | DP "<<setw(3)<<(p1.DP<=999?p1.DP:999) 114 <<" | speed "<<setw(3)<<(p1.speed<=999?p1.speed:999) 115 <<" # AP "<<setw(3)<<(p2.AP<=999?p2.AP:999) 116 <<" | DP "<<setw(3)<<(p2.DP<=999?p2.DP:999) 117 <<" | speed "<<setw(3)<<(p2.speed<=999?p2.speed:999)<<" #"<<endl; 118 cout<<"# EXP"<<setw(7)<<p1.EXP<<" Job: "<<setw(7); 119 p1.showRole(); 120 cout<<" # EXP"<<setw(7)<<p2.EXP<<" Job: "<<setw(7); 121 p2.showRole(); 122 cout<<" #"<<endl; 123 cout<<"--------------------------------------------------------------"<<endl; 124 p1.bag.display(); 125 cout<<"##############################################################"<<endl; 126 }View Code
swordsman.h
1 //======================= 2 // swordsman.h 3 //======================= 4 5 // Derived from base class player 6 // For the job Swordsman 7 8 #include "player.h" 9 class swordsman : public player // subclass swordsman publicly inherited from base player 10 { 11 public: 12 swordsman(int lv_in=1, string name_in="Not Given"); 13 // constructor with default level of 1 and name of "Not given" 14 void isLevelUp(); 15 bool attack (player &p); 16 bool specialatt(player &p); 17 /* These three are derived from the pure virtual functions of base class 18 The definition of them will be given in this subclass. */ 19 void AI(player &p); // Computer opponent 20 };View Code
swordsman.cpp
1 //======================= 2 // swordsman.cpp 3 //======================= 4 #include "swordsman.h" 5 // constructor. default values don't need to be repeated here 6 swordsman::swordsman(int lv_in, string name_in) 7 { 8 role=sw; // enumerate type of job 9 LV=lv_in; 10 name=name_in; 11 12 // Initialising the character's properties, based on his level 13 HPmax=150+8*(LV-1); // HP increases 8 point2 per level 14 HP=HPmax; 15 MPmax=75+2*(LV-1); // MP increases 2 points per level 16 MP=MPmax; 17 AP=25+4*(LV-1); // AP increases 4 points per level 18 DP=25+4*(LV-1); // DP increases 4 points per level 19 speed=25+2*(LV-1); // speed increases 2 points per level 20 21 playerdeath=0; 22 EXP=LV*LV*75; 23 bag.set(lv_in, lv_in); 24 } 25 26 void swordsman::isLevelUp() 27 { 28 if(EXP>=LV*LV*75) 29 { 30 LV++; 31 AP+=4; 32 DP+=4; 33 HPmax+=8; 34 MPmax+=2; 35 speed+=2; 36 cout<<name<<" Level UP!"<<endl; 37 cout<<"HP improved 8 points to "<<HPmax<<endl; 38 cout<<"MP improved 2 points to "<<MPmax<<endl; 39 cout<<"Speed improved 2 points to "<<speed<<endl; 40 cout<<"AP improved 4 points to "<<AP<<endl; 41 cout<<"DP improved 5 points to "<<DP<<endl; 42 system("pause"); 43 isLevelUp(); // recursively call this function, so the character can level up multiple times if got enough exp 44 } 45 } 46 //inherit from class player 47 bool swordsman::attack(player &p) 48 { 49 double HPtemp=0; // opponent's HP decrement 50 double EXPtemp=0; // player obtained exp 51 double hit=1; // attach factor, probably give critical attack 52 srand((unsigned)time(NULL)); // generating random seed based on system time 53 54 // If speed greater than opponent, you have some possibility to do double attack 55 if ((speed>p.speed) && (rand()%100<(speed-p.speed))) // rand()%100 means generates a number no greater than 100 56 { 57 HPtemp=(int)((1.0*AP/p.DP)*AP*5/(rand()%4+10)); // opponent's HP decrement calculated based their AP/DP, and uncertain chance 58 cout<<name<<"'s quick strike hit "<<p.name<<", "<<p.name<<"'s HP decreased "<<HPtemp<<endl; 59 p.HP=int(p.HP-HPtemp); 60 EXPtemp=(int)(HPtemp*1.2); 61 } 62 63 // If speed smaller than opponent, the opponent has possibility to evade 64 if ((speed<p.speed) && (rand()%50<1)) 65 { 66 cout<<name<<"'s attack has been evaded by "<<p.name<<endl; 67 system("pause"); 68 return 1; 69 } 70 71 // 10% chance give critical attack 72 if (rand()%100<=10) 73 { 74 hit=1.5; 75 cout<<"Critical attack: "; 76 } 77 78 // Normal attack 79 HPtemp=(int)((1.0*AP/p.DP)*AP*5/(rand()%4+10)); 80 cout<<name<<" uses bash, "<<p.name<<"'s HP decreases "<<HPtemp<<endl; 81 EXPtemp=(int)(EXPtemp+HPtemp*1.2); 82 p.HP=(int)(p.HP-HPtemp); 83 cout<<name<<" obtained "<<EXPtemp<<" experience."<<endl; 84 EXP=(int)(EXP+EXPtemp); 85 system("pause"); 86 return 1; // Attack success 87 } 88 89 bool swordsman::specialatt(player &p) 90 { 91 if(MP<40) 92 { 93 cout<<"You don't have enough magic points!"<<endl; 94 system("pause"); 95 return 0; // Attack failed 96 } 97 else 98 { 99 MP-=40; // consume 40 MP to do special attack 100 101 //10% chance opponent evades 102 if(rand()%100<=10) 103 { 104 cout<<name<<"'s leap attack has been evaded by "<<p.name<<endl; 105 system("pause"); 106 return 1; 107 } 108 109 double HPtemp=0; 110 double EXPtemp=0; 111 //double hit=1; 112 //srand(time(NULL)); 113 HPtemp=(int)(AP*1.2+20); // not related to opponent's DP 114 EXPtemp=(int)(HPtemp*1.5); // special attack provides more experience 115 cout<<name<<" uses leap attack, "<<p.name<<"'s HP decreases "<<HPtemp<<endl; 116 cout<<name<<" obtained "<<EXPtemp<<" experience."<<endl; 117 p.HP=(int)(p.HP-HPtemp); 118 EXP=(int)(EXP+EXPtemp); 119 system("pause"); 120 } 121 return 1; // special attack succeed 122 } 123 124 // Computer opponent 125 void swordsman::AI(player &p) 126 { 127 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))) 128 // AI's HP cannot sustain 3 rounds && not too lavish && still has heal && won't be killed in next round 129 { 130 useHeal(); 131 } 132 else 133 { 134 if(MP>=40 && HP>0.5*HPmax && rand()%100<=30) 135 // AI has enough MP, it has 30% to make special attack 136 { 137 specialatt(p); 138 p.isDead(); // check whether player is dead 139 } 140 else 141 { 142 if (MP<40 && HP>0.5*HPmax && bag.nOfMW()) 143 // Not enough MP && HP is safe && still has magic water 144 { 145 useMW(); 146 } 147 else 148 { 149 attack(p); // normal attack 150 p.isDead(); 151 } 152 } 153 } 154 }View Code
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; // 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 system("pause"); 102 return 0; 103 } 104 } 105 } 106 delete human; // You win, program is getting to its end, what should we do here? 107 system("cls"); 108 cout<<"Congratulations! You defeated all opponents!!"<<endl; 109 system("pause"); 110 return 0; 111 } 112View Code