实验5 模板类和多态

任务2

模拟电话簿的信息添加、保存。
设计并实现一个类Person,用于保存一个人的联系方式,并支持一些基础操作。具体设计如下:

  • 数据成员
    • name 用于保存姓名
    • telephone 用于保存手机号码
    • email 用于保存email邮箱
  • 函数成员
    • 默认构造函数
      支持诸如 Person p; 这样构造对象。
    • 带有参数的构造函数
      支持诸如 Person p("Ole Olsen", "13352196559"); 这样构造对象。email地址可以为空。
    • 支持修改手机号码的方法
    • 支持修改email地址的方法
  • 友元函数
    • 重载插入运算符<<为友元函数,支持使用诸如 cout << p 的方式输出联系人信息。
    • 重载提取运算符>>为友元函数,支持使用诸如 cin >> p 的方式输入联系人信息。
    • 重载关系运算符==为友元函数,支持对两个联系人信息进行关系判断。只有当姓名和手机号都相同时,才返回真,否则,返回假 .

将类Person的实现,保存在文件Person.hpp中。
编写测试代码task2.cpp,对设计的类Person进行测试:循环录入联系人信息,添加到联系人动态数组中。然后将联系人信息打印输出到屏幕上,同时,写入文件phone_book.txt中。

Person.hpp

#ifndef PERSON_HPP
#define PERSON_HPP

using namespace std;
#include <iostream>
#include <iomanip>

class Person
{
public:
    Person();
    Person(string n, string t, string e = " ") : name(n), telephone(t), email(e) {}
    void change_phone(string newphone) { telephone = newphone; }
    void change_email(string newemail) { email = newemail; }

    friend ostream &operator<<(ostream &os, const Person &p);
    friend istream &operator>>(istream &is, Person &p);
    friend bool operator==(const Person &p1, const Person &p2);

private:
    string name;
    string telephone;
    string email;
};
Person::Person()
{
    name = "qianze";
    telephone = "201983300444";
    email = "123@qq.com";
}

ostream &operator<<(ostream &os, const Person &p)
{
    os.setf(ios::left);
    os << setw(15) << p.name
       << setw(15) << p.telephone
       << setw(15) << p.email;
    return os;
}
istream &operator>>(istream &is, Person &p)
{
    getline(is,p.name);
    getline(is,p.telephone);
    getline(is,p.email);
    return is;
}
bool operator==(const Person &p1, const Person &p2)
{
    return (p1.name == p2.name && p1.telephone == p2.telephone);
}

#endif

测试结果

实验5 模板类和多态

 

 实验5 模板类和多态

 

 

回答问题

这个任务中,插入运算符<<被重载为友元函数。

① 在测试代码中, cout << i ,编译器会将这个表达式转换成什么样的函数调用?写出具体的函数调用形式。

operator<<(cout,i)

② 在测试代码中, fout << i ,编译器会将这个表达式转换成什么样的函数调用?写出具体的函数调用形式。

operaotr<<(fout,i)

 

 

任务3

简单RPG游戏补足与丰富。

//=======================
//        container.h
//=======================

// The so-called inventory of a player in RPG games
// contains two items, heal and magic water
//1_?????????????
#ifndef _CONTAINER        // Conditional compilation
#define _CONTAINER

class container        // Inventory
{
    friend class player; //ąăÓÚplayerŔŕˇĂÎĘnumOfHealŁŹnumOfMW
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
//=======================
//        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
//=======================
//        swordsman.h
//=======================

// Derived from base class player
// For the job Swordsman
#ifndef _SWORDSMAN
#define _SWORDSMAN

#include "player.h"
//5_?????????
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
};
#endif
//=======================
//        container.cpp
//=======================

// default constructor initialise the inventory as empty
#include "container.h"
#include <iostream>
using std::cout;
using std::endl;
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()
{
    // 2_????????
    numOfHeal--;
    return 1; // use heal successfully
}

// use magic water
bool container::useMW()
{
    numOfMW--;
    return 1; // use magic water successfully
}
//=======================
//        player.cpp
//=======================
#include "player.h"
#include "container.h"
#include <iostream>
#include <iomanip>

using namespace std;

// character's HP and MP resume
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");
    // 3_???????????
    bag.set(bag.numOfHeal + p.bag.nOfHeal(), bag.numOfMW + 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
// 4_??????????????
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;
}
//=======================
//        swordsman.cpp
//=======================

// constructor. default values don't need to be repeated here

#include "swordsman.h"
#include <iostream>
using std::cout;
using std::endl;
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();
            }
        }
    }
}
//=======================
//        main.cpp
//=======================

// main function for the RPG style game

#include <iostream>
#include <string>
using namespace std;

#include "swordsman.h"
#include "swordsman.cpp"
#include "player.cpp"
#include "container.cpp"
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;     // 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;
                // 6_???????????
                delete human;
                human = nullptr; // player is dead, program is getting to its end, what should we do here?
                system("pause");
                return 0;
            }
        }
    }
    // 7_???????????
    delete human;
    human = nullptr; // 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;
}

测试结果:

实验5 模板类和多态

 

 实验5 模板类和多态

 

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