实验5 模板类与多态

四、实验结论

1.实验任务1

验证性内容。

2.实验任务2

  • 给出Person.hpp源码和task2.cpp源码

    Person.hpp

    #include <iostream>
    #include <iomanip>
    using namespace std;
    
    class Person
    {
    public:
        Person(){};
        Person(string name0, string telephone0, string email0 = "") : name(name0), telephone(telephone0), email(email0){};
        Person(Person const &p) : name(p.name), telephone(p.telephone), email(p.email){};
        void Change_phone(string new_telephone) { telephone = new_telephone; }
        void Change_em(string new_eamil) { email = new_eamil; }
        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;
    };
    
    ostream &operator<<(ostream &out, const Person &p)
    {
        out << setiosflags(ios_base::left) << setw(20) << p.name << setw(20) << p.telephone << setw(20) << p.email << endl;
        return out;
    }
    
    istream &operator>>(istream &in, Person &p)
    {
        getline(in >> ws, p.name);
        getline(in, p.telephone);
        getline(in, p.email);
        return in;
    }
    
    bool operator==(const Person &p1, const Person &p2)
    {
        return p1.name == p2.name && p1.telephone == p2.telephone;
    }
    

    task2.cpp

    #include <iostream>
    #include <fstream>
    #include <vector>
    #include "Person.hpp"
    
    int main()
    {
        using namespace std;
    
        vector<Person> phone_book;
        Person p;
    
        while(cin>>p)
            phone_book.push_back(p);
        
        for(auto &i: phone_book)
            cout << i << endl;
        
        cout << boolalpha << (phone_book.at(0) == phone_book.at(1)) << endl;
    
        ofstream fout;
    
        fout.open("phone_book.txt");
    
        if(!fout.is_open())
        {
            cerr << "fail to open file phone_book.txt\n";
            return 1;
        }
    
        for(auto &i: phone_book)
            fout << i << endl;
        
        fout.close();
    }
    
  • 运行结果截图(包括屏幕截图,和,数据文件)(换一组测试数据截图)

    实验5 模板类与多态

    实验5 模板类与多态

  • 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。

    osteam &operator<<(ostream &cout, const Person &i)

    ostream &operator<<(ostream &cout , const Person &i)
    {
       cout <<setiosflags(ios_base::left) << setw(20) << i.name << setw(20) << i.telephone << setw(20) << i.email;
       return cout;
    }
    

    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。

    osteam &operator<<(ostream &fout, const Person &i)

    ostream &operator<<(ostream &fout , const Person &i)
    {
       fout <<setiosflags(ios_base::left) << setw(20) << i.name << setw(20) << i.telephone << setw(20) << i.email;
       return fout;
    }
    

3.实验任务3

  • 补足后的源码,及运行测试截图。

    源码:

    container.h

    //=======================
    //		container.h
    //=======================
    
    // The so-called inventory of a player in RPG games
    // contains two items, heal and magic water
    
    #ifndef _CONTAINER // 1_?????????????		// 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
    

    container.cpp

    //=======================
    //		container.cpp
    //=======================
    
    #include <iostream>
    #include "container.h"
    using namespace std;
    // default constructor initialise the inventory as empty
    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--; // 2_????????
    	return 1;  // use heal successfully
    }
    
    // use magic water
    bool container::useMW()
    {
    	numOfMW--;
    	return 1; // use magic water successfully
    }
    

    player.h

    //=======================
    //		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"
    
    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
    

    player.cpp

    //=======================
    //		player.cpp
    //=======================
    
    #include <iostream>
    #include "player.h"
    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");
    	bag.set(p.bag.nOfHeal() + bag.nOfHeal(), p.bag.nOfMW() + bag.nOfMW()); // 3_ ? ? ? ? ? ? ? ? ? ? ?
    																		   // 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) // 4_ ? ? ? ? ? ? ? ? ? ? ? ? ? ?
    {
    	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.h

    //=======================
    //		swordsman.h
    //=======================
    
    // Derived from base class player
    // For the job Swordsman
    
    #include "player.h"
    class swordsman : public player // 5_?????????		// 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
    };
    

    swordsman.cpp

    //=======================
    //		swordsman.cpp
    //=======================
    
    // constructor. default values don't need to be repeated here
    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.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;	 // 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; // 6_???????????		// player is dead, program is getting to its end, what should we do here?
    				system("pause");
    				return 0;
    			}
    		}
    	}
    	delete human; // 7_ ? ? ? ? ? ? ? ? ? // 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;
    }
    

    截图:

    实验5 模板类与多态

    实验5 模板类与多态

    实验5 模板类与多态

    实验5 模板类与多态

五、实验总结(选)

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