《实验任务2》
“Person.hpp”
#include <iostream> #include <algorithm> #include <string> #include <iomanip> using namespace std; class Person { private: string name; string telephone; string email; public: Person(){} Person(string na, string te, string em):name(na), telephone(te), email(em){} void change_phone(string new_phone){telephone = new_phone;} void change_email(string new_email){email = new_email;} friend ostream& operator<<(ostream& out, Person& p); friend istream& operator>>(istream& in, Person& P); friend bool operator==(Person P1, Person P2); }; ostream& operator<<(ostream& out, Person& P) { out <<setiosflags(ios_base::left) << setw(20) << P.name << setw(20) << P.telephone << setw(20) << P.email; return out; } istream& operator>>(istream& in, Person& P) { // in >> P.name >> P.telephone >> P.email; string temp; in >> P.name; in >> temp; P.name = P.name +" "+temp; in >> P.telephone >> P.email; return in; } bool operator==(Person P1, Person P2) { if(P1.name==P2.name&&P1.telephone==P2.telephone) return true; return false; }
“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”
① cout << i
将会转化成 osteam &operator<<(ostream &cout, const Person &i)
其具体的调用形式为
ostream &operator<<(ostream &cout , const Person &i)
{
cout <<setiosflags(ios_base::left) << setw(20) << P.name
<< setw(20) << P.telephone
<< setw(20) << P.email;
return cout;
}
②fout << i
将会转化成 osteam &operator<<(ostream &fout, const Person &i)
其具体的调用形式为
ostream &operator<<(ostream &fout , const Person &i)
{
fout <<setiosflags(ios_base::left) << setw(20) << P.name
<< setw(20) << P.telephone
<< setw(20) << P.email;
return fout;
}
《实验任务3》
//======================= // 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 }; #endifcontainer.h
//======================= // container.cpp //======================= // default constructor initialise the inventory as empty #include <iostream> #include "container.h" 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() { numOfMW++; return 1; // use heal successfully } //use magic water bool container::useMW() { numOfMW--; return 1; // use magic water successfully }container.cpp
//======================= // 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 namespace std; 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 }; #endifplayer.h
//======================= // player.cpp //======================= #include <iostream> #include "player.h" // 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 { std::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 std::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 { std::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; std::cout<<name<<" used Magic Water, MP increased by 100."<<endl; bag.useMW(); system("pause"); return 1; // usage of magic water succeed } else { std::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) { std::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()); // set the character's bag, get opponent's items } // display character's job void player::showRole() { switch(role) { case sw: std::cout<<"Swordsman"; break; case ar: std::cout<<"Archer"; break; case mg: std::cout<<"Mage"; break; default: break; } } // display character's job void showinfo(player &p1, player &p2) { system("cls"); std::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; }player.cpp
1 //======================= 2 // swordsman.h 3 //======================= 4 5 // Derived from base class player 6 // For the job Swordsman 7 #include <iostream> 8 #include "player.h" 9 10 class swordsman : public player // subclass swordsman publicly inherited from base player 11 { 12 public: 13 swordsman(int lv_in=1, string name_in="Not Given"); 14 // constructor with default level of 1 and name of "Not given" 15 void isLevelUp(); 16 bool attack (player &p); 17 bool specialatt(player &p); 18 /* These three are derived from the pure virtual functions of base class 19 The definition of them will be given in this subclass. */ 20 void AI(player &p); // Computer opponent 21 };swordsman.h
1 //======================= 2 // swordsman.cpp 3 //======================= 4 5 // constructor. default values don't need to be repeated here 6 7 #include <iostream> 8 #include <stdlib.h> 9 #include "swordsman.h" 10 11 swordsman::swordsman(int lv_in, string name_in) 12 { 13 role=sw; // enumerate type of job 14 LV=lv_in; 15 name=name_in; 16 17 // Initialising the character's properties, based on his level 18 HPmax=150+8*(LV-1); // HP increases 8 point2 per level 19 HP=HPmax; 20 MPmax=75+2*(LV-1); // MP increases 2 points per level 21 MP=MPmax; 22 AP=25+4*(LV-1); // AP increases 4 points per level 23 DP=25+4*(LV-1); // DP increases 4 points per level 24 speed=25+2*(LV-1); // speed increases 2 points per level 25 26 playerdeath=0; 27 EXP=LV*LV*75; 28 bag.set(lv_in, lv_in); 29 } 30 31 void swordsman::isLevelUp() 32 { 33 if(EXP>=LV*LV*75) 34 { 35 LV++; 36 AP+=4; 37 DP+=4; 38 HPmax+=8; 39 MPmax+=2; 40 speed+=2; 41 cout<<name<<" Level UP!"<<endl; 42 cout<<"HP improved 8 points to "<<HPmax<<endl; 43 cout<<"MP improved 2 points to "<<MPmax<<endl; 44 cout<<"Speed improved 2 points to "<<speed<<endl; 45 cout<<"AP improved 4 points to "<<AP<<endl; 46 cout<<"DP improved 5 points to "<<DP<<endl; 47 system("pause"); 48 isLevelUp(); // recursively call this function, so the character can level up multiple times if got enough exp 49 } 50 } 51 52 bool swordsman::attack(player &p) 53 { 54 double HPtemp=0; // opponent's HP decrement 55 double EXPtemp=0; // player obtained exp 56 double hit=1; // attach factor, probably give critical attack 57 srand((unsigned)time(NULL)); // generating random seed based on system time 58 59 // If speed greater than opponent, you have some possibility to do double attack 60 if ((speed>p.speed) && (rand()%100<(speed-p.speed))) // rand()%100 means generates a number no greater than 100 61 { 62 HPtemp=(int)((1.0*AP/p.DP)*AP*5/(rand()%4+10)); // opponent's HP decrement calculated based their AP/DP, and uncertain chance 63 cout<<name<<"'s quick strike hit "<<p.name<<", "<<p.name<<"'s HP decreased "<<HPtemp<<endl; 64 p.HP=int(p.HP-HPtemp); 65 EXPtemp=(int)(HPtemp*1.2); 66 } 67 68 // If speed smaller than opponent, the opponent has possibility to evade 69 if ((speed<p.speed) && (rand()%50<1)) 70 { 71 cout<<name<<"'s attack has been evaded by "<<p.name<<endl; 72 system("pause"); 73 return 1; 74 } 75 76 // 10% chance give critical attack 77 if (rand()%100<=10) 78 { 79 hit=1.5; 80 cout<<"Critical attack: "; 81 } 82 83 // Normal attack 84 HPtemp=(int)((1.0*AP/p.DP)*AP*5/(rand()%4+10)); 85 cout<<name<<" uses bash, "<<p.name<<"'s HP decreases "<<HPtemp<<endl; 86 EXPtemp=(int)(EXPtemp+HPtemp*1.2); 87 p.HP=(int)(p.HP-HPtemp); 88 cout<<name<<" obtained "<<EXPtemp<<" experience."<<endl; 89 EXP=(int)(EXP+EXPtemp); 90 system("pause"); 91 return 1; // Attack success 92 } 93 94 bool swordsman::specialatt(player &p) 95 { 96 if(MP<40) 97 { 98 cout<<"You don't have enough magic points!"<<endl; 99 system("pause"); 100 return 0; // Attack failed 101 } 102 else 103 { 104 MP-=40; // consume 40 MP to do special attack 105 106 //10% chance opponent evades 107 if(rand()%100<=10) 108 { 109 cout<<name<<"'s leap attack has been evaded by "<<p.name<<endl; 110 system("pause"); 111 return 1; 112 } 113 114 double HPtemp=0; 115 double EXPtemp=0; 116 //double hit=1; 117 //srand(time(NULL)); 118 HPtemp=(int)(AP*1.2+20); // not related to opponent's DP 119 EXPtemp=(int)(HPtemp*1.5); // special attack provides more experience 120 cout<<name<<" uses leap attack, "<<p.name<<"'s HP decreases "<<HPtemp<<endl; 121 cout<<name<<" obtained "<<EXPtemp<<" experience."<<endl; 122 p.HP=(int)(p.HP-HPtemp); 123 EXP=(int)(EXP+EXPtemp); 124 system("pause"); 125 } 126 return 1; // special attack succeed 127 } 128 129 // Computer opponent 130 void swordsman::AI(player &p) 131 { 132 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))) 133 // AI's HP cannot sustain 3 rounds && not too lavish && still has heal && won't be killed in next round 134 { 135 useHeal(); 136 } 137 else 138 { 139 if(MP>=40 && HP>0.5*HPmax && rand()%100<=30) 140 // AI has enough MP, it has 30% to make special attack 141 { 142 specialatt(p); 143 p.isDead(); // check whether player is dead 144 } 145 else 146 { 147 if (MP<40 && HP>0.5*HPmax && bag.nOfMW()) 148 // Not enough MP && HP is safe && still has magic water 149 { 150 useMW(); 151 } 152 else 153 { 154 attack(p); // normal attack 155 p.isDead(); 156 } 157 } 158 } 159 }swordsman.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 13 14 15 int main() 16 { 17 string tempName; 18 bool success=0; //flag for storing whether operation is successful 19 cout <<"Please input player's name: "; 20 cin >>tempName; // get player's name from keyboard input 21 player *human; // use pointer of base class, convenience for polymorphism 22 int tempJob; // temp choice for job selection 23 do 24 { 25 cout <<"Please choose a job: 1 Swordsman, 2 Archer, 3 Mage"<<endl; 26 cin>>tempJob; 27 system("cls"); // clear the screen 28 switch(tempJob) 29 { 30 case 1: 31 human=new swordsman(1,tempName); // create the character with user inputted name and job 32 success=1; // operation succeed 33 break; 34 default: 35 break; // In this case, success=0, character creation failed 36 } 37 }while(success!=1); // so the loop will ask user to re-create a character 38 39 int tempCom; // temp command inputted by user 40 int nOpp=0; // the Nth opponent 41 for(int i=1;nOpp<5;i+=2) // i is opponent's level 42 { 43 nOpp++; 44 system("cls"); 45 cout<<"STAGE" <<nOpp<<endl; 46 cout<<"Your opponent, a Level "<<i<<" Swordsman."<<endl; 47 system("pause"); 48 swordsman enemy(i, "Warrior"); // Initialise an opponent, level i, name "Junior" 49 human->reFill(); // get HP/MP refill before start fight 50 51 while(!human->death() && !enemy.death()) // no died 52 { 53 success=0; 54 while (success!=1) 55 { 56 showinfo(*human,enemy); // show fighter's information 57 cout<<"Please give command: "<<endl; 58 cout<<"1 Attack; 2 Special Attack; 3 Use Heal; 4 Use Magic Water; 0 Exit Game"<<endl; 59 cin>>tempCom; 60 switch(tempCom) 61 { 62 case 0: 63 cout<<"Are you sure to exit? Y/N"<<endl; 64 char temp; 65 cin>>temp; 66 if(temp=='Y'||temp=='y') 67 return 0; 68 else 69 break; 70 case 1: 71 success=human->attack(enemy); 72 human->isLevelUp(); 73 enemy.isDead(); 74 break; 75 case 2: 76 success=human->specialatt(enemy); 77 human->isLevelUp(); 78 enemy.isDead(); 79 break; 80 case 3: 81 success=human->useHeal(); 82 break; 83 case 4: 84 success=human->useMW(); 85 break; 86 default: 87 break; 88 } 89 } 90 if(!enemy.death()) // If AI still alive 91 enemy.AI(*human); 92 else // AI died 93 { 94 cout<<"YOU WIN"<<endl; 95 human->transfer(enemy); // player got all AI's items 96 } 97 if (human->death()) 98 { 99 system("cls"); 100 cout<<endl<<setw(50)<<"GAME OVER"<<endl; 101 human->isDead(); // player is dead, program is getting to its end, what should we do here? 102 system("pause"); 103 return 0; 104 } 105 } 106 } 107 cout << endl << "Clear" <<endl; // You win, program is getting to its end, what should we do here? 108 system("cls"); 109 cout<<"Congratulations! You defeated all opponents!!"<<endl; 110 system("pause"); 111 return 0; 112 } 113main.cpp
“运行截图”