实验5 类的继承、派生和多态

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1QwT.jpg

实验结论

宠物

源码

MachinePets.h
//
// Created by KOKODA on 2019/6/3.
//

#ifndef SHIYAN5_MACHINEPETS_H
#define SHIYAN5_MACHINEPETS_H

#include <string>

using namespace std;

class MachinePets {
protected:
    string nickname;
public:
    MachinePets(const string &nickname);
    virtual string talk()=0;
};

#endif //SHIYAN5_MACHINEPETS_H
MachinePets.cpp
//
// Created by KOKODA on 2019/6/3.
//

#include "MachinePets.h"

MachinePets::MachinePets(const string &nickname) : nickname(nickname) {}
PetCats.h
//
// Created by KOKODA on 2019/6/3.
//

#ifndef SHIYAN5_PETCATS_H
#define SHIYAN5_PETCATS_H

#include "MachinePets.h"

class PetCats: public MachinePets {
public:
    PetCats(const string &nickname);
    string talk();
};


#endif //SHIYAN5_PETCATS_H
PetCats.cpp
//
// Created by KOKODA on 2019/6/3.
//

#include "PetCats.h"

PetCats::PetCats(const string &nickname) : MachinePets(nickname) {}

string PetCats::talk() {
    return nickname+" says miao wu~";
}
PetDogs.h
//
// Created by KOKODA on 2019/6/3.
//

#ifndef SHIYAN5_PETDOGS_H
#define SHIYAN5_PETDOGS_H

#include "MachinePets.h"

class PetDogs:public MachinePets{
public:
    PetDogs(const string &nickname);
    string talk();
};


#endif //SHIYAN5_PETDOGS_H
PetDogs.cpp
//
// Created by KOKODA on 2019/6/3.
//

#include "PetDogs.h"

PetDogs::PetDogs(const string &nickname) : MachinePets(nickname) {}

string PetDogs::talk() {
    return nickname+" says wang wang~";
}
main.cpp
#include <iostream>

#include "PetCats.h"
#include "PetDogs.h"

using namespace std;

void play(MachinePets *p);

int main() {
    PetCats cat("miku");
    PetDogs dog("da huang");
    play(&cat); // 按照play()形参,传递参数
    play(&dog); // 按照play()形参,传递参数
    return 0;
}

void play(MachinePets *p) {
    cout<<(p->talk())<<endl;
}

运行截图

zjAp.png

RPG游戏

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    // 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
//=======================

// default constructor initialise the inventory as empty
#include "container.h"
#include <iostream>

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() {
    numOfHeal--;
    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 <string>
#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
};

#endif
player.cpp
//=======================
//      player.cpp
//=======================


// character's HP and MP resume
#include "player.h"
#include <iostream>

using namespace std;

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(bag.nOfHeal() + p.bag.nOfHeal(), bag.nOfHeal() + p.bag.nOfHeal());
    // 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) {
    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;
}
swordman.h
//=======================
//      swordsman.h
//=======================

// Derived from base class player
// For the job Swordsman

#include "player.h"

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
};
swordman.cpp
//=======================
//      swordsman.cpp
//=======================

// constructor. default values don't need to be repeated here
#include "swordsman.h"
#include <iostream>

using namespace std;

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();
            }
        }
    }
}

运行截图

C1cG.png

rVE5.png

1iXk.png

转载于:https://www.cnblogs.com/KOKODA/p/10968928.html