c++ 实验五 类的继承、派生和多态(2)
发布日期:2022-03-30 20:19:30 浏览次数:20 分类:博客文章

本文共 18328 字,大约阅读时间需要 61 分钟。

一、没有感情的机器宠物

#include
#include
using std::cout;using std::endl;using std::string;class MachinePets{public: MachinePets(const string s):nickname(s){}; virtual string talk()=0; string const getNickname(){return nickname;};private: string nickname;};class PetCats:public MachinePets{public: PetCats(const string s):MachinePets(s){}; string talk() { string a; a=" says miao wu~"; return a; };};class PetDogs:public MachinePets{public: PetDogs(const string s):MachinePets(s){}; string talk() { string a; a=" says wang wang~"; return a; };};void play(MachinePets *p){ cout<
getNickname()<
talk()<
machinePets

 

二、简单RPG

#pragma once//=======================//        container.h//=======================// The so-called inventory of a player in RPG games// contains two items, heal and magic water#ifndef _CONTAINER        // Conditional compilation#define _CONTAINERclass container        // Inventory{protected:    int numOfHeal;            // number of heal    int numOfMW;            // number of magic waterpublic:    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.h
#pragma once//=======================//        player.h//=======================// The base class of player// including the general properties and methods related to a character#ifndef _PLAYER#define _PLAYER#include 
// use for setting field width#include
// 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 inventorypublic: 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 jobprivate: bool playerdeath; // whether character is dead, doesn't need to be accessed or inherited};#endif
player.h
#pragma once//=======================//        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};
swordsman.h
//=======================//        container.cpp//=======================// default constructor initialise the inventory as empty#include
#include"container.h"using std::cout;using std::endl;container::container(){ set(0, 0);}// set the item numbersvoid container::set(int heal_n, int mw_n){ numOfHeal = heal_n; numOfMW = mw_n;}// get the number of healint container::nOfHeal(){ return numOfHeal;}// get the number of magic waterint 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 healbool container::useHeal(){ numOfHeal--; return 1; // use heal successfully}//use magic waterbool container::useMW(){ numOfMW--; return 1; // use magic water successfully}
container.cpp
//=======================//        main.cpp//=======================// main function for the RPG style game#include 
#include
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; exit(0); // player is dead, program is getting to its end, what should we do here? system("pause"); return 0; } } } exit(0); // 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;}
main.cpp
//=======================//        player.cpp//=======================#include"player.h"#include
#include
using std::cout;using std::endl;using std::string;// character's HP and MP resumevoid player::reFill(){ HP = HPmax; // HP and MP fully recovered MP = MPmax;}// report whether character is deadbool player::death(){ return playerdeath;}// check whether character is deadvoid 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 jobbool 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 jobbool 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 victoryvoid 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.nOfMW() + p.bag.nOfMW()); // set the character's bag, get opponent's items}// display character's jobvoid player::showRole(){ switch (role) { case sw: cout << "Swordsman"; break; case ar: cout << "Archer"; break; case mg: cout << "Mage"; break; default: break; }}// display character's jobvoid 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;}
player.cpp
//=======================//        swordsman.cpp//=======================#include"swordsman.h"#include
#include
using namespace std;// constructor. default values don't need to be repeated hereswordsman::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 opponentvoid 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(); } } }}
swordsman.cpp

后面就是打一个等级更高的,就不贴图了。

实验总结

1、rpg游戏当时显示错误(C4703:使用了可能为初始化的本地指针变量“xxx”),解决办法参考了这个博客

转载地址:https://www.cnblogs.com/aiwenzhuo/p/10970940.html 如侵犯您的版权,请留言回复原文章的地址,我们会给您删除此文章,给您带来不便请您谅解!

上一篇:c++ 实验四 类的继承丶派生和多态
下一篇:c++ 实验一

发表评论

最新留言

逛到本站,mark一下
[***.202.152.39]2024年03月03日 13时53分39秒

关于作者

    喝酒易醉,品茶养心,人生如梦,品茶悟道,何以解忧?唯有杜康!
-- 愿君每日到此一游!

推荐文章

hadoop 3.3 一直停留在running wordcount_蛋价持续下跌,今日跌破3.3元大关!深秋季节价格还能反弹吗?... 2021-06-24
的流程图做完后如何保存_2019超火的半永久眉是哪款?做完后我们如何护理?... 2021-06-24
去除logo 高德地图api_深圳品牌logo升级如何保持原型的同时更具创新? 2021-06-24
二重积分转换成极坐标_二重积分转换极坐标r的范围如何确定? 2021-06-24
python中倒背如流_八字基础知识--倒背如流篇 2021-06-24
以太坊地址和公钥_以太坊地址是什么 2021-06-24
linux查看wifi信号命令_linux – 获取WIFI信号强度 – 寻求最佳方式(IOCTL,iwlist(iw)等)... 2021-06-24
npm 不重启 全局安装后_解决修复npm安装全局模块权限的问题 2021-06-24
vs格式化json 不生效_vs code 格式化 json 配置 2021-06-24
go 字符串反序列化成对象数组_Fastjson 1.2.24反序列化漏洞深度分析 2021-06-24
onmessage websocket 收不到信息_WebSocket断开重连解决方案,心跳重连实践 2021-06-24
hibernate mysql 缓存_hibernate和mysql的缓存问题,没辙了! 2021-06-24
abp框架 mysql_ABP框架使用Mysql数据库 2021-06-24
mysql树形递归删除_使用递归删除树形结构的所有子节点(java和mysql实现) 2021-06-24
linux mysql 不能连接远程_linux mysql 远程连接 2021-06-24
mysql $lt_mongodb中比较级查询条件:($lt $lte $gt $gte)(大于、小于)、查找条件... 2021-06-24
install python_Install python on AIX 7 2021-06-24
jquery查找div下第一个input_jquery查找div元素第一个元素id 2021-06-24
如何修改手机屏幕显示的长宽比例_屏幕分辨率 尺寸 比例 长宽 如何计算 2021-06-24
mysql 的版本 命名规则_MySQL版本和命名规则 2021-06-24