#include<iostream>
#include<string>
using namespace std;
class MachinePets {
public:
MachinePets( string s=" ") { nickname = s; }
virtual string talk() = 0;
string get_nickname() { return nickname; }
private:
string nickname;
};
class PetCats :public MachinePets {
public:
PetCats(string a) : MachinePets(a) {};
string talk() { return "miao wu~"; }
};
class PetDogs :public MachinePets {
public:
PetDogs(string b) :MachinePets(b) {};
string talk() { return "wang wang~"; }
};
void play(MachinePets& obj) {
std::cout << obj.get_nickname() << " says " << obj.talk() << std::endl;
}
void test() {
PetCats cat("mao");
PetDogs dog("dog");
play(cat);
play(dog);
}
int main() {
test();
}
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#pragma once
#include<iostream>
#include<string>
#include<iomanip>
using namespace std;
class Person {
public:
Person(){}
Person(string e , string n, string t=" ") { name = n; telephone = t; email = e; }
Person(const Person& str) {
name = str.name;
telephone = str.telephone;
email = str.email;
}
void update_telephone() { cout << "Enter the telepher the email adresss:"; cin.clear(); cin >> telephone;cout << "telephone number has been updated..." << endl; }
void update_email() { cout << "Enter teh eamil adress:"; cin.clear(); cin >> email;cout<<"email adress has been updated..." << endl; }
string ret_name() { return name; }
string ret_telephone() { return telephone; }
string ret_email() { return email; }
/* friend std::ostream& operator<<(std::ostream& out, Person & p)
{
out << left << setw(10) << p.name;
out << left << setw(10) << p.telephone;
out << left << setw(10) << p.email;
out << endl;
return out;
}*/friend std::ostream& operator<<(std::ostream& out, const Person& c) {
out << left << setw(20) << c.name;
out << left << setw(20) << c.telephone;
out << left << setw(20) << c.email;
out << endl;
return out;
}
friend std::istream & operator>>(std::istream &in, Person& p)
{
in >> p.name >> p.email >> p.telephone;
return in;
}
friend bool operator==( Person& q, Person& p)
{
if ((p.ret_telephone() == q.ret_telephone()) && (p.ret_email() == q.ret_email()))
return true;
else
return false;
}
private:
string name,telephone,email;
};
#include<iostream>
#include<fstream>
#include<vector>
#include<Person.hpp>
void test() {
using namespace std;
vector<Person> phone_book;
Person p;
cout << "Enter person's contact until press Ctrl + Z" << endl;
while (cin >> p)
phone_book.push_back(p);
cout << "\nupdate someone's contact: \n";
phone_book.at(0).update_telephone();
phone_book.at(0).update_email();
cout << "\ndisplay all contacts' info\n";
for (auto& phone : phone_book)
cout << phone << endl;
cout << "\ntest whether the same contact\n";
cout << boolalpha << (phone_book.at(0) == phone_book.at(1)) << endl;
}
int main() {
test();
}
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//=======================
// 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
//=======================
// 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--;
return 1; // use heal successfully
}
//use magic water
bool container::useMW()
{
numOfMW--;
return 1; // use magic water successfully
}
#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
//=======================
// 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");
HP+=p.bag.nOfHeal();MP+=p.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
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;
}
//=======================
// player.cpp
//=======================
// 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");
HP+=p.bag.nOfHeal();MP+=p.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
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.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
};
//=======================
// 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; // player is dead, program is getting to its end, what should we do here?
system("pause");
return 0;
}
}
}
delete human; // 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;
}
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