多态与虚函数(week 6)
多态与虚函数的基本概念
虚函数
-
在类的定义中,前面有virtual关键字的成员函数就是虚函数
class base{ virtual int get(); }; int base::get(){}
-
virtual关键字只用在类定义里的函数声明中,写函数体时不用
-
构造函数和静态成员函数不能是虚函数
多态的表现形式(一)
-
派生类的指针可以赋值给基类指针
-
通过基类指针调用基类和派生类中的同名虚函数时:
- 若该指针指向一个基类的对象,那么被调用的是基类的虚函数
- 若该指针指向一个派生类的对象,那么被调用的是派生类的虚函数
这个机制就叫做“多态”
多态的表现形式(二)
-
派生类的对象可以赋给基类引用
-
通过基类引用调用基类和派生类中的同名虚函数时:
- 若该引用引用的是一个基类的对象,那么被调用的是基类的虚函数
- 若该引用引用的是一个派生类的对象,那么被调用的是派生类的虚函数
这个机制就叫做“多态”
多态的作用
在面向对象的程序设计中使用多态,能够增强程序的可扩充性,即程序需要修改或增加功能的时候,需要改动和增加的代码较少。
使用多态的游戏程序实例
基本思路
-
为每个怪物类编写 Attack、FightBack和Hurted成员函数
-
Attack函数表现攻击动作,攻击某个怪物,并调用被攻击怪物的Hurted函数,以减少被攻击怪物的生命值,同时也调用被攻击怪物的FightBack成员函数,遭受被攻击怪物的反击
-
Hurted函数减少自身生命值,并表现受伤动作
-
FightBack成员函数表现反击动作,并调用被反击对象的Hurted成员函数,使被反击对象受伤。
-
设置基类CCreature,并且使CDragon,CWolf等其他类都从CCreature派生而来。
非多态的实现方法
- 有n种怪物,CDragon类中就会有n个Attack成员函数,以及n个FightBack成员函数,对其他类也是如此,非常麻烦。
多态的实现方法
//基类CCreature
class CCreature{
protected:
int m_nLifeValue,m_nPower;
public:
virtual void Attack(CCreature* pCreature){};
virtual void Hurted(int nPower){};
virtual void FightBack(CCreature *pCreature){};
};
//派生类 CDragon
class CDragon:public CCreature{
public:
virtual void Attack(CCreature* pCreature){};
virtual void Hurted(int nPower){};
virtual void FightBack(CCreature *pCreature){};
};
void CDragon::Attack(CCreature *p)
{
//省略一些代码
p->Hurted(m_nPower);//多态
p->FightBack(this);//多态
}
void CDragon::Hurted(int nPower)
{
//省略一些代码
m_nLifeValue -= nPower;
}
void CDragon::FightBack(CCreature *p)
{
p->Hurted(m_nPower/2);//多态
}
多态实现方法的优势
- 如果想要增加新的怪物种类,只需要编写新类,原有的类可以原封不动
更多多态程序实例
例一:几何体处理程序
-
几何形体处理程序:输入若干个几何形体的参数,要求按面积排序输出。输出时要指明形状。
-
输入
- 第一行是几何形体数目n(不超过100),下面有n行,每行以一个字母c开头
- 若c是‘R’,则代表一个矩形,本行后面跟着两个整数,分别是矩形的宽&高
- 若c是‘C’,则代表一个圆,本行后面跟着一个整数代表其半径
- 若c是‘T',则代表一个三角形,本行后面跟着三个整数,代表三条边的长度
-
输出
- 按面积从小到大依次输出每个几何形体的种类及面积。每行一个几何形体,输出格式为
- 形体名称:面积
- 按面积从小到大依次输出每个几何形体的种类及面积。每行一个几何形体,输出格式为
#Include <iostream>
#include <stdlib.h>
#include <math.h>
using namespace std;
class CShape
{
public:
virtual double Area() = 0;//纯虚函数
virtual void PrintInfo() = 0;
};
class CRectangle:piblic CShape
{
public:
int w,h;
virtual double Area();
virtual void PrintInfo();
}
class CCircle:piblic CShape
{
public:
int r;
virtual double Area();
virtual void PrintInfo();
}
class CTriangle:piblic CShape
{
public:
int a,b,c;
virtual double Area();
virtual void PrintInfo();
}
double CRectangle::Area(){
return w*h;
}
void CRectangle::PrintInfo(){
cout<<"Rectangle:"<<Area()<<endl;
}
double CCircle::Area(){
return 3.14*r*r;
}
void CCircle::PrintInfo(){
cout<<"Circle:"<<Area()<<endl;
}
double CTriangle::Area(){
double p = (a+b+c)/2.0;
return sqrt(p*(p-a)*(p-b)*(p-c));//Helen公式
}
void CTriangle::PrintInfo(){
cout<<"Triangle:"<<Area()<<endl;
}
CShape *pShapes[100];
int MyCompare(const void *s1,const void *s2);
int main()
{
int i;int n;
CRectangle *pr;CCircle *pc;CTriangle *pt;
cin>>n;
for(i = 0;i < n;i++){
char c;
cin>>c;
switch(c){
case'R':
pr = new CRectangle();
cin >> pr->w >> pr->h;
pShapes[i] = pr;
break;
case'C':
pc = new CCircle();
cin >> pc->r;
pShape[i] = pc;
break;
case'T':
pt = new CTriangle();
cin >> pt->a >> pt->b >> pt->c;
pShapes[i] = pt;
break;
}
}
qsort(pShapes,n,sizeof(CShanpe*),MyCompare);
for(i = 0;i < n;i++)
pSHapes[i] ->PrintInfo();
return 0;
}
int MyCompare(const void *s1, const void *s2)
{
double a1,a2;
CShape* *p1; //s1,s2是void*,不可写“*s1”来取得s1指向的内容
CShape* *p2;
p1 = (CShape**)s1;//s1,s2指向pSHapes数组中的元素,数组元素的类型是CShape*
p2 = (Cshape**)s2;//故p1,p2都是指向指针的指针,类型为CShape **
a1 = (*p1)->Area();//*p1的类型是CShape*,是基类指针,此句为多态
a2 = (*p2)->Area();
if(a1 < a2)
return -1;
else if(a2 < a1)
return 1;
else
return 0;
}
//如果添加新的几何形体,只需要从CShape派生出CPentagon,以及在main中的switch语句中增加一个case即可
- 用基类指针数组存放指向各种派生类对象的指针,然后遍历该数组,就能对各个派生类对象做各种操作,是很常用的做法。
例二
class Base{
public:
void fun1(){this->fun2();}//this是基类指针,fun2是虚函数,所以是多态
virtual void fun2(){cout<<"Base::fun2()"<<endl;}
};
class Derived:public Base{
public:
virtual void fun2(){cout<<"Derived:fun2()"<<endl;}
};
int main(){
Derived d;
Base* pBase = &d;
pBase -> fun1();
return 0;
}
//输出:Derived:fun2()
- 在非构造函数、非析构函数的成员函数中调用虚函数,是多态
- 在构造函数和析构函数中调用虚函数,不是多态。编译时即可确定调用的函数是自己的类或基类中定义的函数,不会等到运行时才决定调用自己的还是派生类的函数
- 派生类中和基类中虚函数同名同参数表的函数,不加virtual也自动成为虚函数
多态的实现原理
思考引入
“多态”的关键在于通过基类指针或引用调用一个虚函数时,编译时不确定到底调用的是基类还是派生类的函数,运行时才确定——这叫“动态联编”,这是如何实现的?
多态实现的关键——虚函数表
每一个有虚函数的类(或有虚函数的类的派生类)都有一个虚函数表,该类的任何对象中都放着虚函数表的指针。虚函数表中列出了该类的虚函数地址。多出来的4个字节就是用来放虚函数表的地址的。
多态的函数调用语句被编译成一系列根据基类指针所指向的(或基类引用所引用的)对象中存放的虚函数表的地址,在虚函数表中查找虚函数地址,并调用虚函数的指令。
多态的缺点
- 额外的时间开销(多态的函数调用语句需要执行查表过程)
- 额外的空间开销(每一个对象都会多4个字节存储虚函数表地址)
虚析构函数
问题引入
class CSon{
public:~CSon(){ };
};
class CGrandson:CSon{
public:~CGrandson(){};
}
int main(){
CSon *p = new CGrandson;//基类指针指向派生类
delete p;//会引起一些问题:编译器该执行基类析构函数还是派生类析构函数?
return 0;
}
虚析构函数
- 通过基类的指针删除派生类对象时,只调用了基类的析构函数
- 删除一个派生类的对象时,先调用派生类的析构函数,再调用基类的析构函数
- 解决办法:
- 把基类的析构函数声明为virtual
- 派生类的析构函数virtual可以不进行声明
- 通过基类的指针删除派生类对象时,首先调用派生类的析构函数,再调用基类的析构函数
- 把基类的析构函数声明为virtual
- 结论:类如果定义了虚函数,则最好将析构函数也定义成虚函数
- 提醒:不允许把构造函数定义成虚函数
纯虚函数和抽象类
纯虚函数
- 没有函数体的虚函数
抽象类
- 包含纯虚函数的类
- 只能作为基类来派生新类使用
- 不能创建抽象类的对象
- 抽象类的指针和引用指向由抽象类派生出来的类的对象
- 在抽象类中
- 在成员函数内可以调用纯虚函数
- 在构造函数/析构函数内部不能调用纯虚函数
- 如果一个类由抽象类派生而来
- 它只有实现基类中所有的纯虚函数,才能称为非抽象类
练习题
Quiz 1
#include <iostream>
using namespace std;
class A {
private:
int nVal;
public:
void Fun()
{ cout << "A::Fun" << endl; }
void Do()
{ cout << "A::Do" << endl; }
};
class B:public A {
public:
virtual void Do()
{ cout << "B::Do" << endl; }
};
class C:public B {
public:
void Do( )
{ cout << "C::Do" <<endl; }
void Fun()
{ cout << "C::Fun" << endl; }
};
void Call(
// 在此处补充你的代码
B& p
) {
p.Fun(); p.Do();
}
int main() {
C c; Call(c);
return 0;
}
Quiz2
#include <iostream>
using namespace std;
class A {
// 在此处补充你的代码
public:
virtual ~A(){cout << "destructor A" << endl;}
};
class B:public A {
public:
~B() { cout << "destructor B" << endl; }
};
int main() {
A * pa;
pa = new B;
delete pa;
return 0;
}
Quiz 3
#include <iostream>
using namespace std;
class A {
private:
int nVal;
public:
void Fun()
{ cout << "A::Fun" << endl; }
virtual void Do()
{ cout << "A::Do" << endl; }
};
class B:public A {
public:
virtual void Do()
{ cout << "B::Do" << endl; }
};
class C:public B {
public:
void Do( )
{ cout << "C::Do" << endl; }
void Fun()
{ cout << "C::Fun" << endl; }
};
void Call(
// 在此处补充你的代码
A* p
) {
p->Fun(); p->Do();
}
int main() {
Call( new A() );
Call( new C() );
return 0;
}
Quiz 4 魔兽世界终极版
//这道题实在是太可怕了Orz我题都读不太明白……
//所以就直接搜了一版,抄上去了……等以后技术好了再回过头来看看这道题是个什么情况吧Orz
#include<iostream>
#include<string>
#include<vector>
#include<cstdio>
using namespace std;
enum Knight_name{dragon, ninja, iceman, lion, wolf};//武士名称
enum Weapon_name{sword, bomb, arrow};//武器名称
string Knight[5] = {"dragon", "ninja", "iceman", "lion", "wolf"};//武士名称,输出使用
Knight_name Order[2][5] = {{iceman, lion, wolf, ninja, dragon},//制造顺序
{lion, dragon, ninja, iceman, wolf}};
string Color[2] = {"red", "blue"};//司令部颜色,输出使用
string Weapons_[3] = {"sword", "bomb", "arrow"};//武器名称,输出使用
int Attack_[5];//各武士初始攻击力
int Loyal_reduce;//lion未杀死敌人所减少士气
int Hour, Minute;//计时器
int Total_Minutes;//终止时间
int Life_Make[5];//制造各种武士所需生命元
int arrow_attack;//arrow攻击力
void Print_time(){//输出前面时间
cout.width(3); cout.fill('0');
cout << Hour << ':';cout.width(2);
cout << Minute << ' ';
}
class City;
class Command;
class Weapon{//武器
private:
int name, sword_attack, arrow_usetime;//武器名称,sword攻击力,arrow剩余使用次数
public:
Weapon(int i, int satt):name(i), sword_attack(satt),arrow_usetime(3){}//武器状态初始化
bool sword_dull(){//sword变钝
sword_attack = int (sword_attack * 0.8);
return sword_attack;
}
int &usetime(){return arrow_usetime;}
int sw_atk(){return sword_attack;}
};
class Warrior{//士兵
private:
int Num, Life, Attack, Loyal, Step, l_life;//编号,生命力,攻击力,忠诚度,步数
Knight_name name;//武士名称
double Morale;//士气
City* City_Belong_to;//所属城市
Command* Command_Belong_to;//所属司令部
bool If_win,If_kill;//战斗是否获胜,是否杀死敌人
Weapon* weapon[3];//装备
public:
Warrior(int n, Knight_name &name_, int &life, int &t_life,Command *COMD){//初始化士兵属性
Num = n; name = name_; Life = life; Attack = Attack_[name]; Step = 0; l_life = 0;
weapon[0] = NULL; weapon[1] = NULL; weapon[2] = NULL;
switch(name){
case dragon:case iceman: weapon[Num % 3] = new Weapon(Num % 3, int(Attack_[name] * 0.2)); break;
case ninja: weapon[Num % 3] = new Weapon(Num % 3, int(Attack_[name] * 0.2));
weapon[(Num + 1) % 3] = new Weapon((Num + 1) % 3, int(Attack_[name] * 0.2)); break;
default: break;
};
if (weapon[sword]) if (!weapon[sword]->sw_atk()) weapon[sword] = NULL;//若初始武器攻击为0,则delete
Morale = double(t_life) / double(Life);
Loyal = t_life; If_win = false; If_kill = false;
City_Belong_to = NULL; Command_Belong_to = COMD;
cout << Knight[name] << ' ' << Num << " born
";
if (name == dragon){
cout << "Its morale is ";
cout.precision(2);
cout << fixed << Morale << endl;
}
if (name == lion){cout << "Its loyalty is " << Loyal << endl;}
}
bool &IF_win(){return If_win;}
int life(){return Life;}
bool Minute_5();//lion是否逃跑 输出
void Minute_10(bool );//武士前进输出
void Minute_30(int );//获取城市生命元及输出
void arrow_shot();//使用弓箭输出
void Be_shoted();//被射中处理及输出
void Change_City(City * Cp){City_Belong_to = Cp;}
void Morale_Change(){If_win ? Morale += 0.2: Morale -=0.2;}
bool weapon_(Weapon_name name){return weapon[name];}
void Use_bomb(Warrior *);//使用bomb输出
int fight(Warrior* Wp){//假设战斗,判断是否会获胜
if (Life > 0 and Wp->Life > 0){
int swatk = 0;
if (weapon[sword]) swatk = weapon[sword]->sw_atk();
if (Wp->Life - Attack- swatk > 0){
if (Wp->name == ninja) return 0;
else{
int E_swatk = 0;
if (Wp->weapon[sword]) E_swatk = (Wp->weapon[sword])->sw_atk();
if (Life - (Wp->Attack / 2) - E_swatk > 0) return 0;
else return -1;
}
}else return 1;
}
return 0;
}
bool bomb(Warrior *, int);//判断是否使用bomb
void Fight(Warrior *);//武士战斗处理及输出
void Dead();//武士死亡输出
void account(Warrior * Wp){//部分战后处理
If_win = true;
if(If_kill) {Wp->Dead();If_kill = false;}
if (Wp->name == lion) Life += Wp->l_life;
if (name == wolf)
for (int i = 0; i < 3; ++i)
if (Wp->weapon[i] and !weapon[i]){
weapon[i] = Wp->weapon[i];
Wp->weapon[i] = NULL;
}
Morale_Change();
}
void Reward();//战胜后获取奖励
void ADD(int);//所属司令部增加生命元
void Loyal_Reduce(){Loyal -= Loyal_reduce;}
void Report_weapon();//报告武器使用情况
~Warrior(){
for (int i = 0; i < 3; ++i)
if (weapon[i]) delete weapon[i];
}
};
class City{
private:
int Number, Life, Flag, Flag_G[2];//城市编号,生命元,旗帜,各方士兵连续胜利场次
Warrior *Warrior_In_City[2];
public:
int Num(){return Number;}
int Life_(){return Life;}
City(int N){
Number = N; Life = 0; Flag = -1;//-1 表示无旗城市
Warrior_In_City[0] = NULL; Flag_G[0] = 0;
Warrior_In_City[1] = NULL; Flag_G[1] = 0;
}
void Minute_5(){//处理逃跑lion
for(int i = 0; i < 2; ++i)
if(Warrior_In_City[i]) if (Warrior_In_City[i]->Minute_5()){
delete Warrior_In_City[i]; Warrior_In_City[i] = NULL;
}
}
void Move(City* Cp, int i){//warrior前进
Warrior_In_City[i] = Cp->Warrior_In_City[i];
if(Warrior_In_City[i]) Warrior_In_City[i]->Change_City(this);
}
void Move(Command *, int);//warrior进入敌方司令部
void Move(Warrior *Wp, int i){//warrior从command进入city
Warrior_In_City[i] = Wp;
if (Warrior_In_City[i]) Warrior_In_City[i]->Change_City(this);
}
bool If_exist(int i){return Warrior_In_City[i];}
void Minute_10(){//warrior前进输出
if (Warrior_In_City[0]) Warrior_In_City[0]->Minute_10(false);
if (Warrior_In_City[1]) Warrior_In_City[1]->Minute_10(false);
}
void Add_Life(){Life += 10;}
void Minute_30(){//城内单独warrior获取生命元
for (int i = 0; i < 2; ++i)
if ((Warrior_In_City[i]) and (!Warrior_In_City[1-i])){
Warrior_In_City[i]->Minute_30(Life);
Life = 0; break;
}
}
void Minute_35(City* Cp[]){//处理arrow事件
for (int j = 0; j < 2; ++j)
if (Warrior_In_City[j]) if (Warrior_In_City[j]->weapon_(arrow))
if (Cp[1-j]) if ((Cp[1-j]->Warrior_In_City[1-j])){
Warrior_In_City[j]->arrow_shot();
Cp[1-j]->Warrior_In_City[1-j]->Be_shoted();
}
}
void Minute_38(){//处理bomb事件,顺带处理35分钟时城市中两只warrior均被被射死的情况
if (Warrior_In_City[0] and Warrior_In_City[1]){
bool p =false;
for (int i = 0; i < 2; ++i)
if (Warrior_In_City[i]->weapon_(bomb)){
if (Flag == -1) p = Warrior_In_City[i]->bomb(Warrior_In_City[1-i], Number);
else p = Warrior_In_City[i]->bomb(Warrior_In_City[1-i], Flag+1);
if (p){
delete Warrior_In_City[0]; Warrior_In_City[0] = NULL;
delete Warrior_In_City[1]; Warrior_In_City[1] = NULL;
break;
}
}
if (!p and Warrior_In_City[0]->life() <= 0 and Warrior_In_City[1]->life() <= 0){
delete Warrior_In_City[0]; Warrior_In_City[0] = NULL;
delete Warrior_In_City[1]; Warrior_In_City[1] = NULL;
}
}
}
void Battle(){//战斗及输出,不进行生命元奖励、获取处理
if (Warrior_In_City[0] and Warrior_In_City[1]){
if (Flag == -1){
if (Number % 2) Warrior_In_City[0]->Fight(Warrior_In_City[1]);
else Warrior_In_City[1]->Fight(Warrior_In_City[0]);
}else
Warrior_In_City[Flag]->Fight(Warrior_In_City[1-Flag]);
}
}
void Flag_Set(int i){//战斗后旗帜设置
if (i == -1){Flag_G[0] = 0; Flag_G[1] = 0;}
else{
++Flag_G[i]; Flag_G[1-i] = 0;
if (Flag_G[i] == 2 and Flag != i){
Flag = i;
Print_time();
cout << Color[i] << " flag raised in city " << Number << endl;}
}
}
void Reward(int i){if(Warrior_In_City[i]) Warrior_In_City[i]->Reward();}
void Warrior_report(int i){if(Warrior_In_City[i]) Warrior_In_City[i]->Report_weapon();}
void Win_get(){//奖励获胜士兵生命元
for (int i = 0; i < 2; ++i)
if (Warrior_In_City[i]){
if (Warrior_In_City[i]->IF_win()){
Warrior_In_City[i]->ADD(Life);
Life = 0; Warrior_In_City[i]->IF_win() = false;
}else if (Warrior_In_City[i]->life() <=0){
delete Warrior_In_City[i];
Warrior_In_City[i] = NULL;
}
}
}
};
class Command{
private:
int Total_Life, Knights_Num, Colour, Enemy_Enter;//生命元,造士兵数量,command颜色,有多少敌人进入
bool Weather_Enter;//是否有敌人进入
Warrior* Enemys[2];//进入的敌人
Warrior* Knight;//warrior
public:
int colour(){return Colour;}
string colour(bool p){return p? Color[Colour]: Color[1-Colour];}
Command(int TLife, int col){
Total_Life = TLife;Colour = col;
Knights_Num = 0;
Knight = NULL; Enemy_Enter = 0;
Weather_Enter = false;
Enemys[0] = NULL; Enemys[1] = NULL;
}
void Minute_0(){//制造warrior及输出
if (Total_Life >= Life_Make[Order[Colour][Knights_Num % 5]]){
Total_Life -= Life_Make[Order[Colour][Knights_Num % 5]];
Print_time();
cout << Color[Colour] << ' ';
Knight = new Warrior(Knights_Num+1, Order[Colour][Knights_Num % 5], Life_Make[Order[Colour][Knights_Num% 5]], Total_Life, this);
Knights_Num++;
}
}
void Minute_5(){//处理逃跑lion
if (Knight) if (Knight->Minute_5()){delete Knight; Knight = NULL;}
}
void Move(City* Cp, int i){Cp->Move(Knight, i); Knight = NULL;}//warrior走出command
void Enemy_Move_In(Warrior* enemy){//敌方warrior进入
Enemys[Enemy_Enter] = enemy;
Weather_Enter = true;
++Enemy_Enter;
}
void Minute_10(){//敌方warrior进入输出
if (Weather_Enter){
Enemys[Enemy_Enter-1]->Minute_10(true);
Weather_Enter = false;
}
}
bool If_occupied(){//command是否被占领
if (Enemy_Enter == 2){
Print_time();
cout << Color[Colour] << " headquarter was taken
";
return true;
}
return false;
}
void Minute_30(int Add_life){Total_Life += Add_life;}
int &Life(){return Total_Life;}
void Report_life(){//command报告生命元
Print_time();
cout << Total_Life << " elements in " << Color[Colour] << " headquarter
";
}
void Report(){if (Enemy_Enter) Enemys[Enemy_Enter-1]->Report_weapon();}//已进入command的warrior仍要report
~Command(){
if (Knight) delete Knight;
if (Enemys[0]) delete Enemys[0];
if (Enemys[1]) delete Enemys[1];
}
};
void Game_Start(){
int times = 0;
cin >> times;
for (int t = 0; t < times; ++t){
int M, N;//初始command生命元,城市数量
cin >> M >> N >> arrow_attack >> Loyal_reduce >> Total_Minutes;
Command COM[2] = {Command(M,0),Command(M,1)};
vector<City> Citys;
for (int i = 0; i < N; ++i){
City temp(i + 1);
Citys.push_back(temp);
}
for (int i = 0; i < 5; ++i)
cin >> Life_Make[i];
for (int i = 0; i < 5; ++i)
cin >> Attack_[i];
cout << "Case " << t + 1 << ":
";
Hour = 0; Minute = 0;//计时开始
while(Hour * 60 <= Total_Minutes){
COM[0].Minute_0(); COM[1].Minute_0(); Minute = 5;//第0分钟
if (Hour * 60 + Minute > Total_Minutes) break;//第5分钟
else {
COM[0].Minute_5();
for (vector<City>::iterator i = Citys.begin(); i != Citys.end(); ++i)
(*i).Minute_5();
COM[1].Minute_5();
Minute = 10;
}
if (Hour * 60 + Minute > Total_Minutes) break;//第10分钟
else {
if (Citys[0].If_exist(1)) Citys[0].Move(&COM[0], 1);//warrior前进
for (int i = 0; i < N - 1; ++i)
Citys[i].Move(&Citys[i+1], 1);
COM[1].Move(&Citys[N - 1], 1);
if (Citys[N-1].If_exist(0)) Citys[N-1].Move(&COM[1], 0);
for (int i = N - 1; i > 0; --i)
Citys[i].Move(&Citys[i-1], 0);
COM[0].Move(&Citys[0], 0);
COM[0].Minute_10();//warrior移动输出
bool p = COM[0].If_occupied();
for (int i = 0; i < N; ++i) Citys[i].Minute_10();
COM[1].Minute_10();
if (p + COM[1].If_occupied()) break;
}
Minute = 20;
if (Hour * 60 + Minute > Total_Minutes) break;//第20分钟
else
for (int i = 0; i < N; ++i) Citys[i].Add_Life();
Minute = 30;
if (Hour * 60 + Minute > Total_Minutes) break;//第30分钟
else
for (int i = 0; i < N; ++i) Citys[i].Minute_30();
Minute = 35;
if (Hour * 60 + Minute > Total_Minutes) break;//第35分钟
else
if (N > 1){//city数大于1时才会发生arrow事件
City* Cp[2] = {};
Cp[0] = NULL; Cp[1] = &Citys[1];
Citys[0].Minute_35(Cp);
for (int i = 1; i < N-1; ++i){
Cp[0] = &Citys[i-1]; Cp[1] = &Citys[i+1];
Citys[i].Minute_35(Cp);
}
Cp[0] = &Citys[N-2]; Cp[1] = NULL;
Citys[N-1].Minute_35(Cp);
}
Minute = 38;
if (Hour * 60 + Minute > Total_Minutes) break;//第38分钟
else
for (vector<City>::iterator i = Citys.begin(); i != Citys.end(); ++i)
(*i).Minute_38();
Minute = 40;
if (Hour * 60 + Minute > Total_Minutes) break;//第40分钟
else{
for (vector<City>::iterator i = Citys.begin(); i != Citys.end(); ++i)//战斗及输出
(*i).Battle();
for (vector<City>::iterator i = Citys.begin(); i != Citys.end(); ++i)//奖励生命元
(*i).Reward(0);
for (vector<City>::reverse_iterator i = Citys.rbegin(); i != Citys.rend(); ++i)
(*i).Reward(1);
for (vector<City>::iterator i = Citys.begin(); i != Citys.end(); ++i)//获取city生命元
(*i).Win_get();
}
Minute = 50;
if (Hour * 60 + Minute > Total_Minutes) break;//第50分钟
else
COM[0].Report_life();COM[1].Report_life();
Minute = 55;
if (Hour * 60 + Minute > Total_Minutes) break;//第55分钟
else{
for (vector<City>::iterator i = Citys.begin(); i != Citys.end(); ++i)
(*i).Warrior_report(0);
COM[1].Report();COM[0].Report();
for (vector<City>::iterator i = Citys.begin(); i != Citys.end(); ++i)
(*i).Warrior_report(1);
}
Minute = 0;
Hour++;
}
}
}
int main(){
// freopen("d:\anser.txt", "w", stdout);
Game_Start();
// fclose(stdout);
return 0;
}
bool Warrior::Minute_5(){
if (name == lion) if (Loyal <= 0){
Print_time();
cout << Command_Belong_to->colour(true) << " lion " << Num << " ran away
";
return true;
}
return false;
}
void Warrior::Minute_10(bool If_arrive){
++Step;
if (name == iceman and !(Step % 2)){
if (Life < 10) Life = 1;
else Life -= 9;
Attack += 20;
}
Print_time();
cout << Command_Belong_to->colour(true) << ' ' << Knight[name] << ' ' << Num;
if (If_arrive)
cout << " reached " << Command_Belong_to->colour(false) << " headquarter";
else cout << " marched to city " << City_Belong_to->Num();
cout << " with " << Life << " elements and force " << Attack << endl;
}
void Warrior::Minute_30(int Add_life){
Print_time();
cout << Command_Belong_to->colour(true) << ' ' << Knight[name] << ' ' << Num << " earned " << Add_life << " elements for his headquarter
";
Command_Belong_to->Minute_30(Add_life);
}
void Warrior::arrow_shot(){
Print_time();
cout << Command_Belong_to->colour(true) << ' ' << Knight[name] << ' ' << Num << " shot";
weapon[arrow]->usetime()--;
if(!weapon[arrow]->usetime()){delete weapon[arrow]; weapon[arrow] = NULL;}
}
void Warrior::Be_shoted(){
Life -= arrow_attack;
if (Life <= 0){cout << " and killed " << Command_Belong_to->colour(true) << ' ' << Knight[name] << ' ' << Num;}
cout << endl;
}
void City::Move(Command *Cp, int i){
Cp->Enemy_Move_In(Warrior_In_City[i]);
Warrior_In_City[i] = NULL;
}
void Warrior::Use_bomb(Warrior *Wp){
Print_time();
cout << Command_Belong_to->colour(true) << ' ' << Knight[name] << ' ' << Num << " used a bomb and killed " << (Wp->Command_Belong_to)->colour(true) << ' ' << Knight[Wp->name] << ' ' << Wp->Num << endl;
}
bool Warrior::bomb(Warrior *Wp, int p){
if ((p + Command_Belong_to->colour()) % 2){
if (fight(Wp) == -1) {Use_bomb(Wp); return true;}
}else
if (Wp->fight(this) == 1) {Use_bomb(Wp); return true;}
return false;
}
void Warrior::Dead(){
Print_time();
cout << Command_Belong_to->colour(true) << ' ' << Knight[name] << ' ' << Num << " was killed in city " << City_Belong_to->Num() << endl;
}
void Warrior::Fight(Warrior *Wp){
Warrior *Wp_win = NULL; Warrior *Wp_lose = NULL;
l_life = Life; Wp->l_life = Wp->Life;
if (Life > 0 and (Wp->Life) > 0){
int swatk = 0;
if (weapon[sword]) swatk = weapon[sword]->sw_atk();
Print_time();
cout << Command_Belong_to->colour(true) << ' ' << Knight[name] << ' ' << Num << " attacked " << (Wp->Command_Belong_to)->colour(true) << ' ' << Knight[Wp->name] << ' ' << Wp->Num << " in city " << City_Belong_to->Num() << " with " << Life << " elements and force " << Attack << endl;
Wp->Life = Wp->Life - Attack - swatk;
if (swatk) if (!weapon[sword]->sword_dull()){delete weapon[sword]; weapon[sword] = NULL;}
if (Wp->Life > 0){
if (Wp->name == ninja) {City_Belong_to->Flag_Set(-1);Morale_Change();Loyal_Reduce();}
else{
int E_swatk = 0;
if (Wp->weapon[sword]) E_swatk = (Wp->weapon[sword])->sw_atk();
Print_time();
cout << (Wp->Command_Belong_to)->colour(true) << ' ' << Knight[Wp->name] << ' ' << Wp->Num << " fought back against " << Command_Belong_to->colour(true) << ' ' << Knight[name] << ' ' << Num << " in city " << City_Belong_to->Num() <<endl;
Life = Life - (Wp->Attack / 2) - E_swatk;
if (E_swatk) if(!(Wp->weapon[sword])->sword_dull()){delete Wp->weapon[sword]; Wp->weapon[sword] = NULL;}
if (Life > 0) {City_Belong_to->Flag_Set(-1);Morale_Change();Wp->Morale_Change();Loyal_Reduce();Wp->Loyal_Reduce();}
else{Wp->If_kill = true;Wp_lose = this;Wp_win = Wp;}
}
}else{If_kill = true;Wp_win = this;Wp_lose = Wp;}
}else{
if (Life > 0){Wp->l_life = 0;Wp_win = this;Wp_lose = Wp;}
else {l_life = 0;Wp_lose = this;Wp_win = Wp;}
}
if (Wp_win){Wp_win->account(Wp_lose);}
if (name == dragon and Life > 0 and Morale > 0.8){
Print_time();
cout << Command_Belong_to->colour(true) << ' ' << Knight[name] << ' ' << Num << " yelled in city " << City_Belong_to->Num() << endl;
}
if (Wp_win){
Print_time();
cout << (Wp_win->Command_Belong_to)->colour(true) << ' ' << Knight[Wp_win->name] << ' ' << Wp_win->Num << " earned " << City_Belong_to->Life_() << " elements for his headquarter
";
(Wp_win->City_Belong_to)->Flag_Set((Wp_win->Command_Belong_to)->colour());
}
}
void Warrior::Reward(){
if (If_win)
if (Command_Belong_to->Life() > 7){
Command_Belong_to->Life() -= 8;
Life += 8;
}
}
void Warrior::ADD(int life){Command_Belong_to->Life() += life;}
void Warrior::Report_weapon(){
bool p = false;
Print_time();
cout << Command_Belong_to->colour(true) << ' ' << Knight[name] << ' ' << Num << " has ";
for (int i = 2; i >= 0; --i)
if (weapon[i]){
if (p) cout << ',';else p = true;
cout << Weapons_[i];
if (i == 2) cout << '(' << weapon[arrow]->usetime() << ')';
if (i == 0) cout << '(' << weapon[sword]->sw_atk() << ')';
}
if(!p) cout << "no weapon";
cout << endl;
}