Coursera课程笔记----C++程序设计----Week6

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:

    1. 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
    2. 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:

    1. 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
    2. 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。

    image-20200520140701908

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
#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。

image-20200521224426719

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
  • 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
    • 成员函数内可以调用纯虚函数
    • 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\n";
        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\n";
            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\n";
    }
    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 << ":\n";
        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\n";
            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\n";
    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\n";
        (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;
}

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转载自www.cnblogs.com/maimai-d/p/12945348.html