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C++ の #include ファイルに問題があります。次のコードをコンパイルしようとすると

#ifndef TILE_H_INCLUDED
#define TILE_H_INCLUDED
#include "location.h"
#include "Thing.h"
#include "Container.h"
#include <string>
using namespace std;

class Tile              //VIRTUAL CLASS
{
protected:
    Container onTile;   //holds objects that are on the tile
    Location * loc;     //location
    Tile* N;            //links to Tiles of that direction (null if nothing)
    Tile* E;
    Tile* S;
    Tile* W;
public:
//no constructor because superclass?
//loc can't move
//actions
bool placeOnTile(Thing * i){return onTile.addItem(i);}
    //put a thing on the tile (on the floor)
Thing* takeFrmTile(int i){return onTile.movItem(i);}
    //take a thing from the tile (from the floor)
Thing* access(int i) {return onTile.getItem(i);}
    //gets an item, but doesn't move it (for like, flipping switches)

//direction setters/getters
void setLoc(Location* i){loc = i;}
void setN(Tile* i){N = i;}
void setE(Tile* i){E = i;}
void setS(Tile* i){S = i;}
void setW(Tile* i){W = i;}
Location* getLoc(){return loc;}
Tile* getN(){return N;}
Tile* getE(){return E;}
Tile* getS(){return S;}
Tile* getW(){return W;}

//displays
void dispOnTile(){onTile.allDisplay();}
void dispSingle(int i){onTile.singleDisplay(i);}
};

「コンテナー」と「モノ」が定義されていないというエラー メッセージが表示されます。どうしてこれなの?#includes は正しくコーディングされているように見え、過去に機能していました。#included ファイルが正しく終了ブラケットされていないか、同じ名前空間を使用していないことが問題である可能性があると想定しましたが、それらは正しく終了し ( }; で)、標準の名前空間を使用しています。調子はどう?私は答えを見つけることができず、それは単純なものでなければならないことを知っています. 記録のために、#include ファイルは以下のとおりです。

    #ifndef CONTAINER_H_INCLUDED
#define CONTAINER_H_INCLUDED
#include "Thing.h"
using namespace std;

class Container
{
private:
    Thing ** contents;  //array of pointers to Things
    int numItems;       //count item
    int maxSize;        //maxSize

public:
    //constructor
    Container(int i) {contents = new Thing*[i]; numItems = 0; maxSize=i;}
        //sets num of items (for set-size bags)
    Container() {contents = new Thing*[100]; numItems = 0; maxSize=100;}
        //creates array of things
    ~Container() {delete contents;}  //cleanup

//actions
bool addItem(Thing* th);    //adds item to bag (really just rereferences the pointer)
bool rmvItem(int i);        //removes item in array pos i
Thing* getItem(int i);      //returns a pointer to item at array pos i
Thing* movItem(int i);      //moves an item (deletes it and returns it)

//construction tools
void setMax(int i){delete contents; contents = new Thing*[i];}

//displays
void allDisplay();           //displays entire contents of container, numerated
void singleDisplay(int i);   //displays content item i

};

#endif // CONTAINER_H_INCLUDED

    #ifndef LOCATION_H_INCLUDED
#define LOCATION_H_INCLUDED
#include <string>
#include <sstream>
#include "Tile.h"
using namespace std;

class Location  //stores xy coordinates of something
{
int x;   //0 is NOT on map
int y;
Tile* ti;   //Locations contain pointers to tiles
public:
//constructors (mainly for debug)
Location(){x=y=0;}  //put object OUT OF MAP
Location(int ix, int iy){x=ix;y=iy;} //put object AT loc on map

//setters
void setX(int ix){x=ix;} //sets x
void setY(int iy){y=iy;} //sets y
void setT(Tile*i){ti=i;} //sets Tile

//getters
int getX() {return x;}
int getY() {return y;}
string getloc()     //return location as a string, separated by a comma
{
    ostringstream locxy;    //create stringstream obj to handle input
    locxy << getX() << "," << getY() << ". ";   //put x, space, y into stringstream
    string locret = locxy.str();        //convert stringstream to string
    return locret;                      //return string
    }
};

#endif // LOCATION_H_INCLUDED


    #ifndef THING_H_INCLUDED
#define THING_H_INCLUDED
#include <string>
#include "location.h"
using namespace std;

class Thing             //superclass that will be the base for objects
{
protected:
    Location * loc;     //location (in or out of map)
    string name;        //name
    string desc;        //description
    bool deletable;     //deletable (for undestructible items)
    bool takeable;      //if you can put it in your inv
    bool hasInv;        //returns true if the item has an inventory
public:
//constructor/destructor (debug only)
Thing() //sets initial values
    {loc = new Location(0, 0);
    name = "Uninitialized";
    deletable = takeable = true;
    }
Thing(int ix, int iy)  //sets location
    {loc = new Location(ix, iy);
    name = "Uninitialized";
    deletable = takeable = false;}
~Thing() {delete loc;}              //deletes allocated data

//getters
Location* getLoc() {return loc;}    //returns the location
string getDesc(){return desc;}      //returns the description
bool getDel(){return deletable;}    //returns deletable status
bool getTake(){return takeable;}    //returns takeable status
string getName(){return name;}      //returns name
string dispLoc(){return loc->getloc();} //displays location

//setters
void setName(string s){name = s;}   //sets name
void setDel(bool b){deletable = b;} //sets deletability
void setDesc(string d) {desc = d;}  //sets desc
void setLoc(Location* l) {loc = l;} //sets loc
void setTake(bool b){takeable = b;} //sets takeability

//accessors
};

#endif // THING_H_INCLUDED
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