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Closed 9 years ago.
I've written an aimbot for an open-source shooter called Assault Cube. Here is part of the source code:
Main.h:
/*
Control + 0 = enable aimbot
Control + 9 = enable vacuum hack
*/
#include "stdafx.h"
#ifndef MAIN_H
#define MAIN_H
#include "Player.h"
#include "Constants.h"
#include "Calculations.h"
#include <math.h>
Player players[32]; // need to give access to this to Calculations
int main() {
bool aimbotEnabled = false;
bool vacEnabled = false;
Player* closestTargetPointer = nullptr;
// [Base + DF73C] = Player 1 base
players[0] = Player(reinterpret_cast<char**>(Constants::baseAddress + 0xDF73C));
char** extraPlayersBase = *(reinterpret_cast<char***>(Constants::baseAddress + 0xE5F00));
// [Base + E5F00] = A
// [A + 0,4,8...] = Player 2/3/4... base
for (int i = 0; i < Calculations::getNumberOfPlayers() - 1; i++) {
players[i + 1] = Player(extraPlayersBase + i * 4);
}
while (true) {
if (GetAsyncKeyState(VK_CONTROL)) {
if (GetAsyncKeyState('0')) {
aimbotEnabled = !aimbotEnabled;
Sleep(500);
} else if (GetAsyncKeyState('9')) {
vacEnabled = !vacEnabled;
Sleep(500);
}
}
if (aimbotEnabled) {
closestTargetPointer = Calculations::getClosestTarget();
if (closestTargetPointer != nullptr) {
players[0].setCrosshairX(Calculations::getCrosshairHorizontalAngle(players[0], *closestTargetPointer));
players[0].setCrosshairY(Calculations::getCrosshairVerticalAngle(players[0], *closestTargetPointer));
}
}
if (vacEnabled) {
for (int i = 1; i < Calculations::getNumberOfPlayers(); i++) {
players[i].setX(players[0].getX() + 10);
players[i].setY(players[0].getY());
players[i].setZ(players[0].getZ());
}
}
Sleep(10);
}
}
#endif
Calculations.h:
#include "stdafx.h"
#ifndef CALCULATIONS_H
#define CALCULATIONS_H
#include "Player.h"
#include "Constants.h"
namespace Calculations {
/* Pythagorean's theorem applied twice for getting distance between two players in 3D space */
float getDistanceBetween(Player one, Player two) {
return sqrt(
(one.getX() - two.getX()) * (one.getX() - two.getX())
+ (one.getY() - two.getY()) * (one.getY() - two.getY())
+ (one.getZ() - two.getZ()) * (one.getZ() - two.getZ())
);
}
int getNumberOfPlayers() {
return *(reinterpret_cast<int*>(Constants::baseAddress + 0xE4E10));
}
Player* getClosestTarget() {
float smallestDistance;
int index = -1;
for (int i = 1; i < getNumberOfPlayers(); i++) {
if (players[i].getHP() > 0 && players[i].isVisible()) { // this is an error, because Calculations does not have access to the players array in Main
float tempDistance = getDistanceBetween(players[0], players[i]);
if (index == -1 || tempDistance < smallestDistance) {
smallestDistance = tempDistance;
index = i;
}
}
}
if (index == -1) {
return nullptr;
} else {
return &players[index];
}
}
float getCrosshairHorizontalAngle(Player me, Player target) {
float deltaX = target.getX() - me.getX();
float deltaY = me.getY() - target.getY();
if (target.getX() > me.getX() && target.getY() < me.getY()) {
return atanf(deltaX / deltaY) * 180.0f / Constants::pi;
} else if (target.getX() > me.getX() && target.getY() > me.getY()) {
return atanf(deltaX / deltaY) * 180.0f / Constants::pi + 180.0f;
} else if (target.getX() < me.getX() && target.getY() > me.getY()) {
return atanf(deltaX / deltaY) * 180.0f / Constants::pi - 180.0f;
} else {
return atanf(deltaX / deltaY) * 180.0f / Constants::pi + 360.0f;
}
}
float getCrosshairVerticalAngle(Player me, Player target) {
float deltaZ = target.getZ() - me.getZ();
float dist = getDistanceBetween(me, target);
return asinf(deltaZ / dist) * 180.0f / Constants::pi;
}
}
#endif
Errors:
1> Calculations.h
1>Calculations.h(26): error C2065: 'players' : undeclared identifier
1>Calculations.h(26): error C2228: left of '.getHP' must have class/struct/union
1>Calculations.h(26): error C2228: left of '.isVisible' must have class/struct/union
1>Calculations.h(27): error C2065: 'players' : undeclared identifier
1>Calculations.h(39): error C2065: 'players' : undeclared identifier
All these errors are because Calculations does not have access to the players array in Main. Is there any way I can give Calculations access to the players array?
Also, let me know if my decision of making Calculations a namespace was correct.
Add at the beginning of Calculations.h
extern Player players[32];
to tell the compiler to get the definition of players in another location / file.
The extern keyword is equivalent to declare without defining. It is a way to explicitly declare a variable, or to force a declaration without a definition...
The extern keyword declares a variable or function and specifies that
it has external linkage (its name is visible from files other than the
one in which it's defined). When modifying a variable, extern
specifies that the variable has static duration (it is allocated when
the program begins and deallocated when the program ends). The
variable or function may be defined in another source file, or later
in the same file. Declarations of variables and functions at file
scope are external by default.
Source here (+examples) and here.
Last Note : extern doesn't behave the same for functions and variables. more.
Put:
extern Player players[32];
Somewhere before line 26 of Calculations.h.
Having a global player array, as it would be with the extern keyword, is certainly not a good design decision.
A better design would probably define a world object that knows about anything that is currently in existence and could define what information is available to which actor. Players would then query this world object for information on their surrounding and make decisions based on that.
You might want to implement this world as a singleton, so that you can write static wrapper functions that silently supply the object to the calls, avoiding the hassle to look up the world object everywhere.
Related
I'm attempting to use SpawnActor() to spawn random actors from an array of classes. I've spent several years using UE4/UE5 blueprints, but this is my first time working in cpp in a long time. The trouble I'm running into is with the SpawnActor function, maybe I'm hooking up the parameters wrong.
Below is the code for my spawning logic in my cpp file:
void ADS_Generator::SpawnFlora()
{
FHitResult CurrentHit;
FActorSpawnParameters SpawnInfo;
for (int F = 0; F < FloraIterations; ++F)
{
if (SpawnedFlora.Num() <= MaxFlora)
{
CurrentHit = SpawnLineTrace(Vertices[FMath::RandRange(0, Vertices.Num() - 1)]);
if (CurrentHit.bBlockingHit == true)
{
if (FMath::RandRange(1, 100) >= FloraTolerance)
{
AActor* CurrentFlora = GetWorld()->SpawnActor(Flora[0], CurrentHit.ImpactPoint, FVector(0, 0, FMath::RandRange(-180, 180)), SpawnInfo);
SpawnedFlora.Add(CurrentFlora);
}
}
}
}
}
Below is the code for my header file where I declare the array of actor classes:
UPROPERTY(EditAnywhere)
TArray<TSubclassOf<class AActor>> Flora;
UPROPERTY(EditAnywhere)
TArray<TSubclassOf<class AActor>> Fauna;
The specific error I'm getting is this:
"C++ no instance of overloaded function matches the argument list
argument types are: (TSubclassOf<AActor>, FVector_NetQuantize, FVector, FActorSpawnParameters)
object type is: UWorld"
I've tried adding "::StaticClass()" as well as using "->StaticClass" to no avail.
Any thoughts or advice? I definitely need to watch some videos and brush up on my cpp, I'm very rusty.
Note: I'm using Flora[0] as a placeholder instead of randomizing the array index just to test.
Found the issue! The problem was my Rotation was defined as a plain FVector, but it needed to be converted to a rotation and then a quaternion, respectively. Below is the code, but fixed:
void ADS_Generator::SpawnFlora()
{
FHitResult CurrentHit;
FActorSpawnParameters SpawnInfo;
for (int F = 0; F < FloraIterations; ++F)
{
if (SpawnedFlora.Num() <= MaxFlora)
{
CurrentHit = SpawnLineTrace(Vertices[FMath::RandRange(0, Vertices.Num() - 1)]);
if (CurrentHit.bBlockingHit == true)
{
UE_LOG(LogTemp, Warning, TEXT("HIT!"));
if (FMath::RandRange(1, 100) >= FloraTolerance)
{
FTransform SpawnLoc;
SpawnLoc.SetLocation(CurrentHit.ImpactPoint);
SpawnLoc.SetRotation((FVector(0, 0, FMath::RandRange(-180, 180)).Rotation().Quaternion()));
SpawnLoc.SetScale3D(FVector(1, 1, 1));
AActor* CurrentFlora = GetWorld()->SpawnActor<AActor>(Flora[0]->StaticClass(), SpawnLoc, SpawnInfo);
SpawnedFlora.Add(CurrentFlora);
UE_LOG(LogTemp, Warning, TEXT("Spawned Flora!"));
}
}
else if(CurrentHit.bBlockingHit == false)
{
UE_LOG(LogTemp, Warning, TEXT("NO HIT"));
}
}
}
}
TLDR; Locations and Rotations are stored differently and I totally forgot.
I encountered a strange behavior in my C++ program that I don't understand and I don't know how to search for more information. So I ask for advice here hoping someone might know.
I have a class Interface that has a 2 dimensional vector that I initialize in the header :
class Interface {
public:
// code...
const unsigned short int SIZE_X_ = 64;
const unsigned short int SIZE_Y_ = 32;
std::vector<std::vector<bool>> screen_memory_ =
std::vector<std::vector<bool>>(SIZE_X_, std::vector<bool>(SIZE_Y_, false));
// code...
};
Here I expect that I have a SIZE_X_ x SIZE_Y_ vector filled with false booleans.
Later in my program I loop at a fixed rate like so :
void Emulator::loop() {
const milliseconds intervalPeriodMillis{static_cast<int>((1. / FREQ) * 1000)};
//Initialize the chrono timepoint & duration objects we'll be //using over & over inside our sleep loop
system_clock::time_point currentStartTime{system_clock::now()};
system_clock::time_point nextStartTime{currentStartTime};
while (!stop) {
currentStartTime = system_clock::now();
nextStartTime = currentStartTime + intervalPeriodMillis;
// ---- Stuff happens here ----
registers_->trigger_timers();
interface_->toogle_buzzer();
interface_->poll_events();
interface_->get_keys();
romParser_->step();
romParser_->decode();
// ---- ------------------ ----
stop = stop || interface_->requests_close();
std::this_thread::sleep_until(nextStartTime);
}
}
But then during the execution I get a segmentation fault
[1] 7585 segmentation fault (core dumped) ./CHIP8 coin.ch8
I checked with the debugger and some part of the screen_memory_ cannot be accessed anymore. And it seems to happen at random time.
But when I put the initialization of the vector in the constructor body like so :
Interface::Interface(const std::shared_ptr<reg::RegisterManager> & registers, bool hidden)
: registers_(registers) {
// code ...
screen_memory_ =
std::vector<std::vector<bool>>(SIZE_X_, std::vector<bool>(SIZE_Y_, false));
// code ...
}
The segmentation fault doesn't happen anymore. So the solution is just to initialize the vector in the constructor body.
But why ? what is happening there ?
I don't understand what I did wrong, I'm sure someone knows.
Thanks for your help !
[Edit] I found the source of the bug (Or at least what to change so it doesnt give me a segfault anymore).
In my class Interface I use the SDL and SDL_audio libraries to create the display and the buzzer sound. Have a special look where I set the callback want_.callback, the callback Interface::forward_audio_callback and Interface::audio_callback. Here's the code :
// (c) 2021 Maxandre Ogeret
// Licensed under MIT License
#include "Interface.h"
Interface::Interface(const std::shared_ptr<reg::RegisterManager> & registers, bool hidden)
: registers_(registers) {
if (SDL_Init(SDL_INIT_AUDIO != 0) || SDL_Init(SDL_INIT_VIDEO) != 0) {
throw std::runtime_error("Unable to initialize rendering engine.");
}
want_.freq = SAMPLE_RATE;
want_.format = AUDIO_S16SYS;
want_.channels = 1;
want_.samples = 2048;
want_.callback = Interface::forward_audio_callback;
want_.userdata = &sound_userdata_;
if (SDL_OpenAudio(&want_, &have_) != 0) {
SDL_LogError(SDL_LOG_CATEGORY_AUDIO, "Failed to open audio: %s", SDL_GetError());
}
if (want_.format != have_.format) {
SDL_LogError(SDL_LOG_CATEGORY_AUDIO, "Failed to get the desired AudioSpec");
}
window = SDL_CreateWindow("CHIP8", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
SIZE_X_ * SIZE_MULTIPLIER_, SIZE_Y_ * SIZE_MULTIPLIER_,
hidden ? SDL_WINDOW_HIDDEN : 0);
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_SOFTWARE);
bpp_ = SDL_GetWindowSurface(window)->format->BytesPerPixel;
SDL_Delay(1000);
// screen_memory_ = std::vector<std::vector<bool>>(SIZE_X_, std::vector<bool>(SIZE_Y_, false));
}
Interface::~Interface() {
SDL_CloseAudio();
SDL_DestroyWindow(window);
SDL_Quit();
}
// code ...
void Interface::audio_callback(void * user_data, Uint8 * raw_buffer, int bytes) {
audio_buffer_ = reinterpret_cast<Sint16 *>(raw_buffer);
sample_length_ = bytes / 2;
int & sample_nr(*(int *) user_data);
for (int i = 0; i < sample_length_; i++, sample_nr++) {
double time = (double) sample_nr / (double) SAMPLE_RATE;
audio_buffer_[i] = static_cast<Sint16>(
AMPLITUDE * (2 * (2 * floor(220.0f * time) - floor(2 * 220.0f * time)) + 1));
}
}
void Interface::forward_audio_callback(void * user_data, Uint8 * raw_buffer, int bytes) {
static_cast<Interface *>(user_data)->audio_callback(user_data, raw_buffer, bytes);
}
}
In the function Interface::audio_callback, replacing the class variable assignation :
sample_length_ = bytes / 2;
By an int creation and assignation :
int sample_length = bytes / 2;
which gives :
void Interface::audio_callback(void * user_data, Uint8 * raw_buffer, int bytes) {
audio_buffer_ = reinterpret_cast<Sint16 *>(raw_buffer);
int sample_length = bytes / 2;
int &sample_nr(*(int*)user_data);
for(int i = 0; i < sample_length; i++, sample_nr++)
{
double time = (double)sample_nr / (double)SAMPLE_RATE;
audio_buffer_[i] = (Sint16)(AMPLITUDE * sin(2.0f * M_PI * 441.0f * time)); // render 441 HZ sine wave
}
}
The class variable sample_length_ is defined and initialized as private in the header like so :
int sample_length_ = 0;
So I had an idea and I created the variable sample_length_ as public and it works ! So the problem was definitely a scope problem of the class variable sample_length_. But it doesn't explain why the segfault disappeared when I moved the init of some other variable in the class constructor... Did I hit some undefined behavior with my callback ?
Thanks for reading me !
This question already has answers here:
What is an undefined reference/unresolved external symbol error and how do I fix it?
(39 answers)
Closed 7 years ago.
I have read the model answer on unresolved externals and found it to be incredibly useful and have got it down to just these last two stubborn errors which are beyond me.
I've attached all the code just in case, if you would like to see the headers or anything else please say.
// Stokes theory calculations
#include <math.h>
#include <stdio.h>
#include <process.h>
#include <string.h>
#include <conio.h>
#include <stdlib.h>
#define ANSI
#include "../Allocation.h"
#define Main
#define Char char
#define Int int
#define Double double
#include "../Allocation.h"
#include "../Headers.h"
Double
kH, skd, ckd, tkd, SU;
Double
ss[6], t[6], C[6], D[6], E[6], e[6];
// Main program
int main(void)
{
int i, Read_data(void), iter, Iter_limit = 40;
double F(double), kd1, kd2, kFM, omega, delta, accuracy = 1.e-6, F1, F2, Fd;
void CDE(double), AB(void), Output(void);
Input1 = fopen("../Data.dat", "r");
strcpy(Convergence_file, "../Convergence.dat");
strcpy(Points_file, "../Points.dat");
monitor = stdout;
strcpy(Theory, "Stokes");
strcpy(Diagname, "../Catalogue.res");
Read_data();
z = dvector(0, 2 * n + 10);
Y = dvector(0, n);
B = dvector(0, n);
coeff = dvector(0, n);
Tanh = dvector(0, n);
monitor = stdout;
H = MaxH;
iff(Case, Wavelength)
{
kd = 2. * pi / L;
kH = kd * H;
CDE(kd);
}
// If period is specified, solve dispersion relation using secant method
// Until February 2015 the bisection method was used for this.
// I found that in an extreme case (large current) the bracketting
// of the solution was not correct, and the program failed,
// without printing out a proper error message.
iff(Case, Period)
{
fprintf(monitor, "\n# Period has been specified.\n# Now solving for L/d iteratively, printing to check convergence\n\n");
omega = 2 * pi / T;
// Fenton & McKee for initial estimate
kFM = omega*omega*pow(1 / tanh(pow(omega, 1.5)), (2. / 3.));
kd1 = kFM;
kd2 = kFM*1.01;
CDE(kd2);
F2 = F(kd2);
for (iter = 1; iter <= Iter_limit; ++iter)
{
CDE(kd1);
F1 = F(kd1);
Fd = (F2 - F1) / (kd2 - kd1);
delta = F1 / Fd;
kd2 = kd1;
kd1 = kd1 - delta;
fprintf(monitor, "%8.4f\n", 2 * pi / kd1);
if (fabs(delta / kd1) < accuracy) break;
F2 = F1;
if (iter >= Iter_limit)
{
printf("\n\nSecant for solution of wavenumber has not converged");
printf("\nContact John Fenton johndfenton#gmail.com");
getch();
exit(1);
}
}
kd = kd1;
kH = kd * H;
}
z[1] = kd;
z[2] = kH;
SU = 0.5*kH / pow(kd, 3);
printf("\n# Stokes-Ursell no.: %7.3f", SU);
if (SU > 0.5)
printf(" > 1/2. Results are unreliable");
else
printf(" < 1/2, Stokes theory should be valid");
e[1] = 0.5 * kH;
for (i = 2; i <= n; i++) e[i] = e[i - 1] * e[1];
// Calculate coefficients
AB();
z[7] = C[0] + e[2] * C[2] + e[4] * C[4]; // ubar
z[8] = -e[2] * D[2] - e[4] * D[4];
z[9] = 0.5 * C[0] * C[0] + e[2] * E[2] + e[4] * E[4];
if (Current_criterion == 1)
{
z[5] = Current*sqrt(kd);
z[4] = z[7] + z[5];
z[6] = z[4] + z[8] / kd - z[7];
}
if (Current_criterion == 2)
{
z[6] = Current*sqrt(kd);
z[4] = z[6] - z[8] / kd + z[7];
z[5] = z[4] - z[7];
}
iff(Case, Wavelength) z[3] = 2 * pi / z[4];
iff(Case, Period) z[3] = T * sqrt(kd);
for (i = 1; i <= n; i++)
Tanh[i] = tanh(i*z[1]);
// Output results and picture of wave
Solution = fopen("Solution.res", "w");
Elevation = fopen("Surface.res", "w");
Flowfield = fopen("Flowfield.res", "w");
Output();
fflush(NULL);
printf("\nTouch key to continue "); getch();
printf("\n\nFinished\n");
}
I get these error messages:
LNK2019 unresolved external symbol "void __cdecl Output(void)" (?Output##YAXXZ) referenced in function _main Stokes
LNK2019 unresolved external symbol "double * __cdecl dvector(long,long)" (?dvector##YAPANJJ#Z) referenced in function _main Stokes
I have checked everything on the list given to try and find where these errors are coming from and have whittled it down to just these two left.
Things tried so far:
Checking basic syntax
Checking and ensuring correct headers are available
Looked at external dependencies (but i don't really know what i'm doing here)
Looked at the solutions tried here but none worked.
Any help would be greatly appreciated!
Unresolved External Symbols means that your code can't find the definition of the method or class you're trying to use. This usually means one (or more) of several things has happened:
You didn't point to the directory that contains the object library (.lib on Windows, .so on Linux) for the library you're using
You forgot to specify in the linker that you need to use the library in question (that list of kernel32.lib, user32.lib,... needs to include the name of the library you're using)
The library you're trying to use is meant to be linked statically and you're trying to link it dynamically (or vise-versa). Check the documentation for the library and make sure you're using the correct form. Some libraries expect extra #define statements to be included or omitted depending on whether you're linking statically or dynamically.
You changed build options and forgot to update the libraries in the other build options. If you're set to Release or x64, check to make sure that your build options are set correctly in all environments.
EDIT: I'll also corroborate what the others said in the original comment thread: make sure that the code that defines Output() and dvector() are being linked to by your code.
There's a few other options, but those are the big ones that happen most frequently.
I'm fairly new to programming in c++ and I've come across some code which gives me errors because the code was intended for a windows operating system, however I'm running a linux operating system. There's a file called TetrisBlock.h, which looks like:
#ifndef TETRIS_BLOCK_INCLUDED
#define TETRIS_BLOCK_INCLUDED
#include "Common.h"
class CTetrisBlock
{
public:
void Create();
void Draw();
void Destroy();
CTetrisBlock();
virtual ~CTetrisBlock();
int GetPosX();
int GetPosY();
void SetPosX(int x);
void SetPosY(int y);
private:
int m_iPosX, m_iPosY;
};
#endif
from my experience with java, this looks like an interface to me, waiting for a .cpp to implement it and fill in the abstract methods. The corresponding TetrisBlock.cpp file is as follows:
#include "TetrisBlock.h"
CTetrisBlock::CTetrisBlock()
{
int num_blocks_x = WINDOW_WIDTH / (BLOCK_SIZE + BLOCK_SPACING);
int num_blocks_y = WINDOW_HEIGHT / (BLOCK_SIZE + BLOCK_SPACING);
m_iPosX = num_blocks_x / 2;
m_iPosY = num_blocks_y - 1;
}
CTetrisBlock::~CTetrisBlock()
{
Destroy();
}
void CTetrisBlock::Create()
{
}
void CTetrisBlock::Draw()
{
tRect quad;
quad.m_iLeft = m_iPosX * (BLOCK_SIZE + BLOCK_SPACING) + BLOCK_SPACING;
quad.m_iRight = quad.m_iLeft + BLOCK_SIZE - BLOCK_SPACING;
quad.m_iTop = m_iPosY * (BLOCK_SIZE + BLOCK_SPACING) - BLOCK_SPACING;
quad.m_iBottom = quad.m_iTop - BLOCK_SIZE + BLOCK_SPACING;
glColor3d(1,1,1);
glBegin(GL_QUADS);
glVertex3f(quad.m_iLeft, quad.m_iBottom, 0);
glVertex3f(quad.m_iRight, quad.m_iBottom, 0);
glVertex3f(quad.m_iRight, quad.m_iTop, 0);
glVertex3f(quad.m_iLeft, quad.m_iTop, 0);
glEnd();
}
void CTetrisBlock::Destroy()
{
}
void CTetrisBlock::SetPosX(int x)
{
m_iPosX = x;
}
void CTetrisBlock::SetPosY(int y)
{
m_iPosY = y;
}
int CTetrisBlock::GetPosX()
{
return m_iPosX;
}
int CTetrisBlock::GetPosY()
{
return m_iPosY;
}
Note: The OpenGL library has already been imported within the common.h file
When I compile the file TetrisBlock.cpp, I get the error lines in the console:
undefined reference to 'CTetrisBlock::Create()'
undefined reference to 'CTetrisBlock::Draw()'
undefined reference to 'CTetrisBlock::Destroy()'
etc...
I'm guessing that the way I've filled in the abstract methods only works on windows, and that there's a different way to do it in linux. If this is true, then how would I fill in those abstract methods on linux. If I'm completely wrong, then can anyone explain why I'm receiving these errors. Also, are .h files always used the same way interfaces are used in java, or do they have a more general use?
I have a few classes set up for a game, with XMapObject as the base, and XEntity, XEnviron, and XItem inheriting it.
MapObjects have a number of flags, one of them being MAPOBJECT_SOLID. My problem is that XEntity is the only class that correctly detects MAPOBJECT_SOLID. Both Items are Environs are always considered solid by the game, regardless of the flag's state. What is important is that Environs and Item should almost never be solid.
Each class has a very basic preliminary constructor, just initializing all varibles to zero or NULL. During the CreateX() phase, Objects are linked into the map, set into a linked linked list.
Both XItem and XEnviron are a tad sloppy. They are both new, and in the middle or my debugging attempts.
Here are the relevent code samples:
XMapObject:
#define MAPOBJECT_ACTIVE 1
#define MAPOBJECT_RENDER 2
#define MAPOBJECT_SOLID 4
class XMapObject : public XObject
{
public:
Uint8 MapObjectType,Location[2],MapObjectFlags;
XMapObject *NextMapObject,*PrevMapObject;
XMapObject();
void CreateMapObject(Uint8 MapObjectType);
void SpawnMapObject(Uint8 MapObjectLocation[2]);
void RemoveMapObject();
void DeleteMapObject();
void MapObjectSetLocation(Uint8 Y,Uint8 X);
void MapObjectMapLink();
void MapObjectMapUnlink();
};
XMapObject::XMapObject()
{
MapObjectType = 0;
Location[0] = 0;
Location[1] = 1;
NextMapObject = NULL;
PrevMapObject = NULL;
}
void XMapObject::CreateMapObject(Uint8 Type)
{
MapObjectType = Type;
}
void XMapObject::SpawnMapObject(Uint8 MapObjectLocation[2])
{
if(!(MapObjectFlags & MAPOBJECT_ACTIVE)) { MapObjectFlags += MAPOBJECT_ACTIVE; }
Location[0] = MapObjectLocation[0];
Location[1] = MapObjectLocation[1];
MapObjectMapLink();
}
XEntity:
XEntity *StartEntity = NULL,*EndEntity = NULL;
class XEntity : public XMapObject
{
public:
Uint8 Health,EntityFlags;
float Speed,Time;
XEntity *NextEntity,*PrevEntity;
XItem *IventoryList;
XEntity();
void CreateEntity(Uint8 EntityType,Uint8 EntityLocation[2]);
void DeleteEntity();
void EntityLink();
void EntityUnlink();
Uint8 MoveEntity(Uint8 YOffset,Uint8 XOffset);
};
XEntity::XEntity()
{
Health = 0;
Speed = 0;
Time = 1.0;
EntityFlags = 0;
NextEntity = NULL;
PrevEntity = NULL;
IventoryList = NULL;
}
void XEntity::CreateEntity(Uint8 EntityType,Uint8 EntityLocation[2])
{
CreateMapObject(EntityType);
SpawnMapObject(EntityLocation);
if(!(MapObjectFlags & MAPOBJECT_SOLID) { MapObjectFlags += MAPOBJECT_SOLID; }
EntityFlags = ENTITY_CLIPPING;
Time = 1.0;
Speed = 1.0;
EntityLink();
}
void XEntity::EntityLink()
{
if(StartEntity == NULL)
{
StartEntity = this;
PrevEntity = NULL;
NextEntity = NULL;
}
else
{
EndEntity->NextEntity = this;
}
EndEntity = this;
}
XEnviron:
class XEnviron : public XMapObject
{
public:
Uint8 Effect,TimeOut;
void CreateEnviron(Uint8 Type,Uint8 Y,Uint8 X,Uint8 TimeOut);
};
void XEnviron::CreateEnviron(Uint8 EnvironType,Uint8 Y,Uint8 X,Uint8 TimeOut)
{
CreateMapObject(EnvironType);
Location[0] = Y;
Location[1] = X;
SpawnMapObject(Location);
XTile *Tile = GetTile(Y,X);
Tile->Environ = this;
MapObjectFlags = MAPOBJECT_ACTIVE + MAPOBJECT_SOLID;
printf("%i\n",MapObjectFlags);
}
XItem:
class XItem : public XMapObject
{
public:
void CreateItem(Uint8 Type,Uint8 Y,Uint8 X);
};
void XItem::CreateItem(Uint8 Type,Uint8 Y,Uint8 X)
{
CreateMapObject(Type);
Location[0] = Y;
Location[1] = X;
SpawnMapObject(Location);
}
And lastly, the entity move code. Only entities are capable of moving themselves.
Uint8 XEntity::MoveEntity(Uint8 YOffset,Uint8 XOffset)
{
Uint8
NewY = Location[0] + YOffset,
NewX = Location[1] + XOffset;
if((NewY >= 0 && NewY < MAPY) && (NewX >= 0 && NewX < MAPX))
{
XTile *Tile = GetTile(NewY,NewX);
if(Tile->MapList != NULL)
{
XMapObject *MapObject = Tile->MapList;
while(MapObject != NULL)
{
if(MapObject->MapObjectFlags & MAPOBJECT_SOLID)
{
printf("solid\n");
return 0;
}
MapObject = MapObject->NextMapObject;
}
}
if(Tile->Flags & TILE_SOLID && EntityFlags & ENTITY_CLIPPING)
{
return 0;
}
this->MapObjectSetLocation(NewY,NewX);
return 1;
}
return 0;
}
What is wierd, is that the bitwise operator always returns true when the MapObject is an Environ or an Item, but it works correctly for Entities. For debug I am using the printf "Solid", and also a printf containing the value of the flag for both Environs and Items.
Any help is greatly appreciated, as this is a major bug for the small game I am working on. I am also very new at Object Oriented programming, anything tips, suggestions and/or criticism are also welcome.
Your problem appears to be that you never initialize MapObjectFlags in any classes other than XEnviron so, as a basic type, it will have an unspecified value in XItem, XEntity and other XMapObject derived objects. I suggest that, as a member of XMapObject you explicitly initialize it to a known value.
As a rule, it is generally a good idea to ensure that all members of basic type are explicitly initialized in the initializer list of every constructor that you define.
e.g.
XMapObject()
: MapObjectFlags(0)
, // ... other initializers
{
// Other initializations
}
You can't (legally) be calling XEntity::MoveEntity on a MapObject or Environ because they don't have such a method. If you're using static_cast to change your object pointer into an XEntity so you can call MoveEntity on it, then you really have no guarantees about how the bit operation will work. In some implementations, things may appear to work in MoveEntity, but what's actually happening is it's interpreting the other object's memory as an XEntity. When it tries to access the offset where it believes MapObjectFlags exists, it's not actually there and always has that bit set to 1.
I figured out the problem earlier today - It didn't have any relation to OO programming, inheritance, or bitwise; it was a simple scope error.
The problem was in the fact that during my quick test to get an Environ in game, I declared the new variable inside of the control switch sequence, so the next time any control was used, the Environ would act in unpredictable ways.
switch(Event.key.keysym.sym)
{
...
case SDLK_c: { XEnviron Environ; Environ.InitEnviron(...); }
...
}