I am having an issue getting a vector-based inventory system to work. I am able to list the items in the inventory, but not able to allow a user-selected item to be accessed. Here is the code:
struct aItem
{
string itemName;
int damage;
bool operator==(aItem other)
{
if (itemName == other.itemName)
return true;
else
return false;
}
};
int main()
{
int selection = 0;
aItem healingPotion;
healingPotion.itemName = "Healing Potion";
healingPotion.damage= 6;
aItem fireballPotion;
fireballPotion.itemName = "Potion of Fiery Balls";
fireballPotion.damage = -2;
aItem testPotion;
testPotion.itemName = "I R NOT HERE";
testPotion.damage = 9001;
int choice = 0;
vector<aItem> inventory;
inventory.push_back(healingPotion);
inventory.push_back(healingPotion);
inventory.push_back(healingPotion);
inventory.push_back(fireballPotion);
cout << "This is a test game to use inventory items. Woo!" << endl;
cout << "You're an injured fighter in a fight- real original, I know." << endl;
cout << "1) Use an Item. 2) ...USE AN ITEM." << endl;
switch (selection)
{
case 1:
cout << "Which item would you like to use?" << endl;
int a = 1;
for( vector<aItem>::size_type index = 0; index < inventory.size(); index++ )
{
cout << "Item " << a << ": " << inventory[index].itemName << endl;
a+= 1;
}
cout << "MAKE YOUR CHOICE." << endl << "Choice: ";
cin >> choice;
^^^^
Everything above this line, works. I assume that my problem is the if statement, but I cannot figure out where I am going wrong in my syntax, or if there is a better way to do what I am doing.
if (find(inventory.begin(), inventory.at(choice), healingPotion.itemName) != inventory.end())
cout << "You used a healing potion!";
else
cout << "FIERY BALLS OF JOY!";
break;
case 2:
cout << "Such a jerk, you are." << endl;
break;
}
EDIT: I think I'm not representing this correctly. I need for the player's choice to affect the message displayed. Here's a sample output of the 1st snippet:
Item 1: Healing Potion
Item 2: Healing Potion
Item 3: Healing Potion
Item 4: Potion of Fiery Balls
MAKE YOUR CHOICE.
Choice:
From there, the player can type 1-4, and what I would like is for the number (minus 1, to reflect the vector starting at zero) to be passed to the find, which would then determine (in this small example) if the item at inventory[choice - 1] is a healing potion. If so, display "You used a healing potion!" and if it is not, to display "Fiery balls of joy".
Three problems.
One, Your operator should be declared as:
bool operator==(const aItem& other) const
Two, in this code:
find(inventory.begin(), inventory.at(choice), healingPotion) != inventory.end())
you aren't searching the whole vector from begin() to end() -- you're only searching from begin() to at(choice) where at(choice) points to one-past-the-end of your search set. So you either should do this:
find(&inventory.at(0), &inventory.at(choice), healingPotion) != &inventory.at(choice))
or this...
find(inventory.begin(), inventory.end(), healingPotion.itemName) != inventory.end())
Edit Three, you are trying to compare apples to oranges. You are searching a vector of aItem objects to find a matching aItem object, but the parameter you send to find isn't an aItem object, it is one of the aItem data members.
You should either search for a matching item, like this:
find( inventory.begin(), inventory.end(), healingPotion ) != inventory.end() )
^^^^^^^^
In C++03 you can provide a functor:
#include <functional>
struct match_name : public std::unary_function<aItem, bool>
{
match_name(const string& test) : test_(test) {}
bool operator()(const aItem& rhs) const
{
return rhs.itemName == test_;
}
private:
std::string test_;
};
... and then search for a match using find_if:
find_if( inventory.begin(), inventory.end(), match_name(healingPotion.itemName) ) // ...
In C++11 you can simplify this mess using a closure:
string test = healingPotion.itemName;
if( find_if( inventory.begin(), inventory.end(), [&test](const aItem& rhs)
{
return test == rhs.itemName;
}) == inventory.end() )
{
// not found
}
To add onto John Dibling's answer, the last part is that you are looking for a name, not an aItem.
So it either needs to be:
find(inventory.begin(), inventory.end(), healingPotion) != inventory.end();
where the operator== is defined as:
bool operator==(const aItem& other) const
{
return itemName == other.itemName;
}
Or you need to have your operator== take a string:
find(inventory.begin(), inventory.end(), healingPotion.itemName) != inventory.end();
where the operator== is defined as:
bool operator==(const std::string& name) const
{
return itemName == name;
}
Instead of:
case 1:
cout << "Which item would you like to use?" << endl;
int a = 1;
for( vector<aItem>::size_type index = 0; index < inventory.size(); index++ )
{
cout << "Item " << a << ": " << inventory[index].itemName << endl;
a+= 1;
}
cout << "MAKE YOUR CHOICE." << endl << "Choice: ";
cin >> choice;
if (find(inventory.begin(), inventory.at(choice), healingPotion.itemName) != inventory.end())
cout << "You used a healing potion!";
else
cout << "FIERY BALLS OF JOY!";
break;
case 2:
cout << "Such a jerk, you are." << endl;
break;
}
I neglected to realize that one of the wonders of vectors is the ability to access the value directly- Ryan Guthrie mentioned this in his comment, but I found a simpler "answer". Namely:
case 1:
cout << "Which item would you like to use?" << endl;
//TODO: Learn what the hell the following line actually means.
for( vector<aItem>::size_type index = 0; index < inventory.size(); index++ )
{
//Makes a numerical list.
cout << "Item " << index + 1 << ": " << inventory[index].itemName << endl;
a+= 1;
}
cout << "MAKE YOUR CHOICE." << endl << "Choice: ";
cin >> choice;
//Cannot define this outside of the statement, or it'll initialize to -1
invVecPos = (choice - 1);
//This checks for an invalid response. TODO: Add in non-int checks.
if ((invVecPos) >= inventory.size())
{
cout << "Choice out of bounds. Stop being a dick." << endl;
}
//If the choice is valid, proceed.
else
{
//checking for a certain item type.
if(inventory[invVecPos].itemType == "ITEM_HEALTHPOT")
{
cout << "You used a healing potion!" << endl;
//this erases the potion, and automagically moves everything up a tick.
inventory.erase (inventory.begin() + (invVecPos));
}
else if(inventory[invVecPos].itemType == "ITEM_FIREPOT")
{
cout << "FIERY BALLS OF JOY!" << endl;
}
else
{
//error-handling! Whee!
cout << "Invalid Item type" << endl;
}
}
break;
case 2:
cout << "Why do you have to be so difficult? Pick 1!" << endl;
break;
Thank you, Ryan- with your prodding, I was able to look elsewhere and find the code I needed! The "fixed" code is commented heavily, so anyone else who runs into issues should be able to glean what they need!
Related
So I have a problem with my C++ game. If I try to use an item that has the quantity <= than 0, it will work. How can I prevent the function from using the item if it's quantity is <= than 0?
Here is some of the code:
Use item function
void Inventory::useItem(int id, int quantity, Character &character)
{
if (id == 2 && !isNull())
{
removeQuantity(2, 1);
cout << "\n" << "You used the item with Id 2!" << endl;
character.addOrbs(100);
}
else
{
setColor(0x0C);
cout << "\n" << "ERROR! ";
setColor(0x07);
cout << "There is no item with such ID!" << endl;
}
}
Check if item quantity is 0 function
bool Inventory::isNull()
{
for(auto &item : inventoryVec)
{
if (item.quantity <= 0)
return true;
else
return false;
}
}
Your isNull() method is checking if only the 1st item in the inventory, regardless of its id, has a quantity of <= 0. It is ignoring all other items.
What you should be doing instead is looking specifically for the item with an id of 2, and then checking if that item has a quantity of <= 0, eg:
bool Inventory::isNull(int id)
{
for(auto &item : inventoryVec)
{
if (item.id == id)
return (item.quantity <= 0);
}
return true;
}
void Inventory::useItem(int id, int quantity, Character &character)
{
if ((id == 2) && !isNull(id))
{
removeQuantity(2, 1);
cout << "\n" << "You used the item with Id 2!" << endl;
character.addOrbs(100);
}
else
{
setColor(0x0C);
cout << "\n" << "ERROR! ";
setColor(0x07);
cout << "There is no item with such ID!" << endl;
}
}
Though, I would suggest changing useItem() to be more like this instead:
void Inventory::useItem(int id, int quantity, Character &character)
{
if (!isNull(id))
{
removeQuantity(id, 1);
cout << "\n" << "You used the item with Id " << id << "!" << endl;
if (id == 2)
character.addOrbs(100);
else
... // handle other ids as needed...
}
else
{
setColor(0x0C);
cout << "\n" << "ERROR! ";
setColor(0x07);
cout << "There is no item with such ID!" << endl;
}
}
I asked this question a couple of hours ago; I want to see if someone can now explain the problem.
One code is about separating items in a grocery; in the end you'll have two(2) bags; a fragileBag and a normalBag.
Other code separates passengers depending on the office they go for pickup; in the end you'll have three(3) types of passengers; ones that go to rio, ones that go to maya, and ones that request elsewhere.
Both codes use the same logic but the passenger code gives an error on a line that works perfectly on the grocery code.
Just to be clear, BOTH CODES RETURN VALUES OF STRING.
ERROR FROM THE PASSENGER CODE:
Error (active) E0304 no instance of overloaded function "std::vector<_Ty,_Alloc>::push_back [with _Ty=trans, _Alloc=std::allocator<trans>]" matches the argument list dataPractice2 C:\Users\javye\source\repos\dataPractice2\dataPractice2\main.cpp 82
and also:
Error C2664 'void std::vector<trans,std::allocator<_Ty>>::push_back(_Ty &&)': cannot convert argument 1 from 'std::string' to 'const _Ty &' dataPractice2 c:\users\javye\source\repos\datapractice2\datapractice2\main.cpp 82
//GROCERY FUNCTION
//separate function
void separateItems(vector<myBag>& newMyVector) {
for (int x = newMyVector.size() - 1; x >= 0; --x) {
if (newMyVector[x].getItem() == "eggs" || newMyVector[x].getItem() == "bread") {
fragileBag.push_back(newMyVector[x].getItem()); //NO PROBLEM HERE
newMyVector.pop_back();
}
else {
normalBag.push_back(newMyVector[x].getItem()); //OR HERE
newMyVector.pop_back();
}
}
}
//PASSENGER FUNCTION
//separate function
void separateP(vector<trans>& newMyVector) {
for (int x = newMyVector.size() - 1; x >= 0; --x) {
if (newMyVector[x].getXoLoc() == "rio") {
rioLoc.push_back(newMyVector[x].getXoLoc()); //PROBLEM HERE
newMyVector.pop_back();
}
else
if (newMyVector[x].getXoLoc() == "maya") {
mayaLoc.push_back(newMyVector[x].getXoLoc()); //HERE
newMyVector.pop_back();
}
else
elseLoc.push_back(newMyVector[x].getXoLoc()); //HERE
newMyVector.pop_back();
}
}
//GROCERY FULL CODE
//HEADER
#pragma once
#include<iostream>
#include<vector>
#include<string>
using namespace std;
#ifndef BAG_H
#define BAG_H
class myBag {
public:
myBag(); //default constructor
myBag(string anItemName); //overload constructor
void addItem(string anItemName); //mutator
string getItem();//accessor
private:
string itemName;
};
#endif
//SOURCE
#include"bag.h"
myBag::myBag() {
addItem("");
}
myBag::myBag(string anItemName) {
addItem(anItemName);
}
void myBag::addItem(string anItemName) {
itemName = anItemName;
}
string myBag::getItem() {
return itemName;
}
//MAIN
#include"bag.h"
void inputItems(vector<myBag>&); //input data function prototype
void displayQuantity(vector<myBag>&); //display data function prototype
void separateItems(vector<myBag>&); //function that separates items; func prototype
void fragBag(vector<myBag>&); //fragile bag function prototype
void norBag(vector<myBag>&); //normal bag function prototype
vector<myBag> myVector; //main vector
vector<myBag> fragileBag, normalBag; //seconday vectors
string item; //global item variable
int main() {
int option;
try {
do {
cout << "\tMENU"
<< endl << "1) Input Items"
<< endl << "2) Display Quantity"
<< endl << "3) Separate (IMPORTANT)"
<< endl << "4) Display Items in Fragile Bag"
<< endl << "5) Display Items in Normal Bag"
<< endl << "6) Exit Program"
<< endl << endl << "Choose: ";
cin >> option;
if (option > 6) {
throw 404;
}
switch (option) {
case 1: //input
system("cls");
inputItems(myVector);
system("pause");
system("cls");
break;
case 2://display
system("cls");
displayQuantity(myVector);
system("pause");
system("cls");
break;
case 3: //separate
system("cls");
separateItems(myVector);
system("pause");
system("cls");
break;
case 4: //fragile
system("cls");
fragBag(myVector);
system("pause");
system("cls");
break;
case 5: //normal
system("cls");
norBag(myVector);
system("pause");
system("cls");
break;
case 6: //exit
exit(0);
}
} while (option != 6);
}
catch(int x){
cout << "ERROR, OPTION DOESN'T EXITS" << endl;
system("pause");
}
}
//input function
void inputItems(vector<myBag>& newMyVector) {
do {
cout << "Enter grocery items || enter letter X to stop: ";
cin >> item;
if (item != "x")
newMyVector.push_back(myBag(item));
} while (item != "x");
}
//display function
void displayQuantity(vector<myBag>& newMyVector) {
try {
for (int x = 0; x < newMyVector.size(); ++x) {
if (x == 0) {
cout << "Store bag has " << newMyVector.size() << " items in it. These are: " << endl;
}
cout << newMyVector[x].getItem() << endl;
}
if (newMyVector.empty())
throw 404;
}
catch (int x) {
cout << "ERROR " << x << " ,QUANTITY NOT FOUND" << endl;
}
}
//separate function
void separateItems(vector<myBag>& newMyVector) {
for (int x = newMyVector.size() - 1; x >= 0; --x) {
if (newMyVector[x].getItem() == "eggs" || newMyVector[x].getItem() == "bread") {
fragileBag.push_back(newMyVector[x].getItem()); //PROBLEM WOULD APPEAR HERE, BUT DOESN'T, UNLIKE THE OTHER CODE
newMyVector.pop_back();
}
else {
normalBag.push_back(newMyVector[x].getItem());
newMyVector.pop_back();
}
}
}
//fragile bag function
void fragBag(vector<myBag>& newMyVector) {
try {
for (int x = 0; x < fragileBag.size(); ++x) {
if (x == 0) {
cout << "The fragile bag has " << fragileBag.size() << " items in it. These are: " << endl;
}
cout << fragileBag[x].getItem() << endl;
}
if (fragileBag.empty()) {
throw 404;
}
}
catch (int x) {
cout << "ERROR " << x << " ,FRAGILE BAG EMPTY" << endl;
}
}
//normal bag function
void norBag(vector<myBag>& newMyVector) {
try {
for (int x = 0; x < normalBag.size(); ++x) {
if (x == 0) {
cout << "The normal bag has " << normalBag.size() << " items in it. These are: " << endl;
}
cout << normalBag[x].getItem() << endl;
}
if (normalBag.empty()) {
throw 404;
}
}
catch (int x) {
cout << "ERROR " << x <<" , NORMAL BAG EMPTY" << endl;
}
}
//PASSENGER FULL CODE
//HEADER
#pragma once
#include<iostream>
#include<vector>
#include<string>
using namespace std;
#ifndef TRANSPORT_H
#define TRANSPORT_H
class trans {
public:
trans();
trans(string aName, string anXoLoc, string anXfLoc, string aTime, string aCellNum);
void setName(string aName);
void setXoLoc(string anXoLoc);
void setXfLoc(string anXfLoc);
void setTime(string aTime);
void setCellNum(string aCellNum);
string getName();
string getXoLoc();
string getXfLoc();
string getTime();
string getCellNum();
private:
string name;
string xoLoc; //offices
string xfLoc; //destination
string time;
string cellNum;
};
//SOURCE
#include"transport.h"
trans::trans() {
setName("");
setXoLoc("");
setXfLoc("");
setTime("");
setCellNum("");
}
trans::trans(string aName, string anXoLoc, string anXfLoc, string aTime, string aCellNum) {
setName(aName);
setXoLoc(anXoLoc);
setXfLoc(anXfLoc);
setTime(aTime);
setCellNum(aCellNum);
}
void trans::setName(string aName) {
name = aName;
}
void trans::setXoLoc(string anXoLoc) {
xoLoc = anXoLoc;
}
void trans::setXfLoc(string anXfLoc) {
xfLoc = anXfLoc;
}
void trans::setTime(string aTime) {
time = aTime;
}
void trans::setCellNum(string aCellNum) {
cellNum = aCellNum;
}
string trans::getName() {
return name;
}
string trans::getXoLoc() {
return xoLoc;
}
string trans::getXfLoc() {
return xfLoc;
}
string trans::getTime() {
return time;
}
string trans::getCellNum() {
return cellNum;
}
#endif
//MAIN
#include"transport.h"
void inputInfo(vector<trans> &);
void displayInput(vector<trans>&);
void separateP(vector<trans>&);
void rio(vector<trans>&);
void maya(vector<trans>&);
void elsewhere(vector<trans>&);
vector<trans> myVector;
vector<trans> rioLoc, mayaLoc, elseLoc;
string newName;
string newXoLoc; //offices
string newXfLoc; //destination
string newTime;
string newCellNum;
//main not ready. Creating each function one by one to them make it look nice
int main() {
int option;
do {
cout << "MENU"
<< endl << "1) input "
<< endl << "2) output "
<< endl << "3) separate"
<< endl << "4) rio passengers"
<< endl << "5) maya passengers"
<< endl << "6) elsewhere passengers";
cin >> option;
switch(option){
case 1:
inputInfo(myVector);
break;
case 2:
displayInput(myVector);
break;
case 3:
separateP(myVector);
break;
case 4:
rio(myVector);
break;
case 5:
maya(myVector);
break;
case 6:
elsewhere(myVector);
break;
case 7:
exit(0);
}
} while (option != 7);
system("pause");
}
void inputInfo(vector<trans> &newMyVector) {
int charSize;
cout << "How many passangers to register: ";
cin >> charSize;
for (int x = 0; x < charSize; ++x) {
cout << "Name of passanger: ";
cin >> newName;
cout << "Office: ";
cin >> newXoLoc;
cout << "Destination: ";
cin >> newXfLoc;
cout << "Time of pickup: ";
cin >> newTime;
cout << "Cellphone: ";
cin >> newCellNum;
if (charSize != 0)
newMyVector.push_back(trans(newName, newXoLoc, newXfLoc, newTime, newCellNum));
}
}
void displayInput(vector<trans>& newMyVector) {
for (int x = 0; x < newMyVector.size(); ++x) {
if (x == 0) {
cout << "There are " << newMyVector.size() << " passengers. These are: " << endl;
}
cout << "-----------------------------Passenger #" << x + 1 << endl;
cout << newMyVector[x].getName() << endl;
cout << newMyVector[x].getXoLoc() << endl;
cout << newMyVector[x].getXfLoc() << endl;
cout << newMyVector[x].getTime() << endl;
cout << newMyVector[x].getCellNum() << endl;
}
}
void separateP(vector<trans>& newMyVector) {
for (int x = newMyVector.size() - 1; x >= 0; --x) {
if (newMyVector[x].getXoLoc() == "rio") {
rioLoc.push_back(newMyVector[x]);
newMyVector.pop_back();
}
else
if (newMyVector[x].getXoLoc() == "maya") {
mayaLoc.push_back(newMyVector[x]);
newMyVector.pop_back();
}
else
elseLoc.push_back(newMyVector[x]);
newMyVector.pop_back();
}
}
void rio(vector<trans>& newMyVector) {
for (int x = 0; x < rioLoc.size(); ++x) {
if (x == 0) {
cout << "Num. of passangers to pickup in Rio Piedras is " << rioLoc.size() << " , these are: " << endl;
}
cout << rioLoc[x].getName() << endl;
cout << rioLoc[x].getXoLoc() << endl;
cout << rioLoc[x].getXfLoc() << endl;
cout << rioLoc[x].getTime() << endl;
cout << rioLoc[x].getCellNum() << endl;
}
}
void maya(vector<trans>& newMyVector) {
for (int x = 0; x < mayaLoc.size(); ++x) {
if (x == 0) {
cout << "Num. of passangers to pickup in Mayaguez is " << mayaLoc.size() << " , these are: " << endl;
}
cout << mayaLoc[x].getName() << endl;
cout << mayaLoc[x].getXoLoc() << endl;
cout << mayaLoc[x].getXfLoc() << endl;
cout << mayaLoc[x].getTime() << endl;
cout << mayaLoc[x].getCellNum() << endl;
}
}
void elsewhere(vector<trans>& newMyVector) {
for (int x = 0; x < elseLoc.size(); ++x) {
if (x == 0) {
cout << "Num. of passangers to pickup in elsewhere is " << elseLoc.size() << " , these are: " << endl;
}
cout << elseLoc[x].getName() << endl;
cout << elseLoc[x].getXoLoc() << endl;
cout << elseLoc[x].getXfLoc() << endl;
cout << elseLoc[x].getTime() << endl;
cout << elseLoc[x].getCellNum() << endl;
}
}
To explain why the second code does not work I first have to explain why the first code appears to work.
myBag::myBag(string anItemName)
can make a bag out of a string. It is a Conversion Constructor. So when
fragileBag.push_back(newMyVector[x].getItem());
is compiled, the compiler quietly inserts a call to the myBag(string) constructor and you get something more like
fragileBag.push_back(myBag(newMyVector[x].getItem()));
which makes no sense logically. It says turn an item in a bag into a bag with one item and insert this new bag into still another bag, fragileBag.
When you look more closely at myBag, you see that it isn't a bag at all. It is a single item and should be renamed to myItem or discarded all together in favour of an all-new all-different myBag that is a wrapper around a vector of string where the strings represent items. This makes
myBag fragileBag;
the real bag.
In other words, the only reason the working code works is it doesn't actually do what the naming implies it does. The code compiles and produces the expected result, but is semantically troubled.
This leads to the confusion with
rioLoc.push_back(newMyVector[x].getXoLoc());
rioLoc is a vector<trans> and can only hold trans. There is no trans::trans(string) to convert a string to a trans so the faulty logic of the grocery code is exposed. As bag and item have been intertwined in grocery, passenger and transport are combined here.
The fix for grocery described above is relatively straight forward. Passenger will need a slightly different solution with both a passenger class to describe the passengers and a transport class to describe the means of transport. transport will have a vector<passenger> member to contain its passengers as well as methods to add and remove the passengers and possibly book-keeping to track the location of the transport, details incompletely specified by the question.
Both codes are pushing string values into a vector that does not hold string values.
Your grocery code uses a vector of myBag objects. The code works because myBag has a non-explicit constructor that takes a single string as input, so the compiler is able to implicitly construct a temporary myBag object to push into the vector.
Your passenger code uses a vector of trans objects. The code fails because trans does not have a constructor that takes a single string as input, so the compiler cannot construct a temporary trans to push into the vector.
I've seen many questions and answers about this issue but still I can't solve my problem. How should I initialize a static vector? I'm also asking you for checking I use a default construct properly. I don't mean checking if it's working because I know that it does. I just wonder if it is an elegant implementation?
class Employee
{
private:
static std::vector<Employee> employee;
std::string name;
int age;
Employee::Employee()
{
std::string localName;
int localAge;
std::cout << "So... do you want to hire a new employee? Let's look at CVs " << std::endl;
localName = "Marek"; //GenerateName();
localAge = 21; //these function is not ready yet. it'd be just a rand()
std::cout << "I've got one. What do u think about " << localName << " age " << localAge << "?" << std::endl;
int decision;
do
{
std::cout << "Do you want hire him [1] or not [2] ? " << std::endl;
std::cin >> decision;
switch (decision)
{
case 1:
name = localName;
age = localAge;
decision = 0;
break;
case 2:
employees.erase(employees.end());
decision = 0;
break;
default:
std::cout << "Incorrect option. Try again" << std::endl;
}
} while (decision != 0);
}
public:
static void Employ()
{
employees.push_back(Employee::Employee());
}
};
int main()
{
Employee::Employ();
system("pause");
}
Your code didn't work when I ran it. In addition to adding includes and fixing some typos, I had to add this line:
std::vector<Employee> Employee::employee;
However, I don't think this is the best solution. For sweet clarity's sake, an Employee shouldn't contain a vector of Employees, but should be, well, an employee. If you want a vector of employees, you can declare one in main (or elsewhere). If you want your vector of employees to have some added features like the interactive employee-adding function you wrote, you can do it like this:
class EmployeeForce: public std::vector<Employee>
{
void interactivelyAddEmployee ();
...
};
...
EmployeeForce myStaff;
I've changed entire the concept. The problem was that I unnecessary wanted to put inside the class the container of objects (in this case: std::vector). I know now that class should only contain informations about the single object; it shouldn't know about anything about others one.
class Employee
{
public:
std::string name;
int age;
};
std::ostream& operator<<(std::ostream& out, const std::vector<Employee>& v)
{
out << "[";
for (size_t i = 0; i < v.size(); ++i)
{
out << "Name: " << v[i].name << " age: " << v[i].age;
if (i != v.size() - 1)
out << ", ";
}
out << "]";
return out;
}
Employee generate_random_employee(Employee obj)
{
obj.name = "Marek"; //GenerateName();
obj.age = 21; //these function is not ready yet. it'd be just a rand()
return obj;
}
int main()
{
int decision;
std::string name;
std::vector<Employee> employees;
Employee some_new_employee;
std::cout << "Welcome mrs. manager. What do you want to do today, sir?" << std::endl << std::endl;
do
{
std::cout << "Hire sombody [1], Fire somebody [2], Exit [0] " << std::endl;
std::cin >> decision;
switch (decision)
{
case 1:
some_new_employee = generate_random_employee(some_new_employee);
if (should_i_employ(some_new_employee))
{
employees.push_back(some_new_employee);
}
break;
case 2:
std::cout << "Who do you want to fire?" << std::endl;
std::cin >> name;
if (is_the_employee_exist(employees, name))
{
if (are_u_sure())
{
}
}
else
std::cout << "" << std::endl;
break;
case 3:
std::cout << employees << std::endl;
break;
case 0:
std::cout << "Good bye, sir" << std::endl;
break;
default:
std::cout << "There is not these option. Try again " << std::endl;
}
} while (decision != 0);
system("pause");
}
I'm following a tutorial for making a MUD (text-based RPG), and I am having issues with my main function. If you'll look at the code, you'll see that when the player moves it will check for a random encounter, and if monster != 0, it will go into the combat loop. When I execute this in the command prompt, it will allow me to attack the monster, but it never makes it to the monster->attack(mainPlayer) function. It just goes back to the screen that states whether I want to move, rest, view stats, or quit. Any help with this would be greatly appreciated!
#include "stdafx.h"
#include "Map.h"
#include "Player.h"
#include <cstdlib>
#include <ctime>
#include <iostream>
using namespace std;
int main()
{
srand( time(0) );
Map gameMap;
Player mainPlayer;
mainPlayer.createClass();
// Begin adventure
bool done = false;
while( !done )
{
// Each loop cycle we output the player position and
// a selection menu.
gameMap.printPlayerPos();
int selection = 1;
cout << "1) Move 2) Rest 3) View Stats 4) Quit: ";
cin >> selection;
Monster* monster = 0;
switch( selection )
{
case 1:
// Move the player
gameMap.movePlayer();
// Check for a random encounter. This function
// returns a null pointer if no monsters are
// encountered.
monster = gameMap.checkRandomEncounter();
// 'monster' not null, run combat simulation.
if( monster != 0)
{
// Loop until 'break' statement.
while( true )
{
// Display hitpoints
mainPlayer.displayHitPoints();
monster->displayHitPoints();
cout << endl;
// Player's turn to attack first.
bool runAway = mainPlayer.attack(*monster);
if( runAway )
{
break;
}
if( monster->isDead() )
{
mainPlayer.victory(monster->getXPReward());
mainPlayer.levelUp();
break;
}
monster->attack(mainPlayer);
if( mainPlayer.isDead() )
{
mainPlayer.gameover();
done = true;
break;
}
}
// The pointer to a monster returned from
// checkRandomEncounter was allocated with
// 'new', so we must delete it to avoid
// memeory leaks.
delete monster;
monster = 0;
}
break;
case 2:
mainPlayer.rest();
break;
case 3:
mainPlayer.viewStats();
break;
case 4:
done = true;
break;
} // End switch statement
} // End While statement
} // End main function
Here is the Player::attack function:
bool Player::attack(Monster& monster)
{
int selection = 1;
std::cout << "1) Attack 2) Run: ";
std::cin >> selection;
std::cout << std::endl;
switch( selection )
{
case 1:
std::cout << "You attack the " << monster.getName()
<< " with a " << mWeapon.mName << std::endl;
if( Random(0, 20) < mAccuracy )
{
int damage = Random(mWeapon.mDamageRange);
int totalDamage = damage - monster.getArmor();
if( totalDamage <= 0)
{
std::cout << "Your attack failed to penetrate the "
<< monster.getName() << "'s armor." << std::endl;
}
else
{
std::cout << "You attack for " << totalDamage
<< " damage!" << std::endl;
// Subtract from monster's hitpoints.
monster.takeDamage(totalDamage);
}
}
else
{
std::cout << "You miss!" << std::endl;
}
std::cout << std::endl;
break;
case 2:
// 25% chance of being able to run.
int roll = Random(1, 4);
if( roll == 1 )
{
std::cout << "You run away!" << std::endl;
return true; //<-- Return out of the function.
}
else
{
std::cout << "You could not escape!" << std::endl;
break;
}
}
}
And here is the Monster::attack function:
void Monster::attack(Player& player)
{
cout << "A " <<mName << " attacks you "
<< "with a " << mWeapon.mName << std::endl;
if( Random(0,20) < mAccuracy )
{
int damage = Random(mWeapon.mDamageRange);
int totalDamage = damage - player.getArmor();
if( totalDamage <= 0 )
{
cout << "The " << mName << "'s attack failed to "
<< "penetrate your armor." << endl;
}
else
{
cout << "You are hit for " << totalDamage
<< " damage!" << endl;
player.takeDamage(totalDamage);
}
}
else
{
cout << "The " << mName << " missed!" << endl;
}
cout << endl;
}
Your Player::attack() method has only one return-statement: return true;. You forgot to add the final line return false; to your method.
This could have easily been prevented if you enable warnings (and pay attention to them!)
Your Player::attack doesn't return in all cases (specifically when it needs to return false). When the calling function tries to access the return value of Player::Attack it will get junk and so you enter the if(ranAway) block and break out of your while loop
Im new to programming and C++ and I started making a little string type game for fun, which gives the user two options through out the program, but in the final part of the program i cant get it to output a unique option for the final input(makeCure) - which i only want to output at the end not through out the program. Hope Im making sense :/ .Iv tried and tried and tried and the more i try the more probloms I create. Iv shown below in my code where Im sure the problom lies. Any advice would much appreciated.
#include<iostream>
#include<string>
using std::string;
bool intro(void);
void room(bool enemy, bool data, bool cure, string description);
//player stats
string Name = "";
//enemy states
string enemyName = "";
//data stats
string dataName = "";
//Cure - Option in room7 only
string makeCure = "";
//room descriptions(string constructs)
const string room1 = "You enter the first town of infected Zombies.";
const string room2 = "You are overwelmed by Zombies, and plunder into the sewers to escape.";
const string room3 = "You make your way to safety and find yourself in the Central Town Hall.";
const string room4 = "You decide to venture into the local forest to find the finalingrediants";
const string room5 = "You venture further for the final ingrediant, into a nearby Cave.";
const string room6 = "Its time for you to face the Zombie General!!!";
const string room7 = "You work day and Night in the Labs to make the Cure.";
int main(void)
{
if(intro())
return 0;
dataName = "First Ingrediant- Zombie Rags with infected DNA";
enemyName = "Zombie Soldior";
room(true, true, false, room1);
enemyName = "Massive Zombie Rat";
room(true, false, false, room2);
dataName = "Seconed Ingrediant- StemCells";
enemyName = "Mutated Scientists";
room(true, true, false, room3);
dataName = "Third Magic-Mushrooms";
room(false, true, false, room4);
dataName = "Fourth Final Ingrediant - Coffee Beans";
enemyName = "Commander Zombie";
room(true, true, false, room5);
enemyName = "Zombie General";
room(false, true, false, room6);
return 0;
makeCure = "Elixier to Save the World";
room(false, false, true, room7);
return 0;
}
bool intro(void)
{
using std::cout;
using std::cin;
cout << "Brave Soul!!! What is your name?\n";
cin >> Name;
cout << "Ahh... " << Name << " You say.." << "How about Zombie Slayer?.. Good, glad we agree!\n";
cout << "Humanity is in need of your Help, "
<< "The world is being infected by the\n"
<< "ZD1678 ZOMBIE VIRUS \n"
<< "And we need to send you to Cape Town to stop the central spread.\n"
<< "Your task will be tough, but we know you can do it \n"
<< "Will you accept the challenge?\n\n";
cout << "1)Yes. \n"
<< "2)No. \n\n";
int response;
cin >> response;
return !(response ==1);
}
void room(bool enemy, bool data, bool cure, string description)
{
using std::cout;
using std:: cin;
while(true)
{
cout << description.c_str() << "\n\n";
int response = 0;
do
{
cout << "Shall Our Hero continue his Quest?\n";
if(enemy)
cout << "1) Attack the "
<< enemyName.c_str() << "\n";
else if(!enemy)
cout << "1) venture further....";
if(data)
cout << "2)Pick up the "
<< dataName.c_str() << "\n";
cin >> response;
/* Trying to create the last if that only kicks in at room7( string makeCure )
* that displays the option to make the cure
* This is where my Problem is.
* Iv tried anouther if
* and else
* and while and nothing works, its just messes up everything..
* badly
*/
} while(response < 1 || response > 2);
switch(response)
{
case 1:
if(enemy)
{
enemy = !enemy;
cout << "You slay the deadly "
<< enemyName.c_str() << "\n";
}
else if(!enemy)
return;
break;
case 2:
data = !data;
cout << "You pick up the "
<< dataName.c_str() << "\n";
break;
}
}
}
what you probably want to do is dynamically generate a list of possible events each time you write out the list and present it to the user, then you can match the response to the list to get what the user wants to do. like this:
enum EventType
{
ET_Enemy,
ET_Item,
ET_Cure,
ET_Continue,
ET_MAX
};
void room(bool enemy, bool data, bool cure, string description)
{
using std::cout;
using std:: cin;
int currentEventChoices[ET_MAX];
int numEventChoices;
while(true)
{
cout << description.c_str() << "\n\n";
int response = 0;
do
{
numEventChoices = 0;
cout << "Shall Our Hero continue his Quest?\n";
if(enemy)
{
cout << (numEventChoices+1) << ") Attack the "
<< enemyName.c_str() << "\n";
currentEventChoices[numEventChoices] = ET_Enemy;
numEventChoices++;
}
if(data)
{
cout << (numEventChoices+1) << ") Pick up the "
<< dataName.c_str() << "\n";
currentEventChoices[numEventChoices] = ET_Item;
numEventChoices++;
}
if(cure)
{
cout << (numEventChoices+1) << ") cure related string "
<< makeCure.c_str() << "\n";
currentEventChoices[numEventChoices] = ET_Cure;
numEventChoices++;
}
cout << (numEventChoices+1) << ") venture further....\n"; // note if this is only meant to be an option if there is no enemy, put it in an else after the if(enemy)
numEventChoices++;
cin >> response;
} while(response < 1 || response > numEventChoices);
switch(currentEventChoices[response-1])
{
case ET_Enemy:
enemy = !enemy;
cout << "You slay the deadly "
<< enemyName.c_str() << "\n";
break;
case ET_Item:
data = !data;
cout << "You pick up the "
<< dataName.c_str() << "\n";
break;
case ET_Cure:
//do cure stuff
break;
case ET_Continue:
return;
}
}
}
the trouble you are having is that by just using a very static next of if/else statements each time you want to match the option number to the event, it gets very complex and messy, it was fine when there was just the 4 cases of there being an enemy or not, or data or not. but now you are adding another branch with cure, its just got really complex to do it that way.
It's a bit hard to understand what you need, so tell me if it's not what you wanted.
Using braces and indenting consistently can really help with this:
do {
cout << "Shall Our Hero continue his Quest?\n";
if (enemy) {
cout << "1) Attack the " << enemyName << "\n";
} else {
cout << "1) venture further....";
}
if (data) {
cout << "2) Pick up the " << dataName << "\n";
}
if (cure) {
cout << "2) take the " << makeCure << "\n";
}
cin >> response;
} while (response < 1 || response > 2);
and fix "case 2" in the switch part:
case 2:
if (data) {
data = false;
cout << "You pick up the " << dataName << "\n";
} else if (cure) {
// fill in ...
}
break;
Notes:
You can use endl (from std) instead of '\n'. cout << "hello" << endl;
You can pass many of your global variables as arguments, so you won't need them to be global (global is bad, in general).
Much of your game can be be squeeszed into arrays and structs - being "data driven" and "table driven". I don't know if you got there already, but you can try and identify these parts.
if(enemy) ... else if(!enemy) you don't need the !enemy part. it is implied by the else.