因此,我目前的任务是进行基本的Hunter and Prey模拟,在遇到其他一些问题之后,我的教授建议我将所有内容都放入main.cpp
中,以使该功能暂时生效。
我当前的问题是,在Creature::Find()
函数中,它声称Grid
类是不完整的,即使它已在文件顶部预先声明。我最初的想法是将Grid
类放在Creature
之前,但这会导致更多或相同的错误(指的是Creature
不完整),因为Grid
本质上是Creature
指针的2D数组。以下是代码的相关位,可以在Dropbox here上找到整个文件。
class Grid; //*** error: forward declaration of 'class Grid'
//Other stuff...
class Creature
{
public:
Grid* theGrid;
Coords position;
int stepBreed;
int stepHunger;
char face;
bool hasMoved;
Creature(Grid* _grid, Coords _position, char _face) //Constructor
{
theGrid = _grid;
position = _position;
face = _face;
stepBreed = stepHunger = 0;
hasMoved = false;
}
vector<Coords> Find(char thisFace) //Returns a list of coords with prey on them
{
vector<Coords> result;
for(int i = position.x-1; i <= position.x+1; i++)
for(int j = position.y-1; j <= position.y+1; j++)
{
Coords temp(i,j);
if(theGrid->Occupant(temp) == thisFace) //*** error: invalid use of incomplete type 'class Grid'
result.push_back(temp);
}
return result;
}
virtual Coords Move() = 0; //Allows the creature type to define it's own movement
virtual Coords Breed() = 0; //Allows the creature type to define it's own breeding
virtual bool Starve() = 0; //Allows the creature type to starve of its own accord
};
class Grid
{
public:
Creature* grid[MAX_X][MAX_Y];
Grid() //Initalizes the grid and spawns random creatures
{
cout<<endl<<"grid init"<<endl;
for(int i = 0; i < MAX_X; i++)
for(int j = 0; j < MAX_Y; j++)
grid[i][j] = NULL;
}
void Move() //Tells each creature on the grid to move
{
cout<<endl<<"--- Grid::Move() TOP ---"<<endl<<endl;
ResetMoved();
for(int i = 0; i < MAX_X; i++)
for(int j = 0; j < MAX_Y; j++)
if(grid[i][j])
grid[i][j]->Move();
cout<<endl<<"--- Grid::Move() BOTTOM ---"<<endl<<endl;
}
void Breed() //Tells each creature to breed (if it can)
{
}
void Kill() //Tells each creature to die (if it's old)
{
}
char** Snapshot() //Creates a char array "snapshot" of the board
{
char** result = new char*[MAX_X];
for(int i = 0; i < MAX_X; i++)
{
result[i] = new char[MAX_Y];
for(int j = 0; j < MAX_Y; j++)
{
result[i][j] = Occupant(Coords(i, j));
}
}
return result;
}
Creature* Get(Coords here) //Returns a pointer to the object at the specified position
{
return grid[here.x][here.y];
}
char Occupant(Coords here) //Returns the character of the specified position
{
if(!Get(here))
return FACE_EMPTY;
return Get(here)->face;
}
void Clear(Coords here) //Deletes the object at the specified position
{
cout<<endl<<"--- Grid::Clear() TOP ---"<<endl<<endl;
if(!Get(here))
{
cout<<" inside if"<<endl;
delete Get(here);
}
cout<<" outside if"<<endl;
grid[here.x][here.y] = NULL;
cout<<endl<<"--- Grid::Clear() BOTTOM ---"<<endl<<endl;
}
void ResetMoved()
{
for(int i = 0; i < MAX_X; i++)
for(int j = 0; j < MAX_Y; j++)
if(grid[i][j])
grid[i][j]->hasMoved = false;
}
};
编辑:预览和标记工具栏由于某些原因无法正常工作。
最佳答案
您有一个循环依赖性(我似乎记得您之前有这个问题)。将内容放在同一文件中并不能真正解决问题(尽管也许可以帮助您更清楚地看到问题)。您要做的是正确地排序事物,以便在每个函数需要的类之后定义它们。
在这种情况下,我会这样
class Grid;
class Creature
{
public:
Grid* theGrid;
...
vector<Coords> Find(char thisFace);
...
};
class Grid
{
public:
Creature* grid[MAX_X][MAX_Y];
...
};
vector<Coords> Creature::Find(char thisFace)
{
...
}
Creature::Find
同时需要Creature
类和Grid
类,因此必须在两个类都已完全定义之后使用。如果最终将
Creature::Find
定义放在头文件中,则必须添加inline
关键字,否则将获得多个定义。关于c++ - 基本hunter/prey练习中的“Invalid use of incomplete type”,我们在Stack Overflow上找到一个类似的问题:https://stackoverflow.com/questions/16117546/