我使用两个类创建基于类的库存系统:一个用于字符,一个用于项目。
Ryan Newell编码 - NEW14136796 Uclan学生 (需要把它放在如此庸俗的监视器中,因为复制我自己的作品而不能标记我)
这是我到目前为止所得到的。
///Code by Ryan Newell - NEW14136796 Runshaw College - Uclan
#include<iostream> //Base C++ required #
#include<string> //Allows input of strings
#include<iomanip> //Base C++ required #
#include <conio.h> //Getchar error workaround
#include <cstdlib> // Provides EXIT_SUCCESS
#include <fstream> // Allows output of txt files
#include <string.h>
#include <stdio.h>
#include <stdlib.h>
#include <vector>
#include <utility>
#include <Windows.h>//ConsoleSleep
using namespace std;
class itemspell{
string itemname; //Name ((( what if items are the same name ? make difficult for finding statements ? maybe more char with same name item ?
string itemtype; // Spell/Weapon/Armour/Magic Misc?
string itemact; // What type of action does this item do ?
string itemdesc; // Some random ingame description
itemspell* inext; //The next pointer location
bool isspell; //Is Spell Boolean
bool isweapon; // Weapon
bool isarmour; // So on so forth
bool ismisc; // Misc
bool offensiveitem; //Offensive item
bool defensiveitem; // defensive item
bool passiveitem; // Passive effect
int damage;
int armour;
int magicbonus;
int magicresistance;
int cost;
void item_spellsearch(itemspell* ihead, itemspell* &ipast, itemspell* &icurrent)
{
string search;
if (ihead==NULL)
{
cout<<"There are no items on the list to search"<<endl;
}
else
{
cout<<"Enter the type item you are searching for :"<<endl;
getline(cin,search);
icurrent=ihead; //current pointer goes to -> header
cout<<icurrent<<" "<<search<<" "<<icurrent->itemtype<<endl;
while(icurrent!=NULL && search>icurrent->itemname)
{
cout<<"Item Type:"<<icurrent->itemtype<<" "<<cout<<icurrent->itemname<<endl;
ipast=icurrent; //Past = new current pointer
icurrent=icurrent->inext; //current pointer = next pointer
}
}
}
public:
itemspell()//Building a new item // -- Cannot put byref / by values in here remember, needs to be default constructor for some reason ??
{
cout<<"Enter Item Type: "<<endl;
getline(cin,itemtype);
cout<<"Enter Item Name: "<<endl;
getline(cin,itemname);
cout<<"Enter Item Description: "<<endl;
getline(cin,itemdesc);
cout<<"Enter Item Action :"<<endl;
getline(cin,itemact);
}
~itemspell()//Delete record output
{
cout<<"Item being deleted"<<endl;
Sleep(500);
cout<<"Item deleted"<<endl;
getch();
}
void additemspell(itemspell* &ihead) // Add record code
{
itemspell *icurrent;
itemspell *ipast;
itemspell *newitem;
newitem = new itemspell; // New itemspell
if (ihead == NULL || newitem->itemname<ihead->itemname) //If no header or itemname is null;
{
newitem->inext = ihead;
ihead = newitem;
}
else
{
icurrent= ihead;
while(icurrent !=NULL&&icurrent->itemname<newitem->itemname) // While the current char Does not equal NULL/"Nothing and charcurrent itemname = newitemitemname"
{
ipast=icurrent;
icurrent=icurrent->inext;
}
newitem->inext=icurrent; // Sets the next char to current and the past char to next to add in new record.
ipast->inext=newitem;
}
}
void deleteitemspell(itemspell* &ihead) /// Getting the address of the itemspell not the itemspell itself
{
itemspell *ipast=NULL, *icurrent=NULL;
item_spellsearch(ihead, ipast, icurrent);
if(ihead!=NULL)
if(icurrent==NULL)
{
cout<<"ERROR: No itemspell Found"<<endl;
Sleep(500);
cout<<"returning to menu... press enter"<<endl;
getch();
}
else
{
if (icurrent == ihead)
{
ihead = ihead->inext;
}
else
{
ipast->inext=icurrent->inext; //Resets the pointer and header's back to previous positions....
delete icurrent;// Calls the deletion of the itemspell entry.
cout<<"itemspell found was deleted press enter to confirm"<<endl;
getch();
}
}
}
class character
{
string forename;
string surname;
string nickname;
string race;
string alignment;
string alignment_type;
string character_class;
int Strength; //Strength
int Intelligence; //Magick 2
int Willpower; //Magick 1
int Endurance; //Health
int Agility; //Agility
int StartingWealth; //StartingWealth
character* char_itemp; // Character - Item pointer - Adress location of the characters items
character* char_next; // Next Pointer Value- Points to the location of the next person in the Dynamic Linked List
我尝试做的是当我创建一个新项目时,我希望能够将该项目提供给要使用的角色。
我知道我需要在字符类中创建指针值以指向itemspell类,但我不确定该做什么,可以做一些帮助。
基本上,当项类中的构造函数调用item类时,我想让字符类指向item类。
如果可以的话,请不要只提供代码。相反,请强调我应该更改的区域并提供建议示例。我的学位课程对抄袭很严格。
伪代码
When newitemspell created
get input charactername ()
:
if no current itemspell created for that character
add item to
character->charactername
else
add item to next pointer character->charactername
答案 0 :(得分:1)
通过查看您的代码并查看您尝试完成的内容的描述符,为什么不创建一个Inventory类来处理用户项?它应该能够处理你想要做的99%的任何事情。如果这个例子与您尝试做的事情类似,请告诉我。
说实话,我无法确定你在代码中尝试做什么。正如之前的用户所提到的,&#34;链接&#34;两个类很简单,只需要为基类提供所需类的变量即可。例如:
#include <vector> //I prefer to use vectors for just about any list of objects.
//It's just more convenient for me.
using std::vector;
class Inventory //A handler for all of your character's stuff.
{
private:
vector<object_class> objs; //To actually store an array of whatever objects
//you need to.
//Just some example functions to make the class useful.
public:
int MAX = -1; //The size limit for the inventory. This can be used as a useful
//statistic in the specific inventory, depending on how it's being
//used. My example shows the value at -1, which, at least for me,
//means that any maximum size checks being done won't bother it
//because I usually have a setting of -1 as being unlimited.
getItem(int slot); //Return item
removeItem(int slot) //Removing items
addItem(object_class object) //Adding items
}
这是一个非常简单的编程。您需要做的就是创建类型为Inventory
的变量。对object_class
的任何引用只是您希望Inventory处理的任何对象的类类型的通用填充。当你使用衍生品时,这很可能是一个基类。
class Character //The character class with all kinds of stuff to needs to be handled
{
public:
Inventory items; //A regular inventory bag for items.
Inventory equip; //The items the character is currently using.
Inventory spells; //An alternate use for Inventory to be used as a handler for
//spell lists and other cool stuff.
}
从这里你应该能够理解到底发生了什么。库存不是&#34;链接&#34;对于角色。 Character有三个类型为Inventory的变量,Inventory类本身将处理其向量中所有项目的添加,删除,排序和检索。
现在你可以让一切都像这样:
int main(int argc, char *argv[])
{
Character player;
Armor shield = new Armor(); //A dummy object
player.items.addItem(shield); //Assuming the Inventory is setup to handle Armor items.
//This will add the shield to the player's inventory.
player.items.MAX = 10; //Setting the maximum capacity of items to 10, obviously.
Armor A = player.items.getItem(0); //returns the piece of armor in the first spot in the vector.
}
我通常会为这样的事情编写更多的模块化代码,例如将Inventory作为模板类,但我离题了。这只是为了向您展示如何将一个类对象附加到另一个类对象。
我希望这与你所寻找的一样远。如果没有,请尝试更具体地重写您的问题。