I'm having a problem with #including files in C++. When I try to compile the following code
#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);}
};
I get the error message that "Container" and "Thing" are not defined. Why is this? The #includes look to me like they are coded correctly, and they've worked in the past. I assumed it might be an issue of the #included files being not end-bracketed correctly or not using the same namespace, but they are ended correctly (with a }; ) and they are using the standard namespace. What's up? I can't find an answer and I know it's got to be something simple. For the record, the #included files are below:
#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