程序在这一行抛出一个未处理的异常:
}else if(s == "backpack"){
cout << "\nEquipped items: " << endl;
cout << weapon->Name << endl << cArmour->Name << endl; //this line
它打印“装备物品:”然后抛出异常。这个文件 - Player.h - 包括 Library.h,而后者又包括 Globals.h,它具有以下结构:
struct sWeapon{
std::string Name;
int Damage;
};
struct sArmour{
std::string Name;
int AP;
};
在 Player 构造函数中,它创建了结构对象:
Player::Player(std::map<std::string,sWeapon*> wepArray,std::map<std::string,sArmour*> armArray){
weapons = wepArray;
armour = armArray;
weapon = wepArray["None"];
cArmour = armArray["None"];
}
在整个程序的开头,它调用了 init_weapons 和 init_armour:
int main(){
using namespace std;
//initialise the game
std::map<std::string,sWeapon*> wepArray = init_weapons(); //get weapon array
std::map<std::string,sArmour*>armArray = init_armour(); //get armour array
返回所有武器的地图:
//init_weapons()
//sets up weapons map
std::map<std::string,sWeapon*> init_weapons(void){
std::map< std::string, sWeapon* > weapons; //map of weapons
//starting 'none'
sWeapon* none = new sWeapon();
none->Name = "None";
none->Damage = 0;
//create weapons
sWeapon* w1 = new sWeapon();
w1->Name = "Rusty dagger";
w1->Damage = 3;
//put in map
weapons[w1->Name] = w1;
return weapons;
}
std::map<std::string,sArmour*> init_armour(void){
std::map< std::string, sArmour* > armour; //map of armour
//starting 'none'
sArmour* none = new sArmour();
none->Name = "None";
none->AP = 0;
//create armour
sArmour* a1 = new sArmour();
a1->Name = "Leather";
a1->AP = 10;
//put in map
armour[a1->Name] = a1;
return armour;
}
然后将这些地图作为参数传递给上面显示的播放器构造函数。