Header Guard Issues - Getting Swallowed Alive
- by gjnave
I'm totally at wit's end: I can't figure out how my dependency issues. I've read countless posts and blogs and reworked my code so many times that I can't even remember what almost worked and what didnt. I continually get not only redefinition errors, but class not defined errors. I rework the header guards and remove some errors simply to find others. I somehow got everything down to one error but then even that got broke while trying to fix it.
Would you please help me figure out the problem?
card.cpp
#include <iostream>
#include <cctype>
#include "card.h"
using namespace std;
// ====DECL======
Card::Card()
{
abilities = 0;
flavorText = 0;
keywords = 0;
artifact = 0;
classType = new char[strlen("Card") + 1];
classType = "Card";
}
Card::~Card (){
delete name;
delete abilities;
delete flavorText;
artifact = NULL;
}
// ------------
Card::Card(const Card & to_copy)
{
name = new char[strlen(to_copy.name) +1]; // creating dynamic array
strcpy(to_copy.name, name);
type = to_copy.type;
color = to_copy.color;
manaCost = to_copy.manaCost;
abilities = new char[strlen(to_copy.abilities) +1];
strcpy(abilities, to_copy.abilities);
flavorText = new char[strlen(to_copy.flavorText) +1];
strcpy(flavorText, to_copy.flavorText);
keywords = new char[strlen(to_copy.keywords) +1];
strcpy(keywords, to_copy.keywords);
inPlay = to_copy.inPlay;
tapped = to_copy.tapped;
enchanted = to_copy.enchanted;
cursed = to_copy.cursed;
if (to_copy.type != ARTIFACT)
artifact = to_copy.artifact;
}
// ====DECL=====
int Card::equipArtifact(Artifact* to_equip){
artifact = to_equip;
}
Artifact * Card::unequipArtifact(Card * unequip_from){
Artifact * to_remove = artifact;
artifact = NULL;
return to_remove;
// put card in hand or in graveyard
}
int Card::enchant( Card * to_enchant){
to_enchant->enchanted = true;
cout << "enchanted" << endl;
}
int Card::disenchant( Card * to_disenchant){
to_disenchant->enchanted = false;
cout << "Enchantment Removed" << endl;
}
// ========DECL=====
Spell::Spell()
{
currPower = basePower;
currToughness = baseToughness;
classType = new char[strlen("Spell") + 1];
classType = "Spell";
}
Spell::~Spell(){}
// ---------------
Spell::Spell(const Spell & to_copy){
currPower = to_copy.currPower;
basePower = to_copy.basePower;
currToughness = to_copy.currToughness;
baseToughness = to_copy.baseToughness;
}
// =========
int Spell::attack( Spell *& blocker ){
blocker->currToughness -= currPower;
currToughness -= blocker->currToughness;
}
//==========
int Spell::counter (Spell *& to_counter){
cout << to_counter->name << " was countered by " << name << endl;
}
// ============
int Spell::heal (Spell *& to_heal, int amountOfHealth){
to_heal->currToughness += amountOfHealth;
}
// -------
Creature::Creature(){
summoningSick = true;
}
// =====DECL======
Land::Land(){
color = NON;
classType = new char[strlen("Land") + 1];
classType = "Land";
}
// ------
int Land::generateMana(int mana){
// ... //
}
card.h
#ifndef CARD_H
#define CARD_H
#include <cctype>
#include <iostream>
#include "conception.h"
class Artifact;
class Spell;
class Card : public Conception
{
public:
Card();
Card(const Card &);
~Card();
protected:
char* name;
enum CardType { INSTANT, CREATURE, LAND, ENCHANTMENT, ARTIFACT, PLANESWALKER};
enum CardColor { WHITE, BLUE, BLACK, RED, GREEN, NON };
CardType type;
CardColor color;
int manaCost;
char* abilities;
char* flavorText;
char* keywords;
bool inPlay;
bool tapped;
bool cursed;
bool enchanted;
Artifact* artifact;
virtual int enchant( Card * );
virtual int disenchant (Card * );
virtual int equipArtifact( Artifact* );
virtual Artifact* unequipArtifact(Card * );
};
// ------------
class Spell: public Card
{
public:
Spell();
~Spell();
Spell(const Spell &);
protected:
virtual int heal( Spell *&, int );
virtual int attack( Spell *& );
virtual int counter( Spell*& );
int currToughness;
int baseToughness;
int currPower;
int basePower;
};
class Land: public Card
{
public:
Land();
~Land();
protected:
virtual int generateMana(int);
};
class Forest: public Land
{
public:
Forest();
~Forest();
protected:
int generateMana();
};
class Creature: public Spell
{
public:
Creature();
~Creature();
protected:
bool summoningSick;
};
class Sorcery: public Spell
{
public:
Sorcery();
~Sorcery();
protected:
};
#endif
conception.h -- this is an "uber class" from which everything derives
class Conception{
public:
Conception();
~Conception();
protected:
char* classType;
};
conception.cpp
Conception::Conception{
Conception(){
classType = new char[11];
char = "Conception";
}
game.cpp -- this is an incomplete class as of this code
#include <iostream>
#include <cctype>
#include "game.h"
#include "player.h"
Battlefield::Battlefield(){
card = 0;
}
Battlefield::~Battlefield(){
delete card;
}
Battlefield::Battlefield(const Battlefield & to_copy){
}
// ===========
/*
class Game(){
public:
Game();
~Game();
protected:
Player** player; // for multiple players
Battlefield* root; // for battlefield
getPlayerMove(); // ask player what to do
addToBattlefield();
removeFromBattlefield();
sendAttack();
}
*/
#endif
game.h
#ifndef GAME_H
#define GAME_H
#include "list.h"
class CardList();
class Battlefield : CardList{
public:
Battlefield();
~Battlefield();
protected:
Card* card; // make an array
};
class Game : Conception{
public:
Game();
~Game();
protected:
Player** player; // for multiple players
Battlefield* root; // for battlefield
getPlayerMove(); // ask player what to do
addToBattlefield();
removeFromBattlefield();
sendAttack();
Battlefield* field;
};
list.cpp
#include <iostream>
#include <cctype>
#include "list.h"
// ==========
LinkedList::LinkedList(){
root = new Node;
classType = new char[strlen("LinkedList") + 1];
classType = "LinkedList";
};
LinkedList::~LinkedList(){
delete root;
}
LinkedList::LinkedList(const LinkedList & obj)
{
// code to copy
}
// ---------
// =========
int LinkedList::delete_all(Node* root){
if (root = 0)
return 0;
delete_all(root->next);
root = 0;
}
int LinkedList::add( Conception*& is){
if (root == 0){
root = new Node;
root->next = 0;
}
else
{
Node * curr = root;
root = new Node;
root->next=curr;
root->it = is;
}
}
int LinkedList::remove(Node * root, Node * prev, Conception* is){
if (root = 0)
return -1;
if (root->it == is){
root->next = root->next;
return 0;
}
remove(root->next, root, is);
return 0;
}
Conception* LinkedList::find(Node*& root, const Conception* is, Conception* holder = NULL)
{
if (root==0)
return NULL;
if (root->it == is){
return root-> it;
}
holder = find(root->next, is);
return holder;
}
Node* LinkedList::goForward(Node * root){
if (root==0)
return root;
if (root->next == 0)
return root;
else
return root->next;
}
// ============
Node* LinkedList::goBackward(Node * root){
root = root->prev;
}
list.h
#ifndef LIST_H
#define LIST_H
#include <iostream>
#include "conception.h"
class Node : public Conception {
public:
Node() : next(0), prev(0), it(0)
{ it = 0;
classType = new char[strlen("Node") + 1];
classType = "Node";
};
~Node(){
delete it;
delete next;
delete prev;
}
Node* next;
Node* prev;
Conception* it; // generic object
};
// ----------------------
class LinkedList : public Conception {
public:
LinkedList();
~LinkedList();
LinkedList(const LinkedList&);
friend bool operator== (Conception& thing_1, Conception& thing_2 );
protected:
virtual int delete_all(Node*);
virtual int add( Conception*& ); //
virtual Conception* find(Node *&, const Conception*, Conception* ); //
virtual int remove( Node *, Node *, Conception* ); // removes question with keyword int display_all(node*& );
virtual Node* goForward(Node *);
virtual Node* goBackward(Node *);
Node* root;
// write copy constrcutor
};
// =============
class CircularLinkedList : public LinkedList {
public:
// CircularLinkedList();
// ~CircularLinkedList();
// CircularLinkedList(const CircularLinkedList &);
};
class DoubleLinkedList : public LinkedList {
public:
// DoubleLinkedList();
// ~DoubleLinkedList();
// DoubleLinkedList(const DoubleLinkedList &);
protected:
};
// END OF LIST Hierarchy
#endif
player.cpp
#include <iostream>
#include "player.h"
#include "list.h"
using namespace std;
Library::Library(){
root = 0;
}
Library::~Library(){
delete card;
}
// ====DECL=========
Player::~Player(){
delete fname;
delete lname;
delete deck;
}
Wizard::~Wizard(){
delete mana;
delete rootL;
delete rootH;
}
// =====Player======
void Player::changeName(const char[] first, const char[] last){
char* backup1 = new char[strlen(fname) + 1];
strcpy(backup1, fname);
char* backup2 = new char[strlen(lname) + 1];
strcpy(backup1, lname);
if (first != NULL){
fname = new char[strlen(first) +1];
strcpy(fname, first);
}
if (last != NULL){
lname = new char[strlen(last) +1];
strcpy(lname, last);
}
return 0;
}
// ==========
void Player::seeStats(Stats*& to_put){
to_put->wins = stats->wins;
to_put->losses = stats->losses;
to_put->winRatio = stats->winRatio;
}
// ----------
void Player::displayDeck(const LinkedList* deck){
}
// ================
void CardList::findCard(Node* root, int id, NodeCard*& is){
if (root == NULL)
return;
if (root->it.id == id){
copyCard(root->it, is);
return;
}
else
findCard(root->next, id, is);
}
// --------
void CardList::deleteAll(Node* root){
if (root == NULL)
return;
deleteAll(root->next);
root->next = NULL;
}
// ---------
void CardList::removeCard(Node* root, int id){
if (root == NULL)
return;
if (root->id = id){
root->prev->next = root->next; // the prev link of root, looks back to next of prev node, and sets to where root next is pointing
}
return;
}
// ---------
void CardList::addCard(Card* to_add){
if (!root){
root = new Node;
root->next = NULL;
root->prev = NULL;
root->it = &to_add;
return;
}
else
{
Node* original = root;
root = new Node;
root->next = original;
root->prev = NULL;
original->prev = root;
}
}
// -----------
void CardList::displayAll(Node*& root){
if (root == NULL)
return;
cout << "Card Name: " << root->it.cardName;
cout << " || Type: " << root->it.type << endl;
cout << " --------------- " << endl;
if (root->classType == "Spell"){
cout << "Base Power: " << root->it.basePower;
cout << " || Current Power: " << root->it.currPower << endl;
cout << "Base Toughness: " << root->it.baseToughness;
cout << " || Current Toughness: " << root->it.currToughness << endl;
}
cout << "Card Type: " << root->it.currPower;
cout << " || Card Color: " << root->it.color << endl;
cout << "Mana Cost" << root->it.manaCost << endl;
cout << "Keywords: " << root->it.keywords << endl;
cout << "Flavor Text: " << root->it.flavorText << endl;
cout << " ----- Class Type: " << root->it.classType << " || ID: " << root->it.id << " ----- " << endl;
cout << " ******************************************" << endl;
cout << endl;
// -------
void CardList::copyCard(const Card& to_get, Card& put_to){
put_to.type = to_get.type;
put_to.color = to_get.color;
put_to.manaCost = to_get.manaCost;
put_to.inPlay = to_get.inPlay;
put_to.tapped = to_get.tapped;
put_to.class = to_get.class;
put_to.id = to_get.id;
put_to.enchanted = to_get.enchanted;
put_to.artifact = to_get.artifact;
put_to.class = to_get.class;
put.to.abilities = new char[strlen(to_get.abilities) +1];
strcpy(put_to.abilities, to_get.abilities);
put.to.keywords = new char[strlen(to_get.keywords) +1];
strcpy(put_to.keywords, to_get.keywords);
put.to.flavorText = new char[strlen(to_get.flavorText) +1];
strcpy(put_to.flavorText, to_get.flavorText);
if (to_get.class = "Spell"){
put_to.baseToughness = to_get.baseToughness;
put_to.basePower = to_get.basePower;
put_to.currToughness = to_get.currToughness;
put_to.currPower = to_get.currPower;
}
}
// ----------
player.h
#ifndef player.h
#define player.h
#include "list.h"
// ============
class CardList() : public LinkedList(){
public:
CardList();
~CardList();
protected:
virtual void findCard(Card&);
virtual void addCard(Card* );
virtual void removeCard(Node* root, int id);
virtual void deleteAll();
virtual void displayAll();
virtual void copyCard(const Conception*, Node*&);
Node* root;
}
// ---------
class Library() : public CardList(){
public:
Library();
~Library();
protected:
Card* card;
int numCards;
findCard(Card&); // get Card and fill empty template
}
// -----------
class Deck() : public CardList(){
public:
Deck();
~Deck();
protected:
enum deckColor { WHITE, BLUE, BLACK, RED, GREEN, MIXED };
char* deckName;
}
// ===============
class Mana(int amount) : public Conception {
public:
Mana() : displayTotal(0), classType(0)
{ displayTotal = 0;
classType = new char[strlen("Mana") + 1];
classType = "Mana";
};
protected:
int accrued;
void add();
void remove();
int displayTotal();
}
inline Mana::add(){ accrued += 1; }
inline Mana::remove(){ accrued -= 1; }
inline Mana::displayTotal(){ return accrued; }
// ================
class Stats() : public Conception {
public:
friend class Player;
friend class Game;
Stats() : wins(0), losses(0), winRatio(0) {
wins = 0; losses = 0;
if ( (wins + losses != 0)
winRatio = wins / (wins + losses);
else
winRatio = 0;
classType = new char[strlen("Stats") + 1];
classType = "Stats";
}
protected:
int wins;
int losses;
float winRatio;
void int getStats(Stats*& );
}
// ==================
class Player() : public Conception{
public:
Player() : wins(0), losses(0), winRatio(0) {
fname = NULL;
lname = NULL;
stats = NULL;
CardList = NULL;
classType = new char[strlen("Player") + 1];
classType = "Player";
};
~Player();
Player(const Player & obj);
protected:
// member variables
char* fname;
char* lname;
Stats stats; // holds previous game statistics
CardList* deck[]; // hold multiple decks that player might use - put ll in this
private:
// member functions
void changeName(const char[], const char[]);
void shuffleDeck(int);
void seeStats(Stats*& );
void displayDeck(int);
chooseDeck();
}
// --------------------
class Wizard(Card) : public Player(){
public:
Wizard() : { mana = NULL; rootL = NULL; rootH = NULL};
~Wizard();
protected:
playCard(const Card &);
removeCard(Card &);
attackWithCard(Card &);
enchantWithCard(Card &);
disenchantWithCard(Card &);
healWithCard(Card &);
equipWithCard(Card &);
Mana* mana[];
Library* rootL; // Library
Library* rootH; // Hand
}
#endif