troubleshooting with classes, it compiles with no errors but something in logic must not be ritght

hello, I changed these struct words to classes and not sure what the problem is because it compiles without errors,some guidance on my mistakes is well appreciated,not asking for the solution.. here is the code..the point of the program is to ask the user what he wants to do and he has to answer with a list of possible commands
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  #include <iostream>
#include <string>
#include <vector>
#include <cctype>

using namespace std;

enum en_DIRS {NORTH, EAST, SOUTH, WEST};
enum en_ROOMS {SPORTSHOP, CASINO, CARPARK, LOBBY, RESTAURANT, CORRIDOR, 
               STOREROOM, POOL, GARDEN, POND, PUMPROOM};
enum en_VERBS {GET, DROP, USE, OPEN, CLOSE, EXAMINE, INVENTORY, LOOK};
enum en_NOUNS {STORE_DOOR, MAGNET, METER, ROULETTE, MONEY, FISHROD};

const int NONE = -1;
const int DIRS = 4;
const int ROOMS = 11;
const int VERBS =  8;
const int NOUNS = 6;

class words
{
public: 
	void set_directions(words *dir); 
	void set_verbs(words *vbs); 
	string word;
	int code; 
 
};

class room
{
public:
	void set_rooms(room *rms);
	string description;
	int exits_to_room[DIRS];
	 

};

class noun
{
public: 
	void set_nouns(noun *nns);

	string word;
	string description;
	int code;
	int location;
	bool can_carry;
	
};

void room::set_rooms(room *rms)  
{
	rms[SPORTSHOP].description.assign("sports shop");
	rms[SPORTSHOP].exits_to_room[NORTH] = NONE;
	rms[SPORTSHOP].exits_to_room[EAST] = NONE;
	rms[SPORTSHOP].exits_to_room[SOUTH] = CARPARK;
	rms[SPORTSHOP].exits_to_room[WEST] = NONE; 
	
	rms[CARPARK].description.assign("car park");
	rms[CARPARK].exits_to_room[NORTH] = SPORTSHOP;
	rms[CARPARK].exits_to_room[EAST] = LOBBY;
	rms[CARPARK].exits_to_room[SOUTH] = NONE;
	rms[CARPARK].exits_to_room[WEST] = NONE;
	
	rms[LOBBY].description.assign("hotel lobby");
	rms[LOBBY].exits_to_room[NORTH] = CASINO;
	rms[LOBBY].exits_to_room[EAST] = RESTAURANT;
	rms[LOBBY].exits_to_room[SOUTH] = CORRIDOR;
	rms[LOBBY].exits_to_room[WEST] = CARPARK;
	

	
	
}



void words::set_directions(words *dir) 
{
	dir[NORTH].code = NORTH;
	dir[NORTH].word = "NORTH";
	dir[EAST].code = EAST;
	dir[EAST].word = "EAST";
	dir[SOUTH].code = SOUTH;
	dir[SOUTH].word = "SOUTH";
	dir[WEST].code = WEST;
	dir[WEST].word = "WEST";
}

//-----

void words::set_verbs(words *vbs)
{
	// enum en_VERBS {GET, DROP, USE, OPEN, CLOSE, EXAMINE, INVENTORY, LOOK}
	vbs[GET].code = GET;
	vbs[GET].word = "GET";
	vbs[DROP].code = DROP;
	vbs[DROP].word = "DROP";
	vbs[USE].code = USE;
	vbs[USE].word = "USE";
	vbs[OPEN].code = OPEN;
	vbs[OPEN].word = "OPEN";
	vbs[CLOSE].code = CLOSE;
	vbs[CLOSE].word = "CLOSE";
	vbs[EXAMINE].code = EXAMINE;
	vbs[EXAMINE].word = "EXAMINE";
	vbs[INVENTORY].code = INVENTORY;
	vbs[INVENTORY].word = "INVENTORY";
	vbs[LOOK].code = LOOK;
	vbs[LOOK].word = "LOOK";
}

//--

void noun::set_nouns(noun *nns) 
{
	// enum en_NOUNS {STORE_DOOR, MAGNET, METER, ROULETTE, MONEY, FISHROD}
	nns[STORE_DOOR].word = "DOOR";
	nns[STORE_DOOR].code = STORE_DOOR;
	nns[STORE_DOOR].description = "a closed store room door";
	nns[STORE_DOOR].can_carry = false;
	nns[STORE_DOOR].location = CORRIDOR;
	
	nns[MAGNET].word = "MAGNET"; 
	nns[MAGNET].code = MAGNET;
	nns[MAGNET].description = "a magnet";
	nns[MAGNET].can_carry = true;
	nns[MAGNET].location = NONE;
}

//

void section_command(string Cmd, string &wd1, string &wd2)
{
	string sub_str;
	vector<string> words;
	char search = ' ';
	size_t i, j;
	
	for (i = 0; i < Cmd.size(); i++)
	{
		if (Cmd.at(i) != search)
		{
			sub_str.insert(sub_str.end(), Cmd.at(i));
		}
		if (i == Cmd.size() - 1)
		{
			words.push_back(sub_str);
			sub_str.clear();
		}
		if(Cmd.at(i) == search)
		{
			words.push_back(sub_str);
			sub_str.clear();
		}
	}
	
	for (i = words.size() - 1; i > 0; i--)
	{
		if (words.at(i) == "")
		{
			words.erase(words.begin() + i);
		}
	}
	
	for (i = 0; i < words.size(); i++)
	{
		for (j = 0; j < words.at(i).size(); j++)
		{
			if (islower(words.at(i).at(j)))
			{
				words.at(i).at(j) = toupper(words.at(i).at(j));
			}				
		}
	}
	
	if (words.size() == 0)
	{
		cout << "No command given" << endl;
	}
	
	if (words.size() == 1)
	{
		wd1 = words.at(0);
	}
	
	if (words.size() == 2)
	{
		wd1 = words.at(0);
		wd2 = words.at(1);
	}
	
	if (words.size() > 2)
	{
		cout << "Command too long. Only type one or two words (direction or verb and noun)" << endl;
	}
}



void look_around(int loc, room *rms, words *dir, noun *nns)   
{  
	int i;
	cout << "I am in a " << rms[loc].description << "." << endl;
	
	for (i = 0; i < DIRS; i++)
	{
		if (rms[loc].exits_to_room[i] != NONE)
		{
			cout << "There is an exit " << dir[i].word << " to a " 
			<< rms[rms[loc].exits_to_room[i]].description << "." << endl;
		}
	}
	
	// The look command should check which objects (nouns) are in the 
	// current room and report them to the player.
	for (i = 0; i < NOUNS; i++)
	{
		if (nns[i].location == loc)
		{
			cout << "I see " << nns[i].description << "." << endl;
		}
	}
}


bool parser(int &loc, string wd1, string wd2, words *dir, words *vbs, 
            room *rms, noun *nns)
{
	static bool door_state = false; //false is a closed door.
	int i;
	
	for (i = 0; i < DIRS; i++)
	{
		if (wd1 == dir[i].word)
		{
			if (rms[loc].exits_to_room[dir[i].code] != NONE)
			{
				loc = rms[loc].exits_to_room[dir[i].code];
				cout << "I am now in a " << rms[loc].description << "." << endl;
				// A special case for the corridor storeroom door:
				if (loc == STOREROOM || loc == CORRIDOR)
				{
					nns[STORE_DOOR].location = loc;
				}
				// ....
				return true;
			}
			else
			{
			    cout << "No exit that way." << endl;
                return true;				
			}
		}
	}
	
	int NOUN_MATCH = NONE;
	int VERB_ACTION = NONE;
	
	for (i = 0; i < VERBS; i++)
	{
		if (wd1 == vbs[i].word)
		{
			VERB_ACTION = vbs[i].code;
			break;
		}
	}
	
	if (wd2 != "")
	{
		for (i = 0; i < NOUNS; i++)
		{
			if (wd2 == nns[i].word)
			{
				NOUN_MATCH = nns[i].code;
				break;
			}
		}
	}
	
	if (VERB_ACTION == NONE)
	{
		cout << "No valid command entered." << endl;
		return true;
	}
	
	if (VERB_ACTION == LOOK)
	{
		look_around(loc, rms, dir, nns);
		return true;
	}
	
	// Actions for usage of VERB OPEN:
	if (VERB_ACTION == OPEN)
	{
		if (NOUN_MATCH == STORE_DOOR)
		{
			if (loc == CORRIDOR || loc == STOREROOM)
			{
				if (door_state == false)
				{
					door_state = true;
					rms[CORRIDOR].exits_to_room[EAST] = STOREROOM;
					rms[STOREROOM].exits_to_room[WEST] = CORRIDOR;
					nns[STORE_DOOR].description.clear();
					nns[STORE_DOOR].description.assign("an open store room door");
					cout << "I have opend the door." << endl;
					return true;
				}
				else if (door_state == true)
				{
					cout << "The door is already open." << endl;
					return true;
				}
			}
			else
			{
				cout << "There is no door to open here." << endl;
			}
		}
		else
		{
			cout << "Opening that is not possible." << endl;
			return true;
		}
	}
	// ....
	
	return false;
}

//------

int main()
{
	string command;
	string word_1;
	string word_2;
	
	room rooms[ROOMS];
	room*roomset_rooms(rooms); 
	
	words directions[DIRS];
	words*set_directions(directions);
	
	words verbs[VERBS];
	words*set_verbs(verbs);
	
	noun nouns[NOUNS];
	noun*set_nouns(nouns); 
	
	int location = CARPARK;
	
	while (word_1 != "QUIT")
	{
		command.clear();
		cout << "What shall I do? ";
		getline(cin, command);
		
		word_1.clear();
		word_2.clear();
		
		section_command(command, word_1, word_2);
		
		if (word_1 != "QUIT")
		{
			parser(location, word_1, word_2, directions, verbs, rooms, nouns);
		}
	}
	return 0;
}
				
Last edited on
Hi,

What is your specific problem?

I had some unused variable warnings on compilation:

In function 'int main()':
343:7: warning: unused variable 'roomset_rooms' [-Wunused-variable]
346:8: warning: unused variable 'set_directions' [-Wunused-variable]
349:8: warning: unused variable 'set_verbs' [-Wunused-variable]
352:7: warning: unused variable 'set_nouns' [-Wunused-variable


Were those supposed to be function calls? At the moment they are being parsed as a variable with direct initialisation. You have member functions with the same name, but haven't created an object to call them with.

Also, it's a bad idea to have public data in your classes, make them all private, then provide an interface to use them.

If the problem is a runtime logic problem, then consider using a debugger.

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