Re: Operator overloading in memberclass.

From:
Marz <marzkrishna@gmail.com>
Newsgroups:
comp.lang.c++
Date:
Mon, 22 Aug 2011 10:15:20 -0700 (PDT)
Message-ID:
<4a5e99ea-d362-4c1e-8c33-51ca5ded9924@glegroupsg2000goo.googlegroups.com>
On Monday, August 22, 2011 6:12:43 AM UTC-5, Nick Keighley wrote:

leave some context in
 
On Aug 22, 4:17 am, Marz <marzk...@gmail.com> wrote:

There's nothing that looks like that error written in the code.

 
what error? Yes i read the previous two posts and I'm still not clear
what you meant.
 

 It's simply the compilers effort

 
What is?
The /compiler's/ effort?! Not your effort?

It's the compiler's output string.

 
 

to represent an array of Frame class pointers within the Animation clas=

s.

 
wouldn't that be?
 
class Animation
{
    Frame* arrayFramePtrs[9];
};

I'm dynamically allocating memory at run time.
void Animation::SetNumFrames(int x)
{
 NumFrames=x;
 FrameList = (Frame *) malloc(x * sizeof(Frame));
}

 
 

 I've been trying to use strictly classes instead of C style structs.=

  The suggestion you made for the operator function is exactly what the c=
ompiler suggests. But, it still won't recognize the operator.

 
try a simpler case. Without all the casts and arbitary offsts
 

  And, I have no idea where 44u comes in. I never defined anythin=

g as 44u.

 
Try reposting again. I know posting software can do Strange Things.
But stuffing a 44u in there sounds way off the scale!


#ifndef CHARACTER_H
#define CHARACTER_H

#include <SDL/SDL.h>
#include <SDL/SDL_image.h>
//Defines/////////////////////////////////////////////////////////

//Definitions for various states//////////////////////////////////

#define STANDING 1
#define WALKING 2
#define AIRBORN 3
#define HITHI 4
#define HITLOW 5
#define TRIPPED 6
#define FALLING 7
#define GROUNDED 8
#define DEAD 9

//Classes////////////////////////////////////////////////////////
class ContactBox
{
    public:
        int GetStrenth();
        void SetStrength(int x);

        SDL_Rect GetArea();
        void SetArea(SDL_Rect x);

    private:
        int Strength;//how much damage can it withstand.
        SDL_Rect Area;//Area on the character. EG. head.

};

class AttackBox //For when the character attacks
{
    public:

        void SetVelocity(int x, int y, int z);

        SDL_Rect GetArea();
        void SetArea(SDL_Rect x);

    private:
        int XVelocity;//The direction of the attack
        int YVelocity;//The direction of the attack
        int ZVelocity;

        SDL_Rect Area;//Area on the character. EG. Fist.

};

class Frame
{
    public:

        void SetImage(char * filename, SDL_Rect area);//area of the image t=
o use for the frame.

        void SetDuration(int Duration);
        int GetDuration();

        void SetVelocity();

        void SetNextFrame(Frame * frame);
        Frame* GetNextFrame();

        void SetPreviousFrame(Frame * frame);
        Frame* GetPreviousFrame();

        void DrawFrame(SDL_Surface * screen);

        Frame &operator=( const Frame& );

    private:
        int FrameDuration;
        int XVelocity, YVelocity, ZVelocity;//The directional velocity of t=
he frame. To be added to the characters velocity.

        ContactBox * ContactBoxList;
        AttackBox * AttackBoxList;

        SDL_Surface* Image;//Set to null if character is not to be visible.
        SDL_Rect ImageArea;//to be passed to the drawing routine.

        Frame * PreviousFrame;
        Frame * NextFrame;
};

class Animation
{
  public:

        void UpdateAnimation(SDL_Surface* screen);
        void DrawAnimation(SDL_Surface* screen);

        void SetNumFrames(int x);
        void SetFrame(int index, Frame * frame);

        void SetNextAnimation(Animation * animation);
        Animation * GetNextAnimation();

  private:
        int NumFrames;
        int CurrentFrame;
        int ControlLock;//Should the user have control

        Frame *FrameList;//List of frames for the animation
        Animation * NextAnimation;//null if not linked.
};

class Character
{
    public:
        Character(char *filename);

        int GetHealth();
        void SetAnimation();

    private:
        int Health;//current character health
        int HealthMax;//max character health (can you say "Level Up!"
        int Level;
        int Experience;

        int Strenght;
        int Agility;
        int Intelligence;

        int State;
        int XLocation, YLocation, ZLocation;// where the character is locat=
ed on the game map/stage
        int XVelocity, YVelocity, Zvelocity;//what direction the character =
is moving
        int XIntent, YIntent, ZIntent;//What direction the character is try=
ing to go.

        int CurrentAnimation;
        int Visible; //should the character be visible

        Animation * AnimationList;
};

#endif

//CPP FILE !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

#include <stdio.h>
#include <stdlib.h>
#include "character.h"

//ContactBox//////////////////////////////////////////////////////////

int ContactBox::GetStrenth()
{
 return Strength;
}

void ContactBox::SetStrength(int x)
{
 Strength = x;
}

SDL_Rect ContactBox::GetArea()
{
 return Area;
}
void ContactBox::SetArea(SDL_Rect x)
{
 Area = x;
}

//AttackBox///////////////////////////////////////////////////

void AttackBox::SetVelocity(int x, int y, int z)
{
    XVelocity = x;
    YVelocity = y;
    ZVelocity = z;
}

SDL_Rect AttackBox::GetArea()
{
  return Area;
}

void AttackBox::SetArea(SDL_Rect x)
{
    Area = x;
}

//Frame////////////////////////////////////////////////////////////////

void Frame::SetImage(char * filename, SDL_Rect area)//area of the image to =
use for the frame.
{
    Image = IMG_Load(filename);
    ImageArea = area;

}

void Frame::SetDuration(int Duration)
{

}

int Frame::GetDuration()
{
 return FrameDuration;
}

void Frame::SetNextFrame(Frame * frame)
{
 NextFrame = frame;
}

Frame* Frame::GetNextFrame()
{
  return NextFrame;
}

void Frame::SetPreviousFrame(Frame * frame)
{
 PreviousFrame = frame;
}

Frame* Frame::GetPreviousFrame()
{
 return PreviousFrame;
}

void Frame::DrawFrame(SDL_Surface * screen)
{
SDL_BlitSurface(Image, 0, screen, &ImageArea);

}

//operator overloading
Frame &Frame::operator=( const Frame& )
{
    return *this;
}

//Animation///////////////////////////////////////////////////

void Animation::UpdateAnimation(SDL_Surface* screen)
{
    CurrentFrame++;

    DrawAnimation(screen);
}

void Animation::DrawAnimation(SDL_Surface* screen)
{
    FrameList[CurrentFrame].DrawFrame(screen);
}

void Animation::SetNumFrames(int x)
{
 NumFrames=x;
 FrameList = (Frame *) malloc(x * sizeof(Frame));
}

void Animation::SetFrame(int index, Frame * frame)
{
 FrameList[index]=frame;
}

void Animation::SetNextAnimation(Animation * animation)
{
 NextAnimation = animation;
}

Animation * Animation::GetNextAnimation()
{
 return NextAnimation;
}

//Character///////////////////////////////////////////////////

Character::Character(char *filename)
{
    FILE *DefinitionFile;
    fopen(filename, "r");
}

int Character::GetHealth()
{
    return Health;
}

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