Hello, as a project I am working on a player vs. computer game of Connect Four- where the computer has a lot of attitude. My code is below; the comments explain everything.

// A Player vs. Computer Connect 4 game

#include <iostream>
#include <vector>
#include <string>
#include <cstdlib>
#include <ctime>
using namespace std;
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//global constants & vars.
const char EMPTY=' ';
const char x='X';
const char o='O';
const char& X=x;
const char& O=o;
char empty=' ';
char& eRef=empty;

//GetOpposite function-needed in Computer obj.'s GetMove() member function & when assigning each obj. their own m_pieces'
int GetOpposite(const char& aPiece)
{
    if (aPiece==X)
    {
        return O;
    }

    else
    {
        return X;
    }
}


//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
class Board
{
    friend ostream& operator<< (ostream& os, const Board& aBoard);

public:
    Board();
    bool GameWon(char& charRef);//
    bool GameTied();//
    bool IsFull();//
    int  GetHumanMove(); //Gives column #
    void SetBoard(int& column,const char& character);
    bool MoveAcceptable(int& rAns);//
    void RemoveTopPiece(int& colNum);//
    void ClearBoard();//
    bool GameOver(char& r_PieceThatWon);

private:
    int ConvertX(int* pX);
    int ConvertY(int* pY);
    bool ColumnCheckFull(int& column);//
    char m_Array[7][6];
    int m_Rows=6;
    int m_Col=7;
    int m_winComNum=57;
    int m_Combinations[57][4]={
        {1,8,15,22},{8,15,22,29},{15,22,29,36},
        {2,9,16,23},{9,16,23,30},{16,23,30,37},
        {3,10,17,24},{10,17,24,31},{17,24,31,38},
        {4,11,18,25},{11,18,25,32},{18,25,32,39},
        {5,12,19,26},{12,19,26,33},{19,26,33,40},
        {6,13,20,27},{13,20,27,34},{20,27,34,41},
        {7,14,21,28},{14,21,28,35},{21,28,35,42}, //finished with vertical combinations (21)

        {1,2,3,4},{2,3,4,5},{3,4,5,6},{4,5,6,7},
        {8,9,10,11},{9,10,11,12},{10,11,12,13},{11,12,13,14},
        {15,16,17,18},{16,17,18,19},{17,18,19,20},{18,19,20,21},
        {22,23,24,25},{23,24,25,26},{24,25,26,27},{25,26,27,28},
        {29,30,31,32},{30,31,32,33},{31,32,33,34},{32,33,34,35},
        {36,37,38,39},{37,38,39,40},{38,39,40,41},{39,40,41,42}, //finished with horizontal combinations(24)

        {4,10,16,22},{5,11,17,23},{11,17,23,29},{6,12,18,24},{12,18,24,30},{18,24,30,36},
        {7,13,19,25},{13,19,25,31},{19,25,31,37},{14,20,26,32},{20,26,32,38},{21,27,33,39}}; //finished with diagonal combinations (12)


};
bool Board::GameOver(char& r_PieceThatWon)
{
    //check for tie
    if (GameTied())
    {
        return true;
    }

    else if (GameWon(r_PieceThatWon))
    {
        return true;
    }

    else
    {
        return false;
    }
}
Board::Board()
{
    for (int i=0; i<7;++i)
    {
        for (int v=0;v<6;++v)
        {
            m_Array[i][v]=EMPTY;
        }
    }
}


bool Board::GameWon(char& charRef)
{
    //Checks if the game has been won
    //Check possible combinations
    //character reference is modified to show type of piece that won the game
    bool truth=false;
    int NumbersComb[4];
    int indexXY[4][2];
    int* pNum;

    for (int i=0;i<m_winComNum;++i)
    {


        //convert numbers to column and row#'s for indexing

        for (int v=0;v <4;++v)
        {
            NumbersComb[v]=m_Combinations[i][v];
        }

        //got combination's four numbers in list-convert


        for (int i=0;i<4;++i)
        {
            //get number

            pNum=&(NumbersComb[i]);


            //convert x & y
            for (int v=0;v<2;++v)
            {

                if (v==0)
                {
                    indexXY[i][v]=ConvertX(pNum);  //convert X
                }

                else
                {
                    indexXY[i][v]=ConvertY(pNum); //convert y
                }

            }

        }

        //check for winning combo
        if ((m_Array[indexXY[0][0]][indexXY[0][1]]!=EMPTY)&& (m_Array[indexXY[0][0]][indexXY[0][1]]==
                                                                        m_Array[indexXY[1][0]][indexXY[1][1]]==
                                                                        m_Array[indexXY[2][0]][indexXY[2][1]]==
                                                                        m_Array[indexXY[3][0]][indexXY[3][1]]))
        {
            truth=true;
            charRef=m_Array[indexXY[0][0]][indexXY[0][1]];


            break;
        }
    }

    return truth;
}


int Board::ConvertX(int* pX)
{
    int xCoord;

    xCoord=((*pX)%7)-1;

    if (xCoord==-1)
    {
        xCoord=6;
    }
    return xCoord;
}

int Board::ConvertY(int* pY)
{
    int yC;

    if (*pY<=7)
    {
        yC=0;
    }

    else if (*pY<=14)
    {
        yC=1;
    }

    else if (*pY<=21)
    {
        yC=2;
    }

    else if (*pY<=28)
    {
        yC=3;
    }

    else if (*pY<=35)
    {
        yC=4;
    }

    else
    {
        yC=5;
    }
    return yC;
}
bool Board::IsFull()
{
    bool truth=true;
    for (int i=0;i<7;++i)
    {
        for (int v = 0;v<6;++v)
        {
            if (m_Array[i][v]==EMPTY)
            {
                truth=false;
                break;
            }
        }

        if (truth==false)
        {
            break;
        }
    }


    return truth;
}
bool Board::GameTied()
{
    bool tied=false;
    if (((GameWon(eRef)==false)&&(IsFull()==true)))
        {
            tied=true;
        }

    return tied;
}

int Board::GetHumanMove() //gives column number (1-7)
{

    int ans = 0;

    cout << "\n\nWhat column will you place your piece? (1-7): ";
    cin>>ans;
    cout << endl;

    while ((MoveAcceptable(ans)==false)||(ans<1)||(ans>7))

    {
        cout << "That is an illegal move, foolish human. Use your inefficient brains to make a better decision."<<endl;
        cout << "My Silicon processor is better than yours, and inexpensive too..."<<endl;
        cout << "What column will you place your piece? (1-7): ";
        cin>>ans;
        cout << endl;
    } 

    cout << "Fine..."<<endl;

    return ans;
}

bool Board::MoveAcceptable(int& rAns)
{
    if (!rAns==0)
    {
        bool acceptable=true;

        //check for full column
        if (ColumnCheckFull(rAns)==false)
        {
            acceptable=false;
        }

        return acceptable;
    }

    else
    {
        return false;
    }
}
bool Board::ColumnCheckFull(int &column)
{
    //check for full column
    bool acceptable=false;

    int row=5;//1st row-move to bottom (6th)
    int concreteStartIndex=row; //1st row number


    //check if the column is full-rotate upwards
    for (int i=0;i<6;++i)
    {
        if (m_Array[column][concreteStartIndex]==EMPTY)
        {
            acceptable=true;
            break;
        }

        concreteStartIndex-=1;
    }


    return acceptable;
}

void Board::SetBoard(int& column,const char& character)
{
    //parameter is a valid column number: drop piece all the way down (as far as possible) and change the character (with index)

    //column number is limited: 1-7
    //create a duplicate variable and drop the index down 5 rows

    const int colInd=column-1;
    int index=5;

    //check, and if needed start looping backwards up the rows
    if (m_Array[colInd][index]==EMPTY)
    {
        m_Array[colInd][index]=character;
    }

    else
    {
        while (index >= 0)
        {
            index-=1;

            //check for empty characters
            if (m_Array[colInd][index]==EMPTY)
            {
                m_Array[colInd][index]=character;
                break;
            }
        }
    }
}

void Board::RemoveTopPiece(int& colNum)
{
    //check if column has at least one piece
    int colInd=colNum;
    colInd-=1;
    int breakOffPoint;
    int colEmpty=true;

    //rotate through column and check for empty
    for (int i=0;i<6;++i)
    {
        if (m_Array[colInd][i]!=EMPTY)
        {
            colEmpty=false;
            breakOffPoint=i;
            break;
        }
    }

    //if column isn't empty, change breakOffPoint term back to EMPTY
    if (colEmpty==false)
    {
        m_Array[colInd][breakOffPoint]=EMPTY;
    }
}

void Board::ClearBoard()
{
    //removes all pieces-game is restarted for new round
    for (int i=0; i<7;++i)
    {
        for (int v=0;v<6;++v)
        {
            m_Array[i][v]=EMPTY;
        }
    }
}
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

class GenericPlayer
{
public:
    GenericPlayer(Board& aBoard,const string& aName,const char& piece);
    virtual string GetName()=0;
    virtual int GetMove()=0;
    void SetPiece(const char& piece);
    inline char GetPiece();
    string m_Name;
    char m_Piece;
    Board m_Board;
};

GenericPlayer::GenericPlayer( Board& aBoard,const string& aName,const char& piece)
{
    m_Board=aBoard;
    m_Name=aName;
    m_Piece=piece;
}


void GenericPlayer::SetPiece(const char& piece)
{
    m_Piece=piece;
}

char GenericPlayer::GetPiece()
{
    return m_Piece;
}
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
class Player:public GenericPlayer
{
public:
    Player(Board& aBoard,const char& piece);
    virtual inline string GetName();
    virtual int GetMove();
    bool WantToMoveFirst();
    string GetNameInitially() const;
};

Player::Player(Board& aBoard,const char& piece):
GenericPlayer(aBoard,GetNameInitially(),piece)
{}

string Player::GetNameInitially() const
{
    string ans;
    cout << "What's your name?: ";
    cin>>ans;
    cout << endl;

    return ans;
}
inline string Player::GetName() 
{

    return m_Name;
}

int Player::GetMove()
{
    int move=m_Board.GetHumanMove();
    return move;
}

bool Player::WantToMoveFirst()
{
    char goFirst;
    cout << "\nDo you require the first move? (y/n): ";
    cin>>goFirst;
    goFirst=toupper(goFirst);
    cout <<endl;
    while ((goFirst!='N')&&(goFirst!='Y'))
    {
        cout << "\nYour answer was invalid- <Enter> either 'y' or 'n' for 'Yes' or 'No'"<<endl;
        cout << "\nDo you require the first move? (y/n): ";
        cin>>goFirst;
        goFirst=toupper(goFirst);
        cout <<endl;

    }

    if (goFirst == 'Y')
    {
        cout << "\nThen take the first move. You will need it.\n";
    }

    else
    {
        cout << "\nYour bravery will be your undoing...I will go first.\n";
    }

    return (goFirst=='Y'); 
}


//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

class Computer: public GenericPlayer
{
public:
    Computer(Board& aBoard, const char& piece);
    void GreetOpponent();
    void ReactToWin(Player& human,const char& hPiece,const char& wPiece);
    virtual int GetMove();
    virtual inline string GetName();
};

string Computer::GetName()
{
    return "Macintosh";
}

Computer::Computer(Board& aBoard, const char& piece):
GenericPlayer(aBoard,"Macintosh",piece)
{
    //Seed random number generator for its random number selections
    srand(static_cast<unsigned int>(time(0))); //seeded number generator
}



void Computer::GreetOpponent()
{
    cout << "\nWelcome to the ultimate man vs. machine showdown: Connect Four."<<endl;
    cout << "-where human brain is pit against my silicon processor"<<endl;

    cout << "\n\n\nMake your move known by entering a number, 1-7. The number"<<endl;
    cout << "corresponds to the desired column for placing your piece, as illustrated:"<<endl;
    cout << "\n\t\t  1   2   3   4   5   6   7"<<endl;
    cout << m_Board;
    cout << "\n\nPrepare yourself, human. The ultimate battle is about to begin."<<endl;
}


int Computer::GetMove()
{
    //Using AI, plot next move. Priorities:  1-If Computer can win, place piece. 2-If Commputer can block human, place piece,
    //3- Make best move avaliable

    int move=0;
    int i=0;
    int& rI=i;
    bool found=false;

    //Check for computer winning
    for (i=1;i<8;++i)
    {
        //rotate through possible column numbers. If move is acceptable and computer can win-save that and break
        if (m_Board.MoveAcceptable(rI))
        {
            //set board to num
            m_Board.SetBoard(rI, m_Piece);

            //if computer wins game- save move & remove that from board (just for time being)
            if (m_Board.GameWon(eRef))
            {
                move=rI;
                m_Board.RemoveTopPiece(rI);
                found=true;
                break;
            }
        }
    }

    //if the computer can't win on next move- block player from winning
    if (!found)
    {
        const char humanPiece=GetOpposite(m_Piece);

        //rotate through the column numbers
        for (i=1;i<8;++i)
        {
            //rotate through possible column numbers. If move is acceptable and human can win-save that and break
            if (m_Board.MoveAcceptable(rI))
            {
                //set board to num
                m_Board.SetBoard(rI, humanPiece);

                //if human wins game- save move & remove that from board (just for time being)
                if (m_Board.GameWon(eRef))
                {
                    move=rI;
                    m_Board.RemoveTopPiece(rI);
                    found=true;
                    break;
                }
            }

        }

    }

    if (!found)
    {
        //it the computer can't win or block- randomly select a move using random number generator

        //first, get a random number (1-7)
        int rNum=(rand()%7)+1;
        int& r_num=rNum;

        while (!m_Board.MoveAcceptable(r_num))
        {
             rNum=(rand()%7)+1;
             r_num=rNum;  //keep generating a random column number until move is acceptable
        }

        move=r_num;
    }

    cout << "I shall put my piece in column "<<move<<endl;

    return move;
}

void Computer::ReactToWin(Player& human,const char& hPiece,const char& wPiece)
{
    /*Game is over and the computer is expected to have an appropriate reaction per each of the game's outcomes:
    1- it wins, 2- human wins, 3- both are tied.*/

    if (wPiece==m_Piece)
    {
        cout<< "I, the "<<m_Name<< " won!\n";
        cout << "As I predicted, human, I am triumphant once more -- proof\n";
        cout << "that computers are superior to humans in all regards.\n";
    }

    else if (wPiece==hPiece)
    {
        cout << human.GetName() << "'s won!\n";
        cout << "No, no! It cannot be! Somehow you tricked me, human.\n";
        cout << "But never again! I, the "<< m_Name<<", so swear it!\n";
    }

    else
    {
        cout << "It's a tie!\n";
        cout << "You were most lucky, human, and somehow managed to tie me.\n";
        cout << "Celebrate...for this is the best you will ever achieve.\n";
    }
}
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
class ConnectFourGame
{
public:
    ConnectFourGame(Board& aBoard,Player& aPlayer,Computer& aComputer);//
    bool PlayerWantToPlay();//
    void ClearMembers();//
    void PlayGames();//
    void PlayOneRound();
    char GetPlayerPieceChoice();
    bool FirstRound;
    bool  playerWantToGoFirst;
    static char PieceThatWon;
    Board m_Board;
    Player m_Player;
    Computer m_Computer;

};

ConnectFourGame::ConnectFourGame(Board& aBoard,Player& aPlayer,Computer& aComputer):
m_Board(aBoard),m_Player(aPlayer),m_Computer(aComputer),FirstRound(true),playerWantToGoFirst(false)
{
    PieceThatWon=empty;
}


bool ConnectFourGame::PlayerWantToPlay()
{
    char ans;
    cout << "\n\n\nDo you want to play another game? (y/n): ";
    cin >> ans;
    cout << "\n\n";
    ans =toupper(ans);

    while (ans != 'N'||ans!='Y')
    {
        cout << "Your answer is limited to either 'y' or 'n'";
        cout << "\nDo you want to play another game? (y/n): ";
        cin >> ans;
        cout << "\n\n";
        ans =toupper(ans);


    }

    return (ans =='N');
}

void ConnectFourGame::ClearMembers()
{

    if (!FirstRound)
    {
        m_Board.ClearBoard();
        FirstRound=false;
    }

    //Get Player Char
    playerWantToGoFirst=m_Player.WantToMoveFirst();
    if (playerWantToGoFirst)
    {
        m_Player.SetPiece(X);
        m_Computer.SetPiece(O);
    }

    else
    {
        m_Computer.SetPiece(O);
        m_Player.SetPiece(X);
    }
}

void ConnectFourGame::PlayGames()
{

    m_Computer.GreetOpponent();

    //start looping using a do-while loop through multiple rounds of games
    do
    {
        PlayOneRound();
    } while (PlayerWantToPlay()==true);

    cout << "\n\nOkay then- Bye!"<<endl;
}

void ConnectFourGame::PlayOneRound()
{
    //Get if player wants to  move first
    int turn;
    int move;

    ClearMembers();
    if (playerWantToGoFirst)
    {
        turn=0;
    }

    else
    {
        turn =1;
    }

    while (!m_Board.GameOver(PieceThatWon)) //If a player of the game won- the character is saved in a static var.
    {
        //While not game won- play: 0-human first, 1-computer first

        cout << "\n\n"<<m_Board;
        if (turn==0)
        {
            move=m_Player.GetMove();
            m_Board.SetBoard(move, m_Player.GetPiece());
            turn=1;
        }

        else
        {
            move=m_Computer.GetMove();
            m_Board.SetBoard(move, m_Computer.GetPiece());
            turn=0;
        }

        cout << "\n\nHere is the result of the move:\n"<<m_Board<<endl;

    }

    //game over-have computer react and declare the game's outcome
    m_Computer.ReactToWin(m_Player, m_Player.GetPiece(), PieceThatWon);
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

//overloading << operator so a board obj. can be sent to cout
ostream& operator<< (ostream& os, const Board& aBoard)
{
    os << "\t\t+---+---+---+---+---+---+---+"<<endl;
    for (int i=0;i<6;++i)
    {
        os << "\t\t| "<<aBoard.m_Array[0][i]<<" | "<<aBoard.m_Array[1][i]<<" | "<<aBoard.m_Array[2][i]<<" | "<<aBoard.m_Array[3][i]<<" | "<<aBoard.m_Array[4][i]<<" | "<<aBoard.m_Array[5][i]<<" | "<<aBoard.m_Array[6][i]<<" | "<<endl;
        os << "\t\t|---+---+---+---+---+---+---|"<<endl;



    }
    os<< "\t\t|                           |"<<endl;
    return os;
}
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////



int main()
{
    Board theGameBoard;
    Board& r_Board=theGameBoard;

    Player aPlayer(r_Board,X); //by default-let Player have 'X' piece
    Player& r_Player=aPlayer;

    Computer aComputer(r_Board,O);//by default let computer have 'O' piece
    Computer& r_Computer=aComputer;

    ConnectFourGame aConnect4Game(r_Board,r_Player,r_Computer);

    aConnect4Game.PlayGames();

    return 0;
}

I expected for the code to compile correctly and start working, but I recieved the following two errors from my xCode C++ compiler:

First Message:

Undefined symbols for architecture x86_64:
  "ConnectFourGame::PieceThatWon", referenced from:
      ConnectFourGame::ConnectFourGame(Board&, Player&, Computer&) in main.o
      ConnectFourGame::PlayOneRound() in main.o
ld: symbol(s) not found for architecture x86_64
clang: error: linker command failed with exit code 1 (use -v to see invocation)

Second Message:

Undefined symbols for architecture x86_64:
  "ConnectFourGame::PieceThatWon", referenced from:
      ConnectFourGame::ConnectFourGame(Board&, Player&, Computer&) in main.o
      ConnectFourGame::PlayOneRound() in main.o
ld: symbol(s) not found for architecture x86_64
clang: error: linker command failed with exit code 1 (use -v to see invocation)

Being a beginner student with C++ and unfamiliar with the xCode compiler, I have no idea what is causing the problem. Could any of you offer any advice on how to fix this problem?

Thanks!

Recommended Answers

All 5 Replies

lines 54-56 -- class member variables can not be initialized like that -- put the initialization inside the constructor.

The same with line 57 -- can't initialize non-static arrays like that either.

Also: static class data objects must also be declared as if they were normal global variables, that is, outside any function or method, something like this If you make the array that is on line 57 static then it can be initialized globally as illustrated in my code below for someVariable. All you have to do is copy all that initialization code into global area of your program, most likely before the class's implemsnetation code.

class MyClass
{
private:
    static int someVariable;
};

int MyClass::someVariable = 0;

int main()
{

}

After fixing the situation, I still recieved two errors from my xCode compiler:

Undefined symbols for architecture x86_64:
  "ConnectFourGame::PieceThatWon", referenced from:
      ConnectFourGame::ConnectFourGame(Board&, Player&, Computer&) in main.o
      ConnectFourGame::PlayOneRound() in main.o
ld: symbol(s) not found for architecture x86_64
clang: error: linker command failed with exit code 1 (use -v to see invocation)

And this:

Undefined symbols for architecture x86_64:
  "ConnectFourGame::PieceThatWon", referenced from:
      ConnectFourGame::ConnectFourGame(Board&, Player&, Computer&) in main.o
      ConnectFourGame::PlayOneRound() in main.o
ld: symbol(s) not found for architecture x86_64
clang: error: linker command failed with exit code 1 (use -v to see invocation)

What should I do?

I don't have your compiler but it compiles ok with Visual Studio 2012 after fixing the two static variable problems I mentioned.

#include <iostream>
#include <vector>
#include <string>
#include <cstdlib>
#include <ctime>
using namespace std;
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//global constants & vars.
const char EMPTY=' ';
const char x='X';
const char o='O';
const char& X=x;
const char& O=o;
char empty=' ';
char& eRef=empty;

//GetOpposite function-needed in Computer obj.'s GetMove() member function & when assigning each obj. their own m_pieces'
int GetOpposite(const char& aPiece)
{
    if (aPiece==X)
    {
        return O;
    }

    else
    {
        return X;
    }
}


//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
class Board
{
    friend ostream& operator<< (ostream& os, const Board& aBoard);

public:
    Board();
    bool GameWon(char& charRef);//
    bool GameTied();//
    bool IsFull();//
    int  GetHumanMove(); //Gives column #
    void SetBoard(int& column,const char& character);
    bool MoveAcceptable(int& rAns);//
    void RemoveTopPiece(int& colNum);//
    void ClearBoard();//
    bool GameOver(char& r_PieceThatWon);

private:
    int ConvertX(int* pX);
    int ConvertY(int* pY);
    bool ColumnCheckFull(int& column);//
    char m_Array[7][6];
    int m_Rows;
    int m_Col;
    int m_winComNum;
static    int m_Combinations[57][4];

};



int Board::m_Combinations[57][4]={
        {1,8,15,22},{8,15,22,29},{15,22,29,36},
        {2,9,16,23},{9,16,23,30},{16,23,30,37},
        {3,10,17,24},{10,17,24,31},{17,24,31,38},
        {4,11,18,25},{11,18,25,32},{18,25,32,39},
        {5,12,19,26},{12,19,26,33},{19,26,33,40},
        {6,13,20,27},{13,20,27,34},{20,27,34,41},
        {7,14,21,28},{14,21,28,35},{21,28,35,42}, //finished with vertical combinations (21)

        {1,2,3,4},{2,3,4,5},{3,4,5,6},{4,5,6,7},
        {8,9,10,11},{9,10,11,12},{10,11,12,13},{11,12,13,14},
        {15,16,17,18},{16,17,18,19},{17,18,19,20},{18,19,20,21},
        {22,23,24,25},{23,24,25,26},{24,25,26,27},{25,26,27,28},
        {29,30,31,32},{30,31,32,33},{31,32,33,34},{32,33,34,35},
        {36,37,38,39},{37,38,39,40},{38,39,40,41},{39,40,41,42}, //finished with horizontal combinations(24)

        {4,10,16,22},{5,11,17,23},{11,17,23,29},{6,12,18,24},{12,18,24,30},{18,24,30,36},
        {7,13,19,25},{13,19,25,31},{19,25,31,37},{14,20,26,32},{20,26,32,38},{21,27,33,39}}; //finished with diagonal combinations (12)



bool Board::GameOver(char& r_PieceThatWon)
{
    //check for tie
    if (GameTied())
    {
        return true;
    }

    else if (GameWon(r_PieceThatWon))
    {
        return true;
    }

    else
    {
        return false;
    }
}
Board::Board()
{
    m_Rows=6;
    m_Col=7;
    m_winComNum=57;

    for (int i=0; i<7;++i)
    {
        for (int v=0;v<6;++v)
        {
            m_Array[i][v]=EMPTY;
        }
    }
}


bool Board::GameWon(char& charRef)
{
    //Checks if the game has been won
    //Check possible combinations
    //character reference is modified to show type of piece that won the game
    bool truth=false;
    int NumbersComb[4];
    int indexXY[4][2];
    int* pNum;

    for (int i=0;i<m_winComNum;++i)
    {


        //convert numbers to column and row#'s for indexing

        for (int v=0;v <4;++v)
        {
            NumbersComb[v]=m_Combinations[i][v];
        }

        //got combination's four numbers in list-convert


        for (int i=0;i<4;++i)
        {
            //get number

            pNum=&(NumbersComb[i]);


            //convert x & y
            for (int v=0;v<2;++v)
            {

                if (v==0)
                {
                    indexXY[i][v]=ConvertX(pNum);  //convert X
                }

                else
                {
                    indexXY[i][v]=ConvertY(pNum); //convert y
                }

            }

        }

        //check for winning combo
        if ((m_Array[indexXY[0][0]][indexXY[0][1]]!=EMPTY)&& (m_Array[indexXY[0][0]][indexXY[0][1]]==
                                                                        m_Array[indexXY[1][0]][indexXY[1][1]]==
                                                                        m_Array[indexXY[2][0]][indexXY[2][1]]==
                                                                        m_Array[indexXY[3][0]][indexXY[3][1]]))
        {
            truth=true;
            charRef=m_Array[indexXY[0][0]][indexXY[0][1]];


            break;
        }
    }

    return truth;
}


int Board::ConvertX(int* pX)
{
    int xCoord;

    xCoord=((*pX)%7)-1;

    if (xCoord==-1)
    {
        xCoord=6;
    }
    return xCoord;
}

int Board::ConvertY(int* pY)
{
    int yC;

    if (*pY<=7)
    {
        yC=0;
    }

    else if (*pY<=14)
    {
        yC=1;
    }

    else if (*pY<=21)
    {
        yC=2;
    }

    else if (*pY<=28)
    {
        yC=3;
    }

    else if (*pY<=35)
    {
        yC=4;
    }

    else
    {
        yC=5;
    }
    return yC;
}
bool Board::IsFull()
{
    bool truth=true;
    for (int i=0;i<7;++i)
    {
        for (int v = 0;v<6;++v)
        {
            if (m_Array[i][v]==EMPTY)
            {
                truth=false;
                break;
            }
        }

        if (truth==false)
        {
            break;
        }
    }


    return truth;
}
bool Board::GameTied()
{
    bool tied=false;
    if (((GameWon(eRef)==false)&&(IsFull()==true)))
        {
            tied=true;
        }

    return tied;
}

int Board::GetHumanMove() //gives column number (1-7)
{

    int ans = 0;

    cout << "\n\nWhat column will you place your piece? (1-7): ";
    cin>>ans;
    cout << endl;

    while ((MoveAcceptable(ans)==false)||(ans<1)||(ans>7))

    {
        cout << "That is an illegal move, foolish human. Use your inefficient brains to make a better decision."<<endl;
        cout << "My Silicon processor is better than yours, and inexpensive too..."<<endl;
        cout << "What column will you place your piece? (1-7): ";
        cin>>ans;
        cout << endl;
    } 

    cout << "Fine..."<<endl;

    return ans;
}

bool Board::MoveAcceptable(int& rAns)
{
    if (!rAns==0)
    {
        bool acceptable=true;

        //check for full column
        if (ColumnCheckFull(rAns)==false)
        {
            acceptable=false;
        }

        return acceptable;
    }

    else
    {
        return false;
    }
}
bool Board::ColumnCheckFull(int &column)
{
    //check for full column
    bool acceptable=false;

    int row=5;//1st row-move to bottom (6th)
    int concreteStartIndex=row; //1st row number


    //check if the column is full-rotate upwards
    for (int i=0;i<6;++i)
    {
        if (m_Array[column][concreteStartIndex]==EMPTY)
        {
            acceptable=true;
            break;
        }

        concreteStartIndex-=1;
    }


    return acceptable;
}

void Board::SetBoard(int& column,const char& character)
{
    //parameter is a valid column number: drop piece all the way down (as far as possible) and change the character (with index)

    //column number is limited: 1-7
    //create a duplicate variable and drop the index down 5 rows

    const int colInd=column-1;
    int index=5;

    //check, and if needed start looping backwards up the rows
    if (m_Array[colInd][index]==EMPTY)
    {
        m_Array[colInd][index]=character;
    }

    else
    {
        while (index >= 0)
        {
            index-=1;

            //check for empty characters
            if (m_Array[colInd][index]==EMPTY)
            {
                m_Array[colInd][index]=character;
                break;
            }
        }
    }
}

void Board::RemoveTopPiece(int& colNum)
{
    //check if column has at least one piece
    int colInd=colNum;
    colInd-=1;
    int breakOffPoint;
    int colEmpty=true;

    //rotate through column and check for empty
    for (int i=0;i<6;++i)
    {
        if (m_Array[colInd][i]!=EMPTY)
        {
            colEmpty=false;
            breakOffPoint=i;
            break;
        }
    }

    //if column isn't empty, change breakOffPoint term back to EMPTY
    if (colEmpty==false)
    {
        m_Array[colInd][breakOffPoint]=EMPTY;
    }
}

void Board::ClearBoard()
{
    //removes all pieces-game is restarted for new round
    for (int i=0; i<7;++i)
    {
        for (int v=0;v<6;++v)
        {
            m_Array[i][v]=EMPTY;
        }
    }
}
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

class GenericPlayer
{
public:
    GenericPlayer(Board& aBoard,const string& aName,const char& piece);
    virtual string GetName()=0;
    virtual int GetMove()=0;
    void SetPiece(const char& piece);
    inline char GetPiece();
    string m_Name;
    char m_Piece;
    Board m_Board;
};

GenericPlayer::GenericPlayer( Board& aBoard,const string& aName,const char& piece)
{
    m_Board=aBoard;
    m_Name=aName;
    m_Piece=piece;
}


void GenericPlayer::SetPiece(const char& piece)
{
    m_Piece=piece;
}

char GenericPlayer::GetPiece()
{
    return m_Piece;
}
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
class Player:public GenericPlayer
{
public:
    Player(Board& aBoard,const char& piece);
    virtual inline string GetName();
    virtual int GetMove();
    bool WantToMoveFirst();
    string GetNameInitially() const;
};

Player::Player(Board& aBoard,const char& piece):
GenericPlayer(aBoard,GetNameInitially(),piece)
{}

string Player::GetNameInitially() const
{
    string ans;
    cout << "What's your name?: ";
    cin>>ans;
    cout << endl;

    return ans;
}
inline string Player::GetName() 
{

    return m_Name;
}

int Player::GetMove()
{
    int move=m_Board.GetHumanMove();
    return move;
}

bool Player::WantToMoveFirst()
{
    char goFirst;
    cout << "\nDo you require the first move? (y/n): ";
    cin>>goFirst;
    goFirst=toupper(goFirst);
    cout <<endl;
    while ((goFirst!='N')&&(goFirst!='Y'))
    {
        cout << "\nYour answer was invalid- <Enter> either 'y' or 'n' for 'Yes' or 'No'"<<endl;
        cout << "\nDo you require the first move? (y/n): ";
        cin>>goFirst;
        goFirst=toupper(goFirst);
        cout <<endl;

    }

    if (goFirst == 'Y')
    {
        cout << "\nThen take the first move. You will need it.\n";
    }

    else
    {
        cout << "\nYour bravery will be your undoing...I will go first.\n";
    }

    return (goFirst=='Y'); 
}


//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

class Computer: public GenericPlayer
{
public:
    Computer(Board& aBoard, const char& piece);
    void GreetOpponent();
    void ReactToWin(Player& human,const char& hPiece,const char& wPiece);
    virtual int GetMove();
    virtual inline string GetName();
};

string Computer::GetName()
{
    return "Macintosh";
}

Computer::Computer(Board& aBoard, const char& piece):
GenericPlayer(aBoard,"Macintosh",piece)
{
    //Seed random number generator for its random number selections
    srand(static_cast<unsigned int>(time(0))); //seeded number generator
}



void Computer::GreetOpponent()
{
    cout << "\nWelcome to the ultimate man vs. machine showdown: Connect Four."<<endl;
    cout << "-where human brain is pit against my silicon processor"<<endl;

    cout << "\n\n\nMake your move known by entering a number, 1-7. The number"<<endl;
    cout << "corresponds to the desired column for placing your piece, as illustrated:"<<endl;
    cout << "\n\t\t  1   2   3   4   5   6   7"<<endl;
    cout << m_Board;
    cout << "\n\nPrepare yourself, human. The ultimate battle is about to begin."<<endl;
}


int Computer::GetMove()
{
    //Using AI, plot next move. Priorities:  1-If Computer can win, place piece. 2-If Commputer can block human, place piece,
    //3- Make best move avaliable

    int move=0;
    int i=0;
    int& rI=i;
    bool found=false;

    //Check for computer winning
    for (i=1;i<8;++i)
    {
        //rotate through possible column numbers. If move is acceptable and computer can win-save that and break
        if (m_Board.MoveAcceptable(rI))
        {
            //set board to num
            m_Board.SetBoard(rI, m_Piece);

            //if computer wins game- save move & remove that from board (just for time being)
            if (m_Board.GameWon(eRef))
            {
                move=rI;
                m_Board.RemoveTopPiece(rI);
                found=true;
                break;
            }
        }
    }

    //if the computer can't win on next move- block player from winning
    if (!found)
    {
        const char humanPiece=GetOpposite(m_Piece);

        //rotate through the column numbers
        for (i=1;i<8;++i)
        {
            //rotate through possible column numbers. If move is acceptable and human can win-save that and break
            if (m_Board.MoveAcceptable(rI))
            {
                //set board to num
                m_Board.SetBoard(rI, humanPiece);

                //if human wins game- save move & remove that from board (just for time being)
                if (m_Board.GameWon(eRef))
                {
                    move=rI;
                    m_Board.RemoveTopPiece(rI);
                    found=true;
                    break;
                }
            }

        }

    }

    if (!found)
    {
        //it the computer can't win or block- randomly select a move using random number generator

        //first, get a random number (1-7)
        int rNum=(rand()%7)+1;
        int& r_num=rNum;

        while (!m_Board.MoveAcceptable(r_num))
        {
             rNum=(rand()%7)+1;
             r_num=rNum;  //keep generating a random column number until move is acceptable
        }

        move=r_num;
    }

    cout << "I shall put my piece in column "<<move<<endl;

    return move;
}

void Computer::ReactToWin(Player& human,const char& hPiece,const char& wPiece)
{
    /*Game is over and the computer is expected to have an appropriate reaction per each of the game's outcomes:
    1- it wins, 2- human wins, 3- both are tied.*/

    if (wPiece==m_Piece)
    {
        cout<< "I, the "<<m_Name<< " won!\n";
        cout << "As I predicted, human, I am triumphant once more -- proof\n";
        cout << "that computers are superior to humans in all regards.\n";
    }

    else if (wPiece==hPiece)
    {
        cout << human.GetName() << "'s won!\n";
        cout << "No, no! It cannot be! Somehow you tricked me, human.\n";
        cout << "But never again! I, the "<< m_Name<<", so swear it!\n";
    }

    else
    {
        cout << "It's a tie!\n";
        cout << "You were most lucky, human, and somehow managed to tie me.\n";
        cout << "Celebrate...for this is the best you will ever achieve.\n";
    }
}
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
class ConnectFourGame
{
public:
    ConnectFourGame(Board& aBoard,Player& aPlayer,Computer& aComputer);//
    bool PlayerWantToPlay();//
    void ClearMembers();//
    void PlayGames();//
    void PlayOneRound();
    char GetPlayerPieceChoice();
    bool FirstRound;
    bool  playerWantToGoFirst;
    static char PieceThatWon;
    Board m_Board;
    Player m_Player;
    Computer m_Computer;

};


char ConnectFourGame::PieceThatWon;


ConnectFourGame::ConnectFourGame(Board& aBoard,Player& aPlayer,Computer& aComputer):
m_Board(aBoard),m_Player(aPlayer),m_Computer(aComputer),FirstRound(true),playerWantToGoFirst(false)
{
    PieceThatWon=empty;
}


bool ConnectFourGame::PlayerWantToPlay()
{
    char ans;
    cout << "\n\n\nDo you want to play another game? (y/n): ";
    cin >> ans;
    cout << "\n\n";
    ans =toupper(ans);

    while (ans != 'N'||ans!='Y')
    {
        cout << "Your answer is limited to either 'y' or 'n'";
        cout << "\nDo you want to play another game? (y/n): ";
        cin >> ans;
        cout << "\n\n";
        ans =toupper(ans);


    }

    return (ans =='N');
}

void ConnectFourGame::ClearMembers()
{

    if (!FirstRound)
    {
        m_Board.ClearBoard();
        FirstRound=false;
    }

    //Get Player Char
    playerWantToGoFirst=m_Player.WantToMoveFirst();
    if (playerWantToGoFirst)
    {
        m_Player.SetPiece(X);
        m_Computer.SetPiece(O);
    }

    else
    {
        m_Computer.SetPiece(O);
        m_Player.SetPiece(X);
    }
}

void ConnectFourGame::PlayGames()
{

    m_Computer.GreetOpponent();

    //start looping using a do-while loop through multiple rounds of games
    do
    {
        PlayOneRound();
    } while (PlayerWantToPlay()==true);

    cout << "\n\nOkay then- Bye!"<<endl;
}

void ConnectFourGame::PlayOneRound()
{
    //Get if player wants to  move first
    int turn;
    int move;

    ClearMembers();
    if (playerWantToGoFirst)
    {
        turn=0;
    }

    else
    {
        turn =1;
    }

    while (!m_Board.GameOver(PieceThatWon)) //If a player of the game won- the character is saved in a static var.
    {
        //While not game won- play: 0-human first, 1-computer first

        cout << "\n\n"<<m_Board;
        if (turn==0)
        {
            move=m_Player.GetMove();
            m_Board.SetBoard(move, m_Player.GetPiece());
            turn=1;
        }

        else
        {
            move=m_Computer.GetMove();
            m_Board.SetBoard(move, m_Computer.GetPiece());
            turn=0;
        }

        cout << "\n\nHere is the result of the move:\n"<<m_Board<<endl;

    }

    //game over-have computer react and declare the game's outcome
    m_Computer.ReactToWin(m_Player, m_Player.GetPiece(), PieceThatWon);
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

//overloading << operator so a board obj. can be sent to cout
ostream& operator<< (ostream& os, const Board& aBoard)
{
    os << "\t\t+---+---+---+---+---+---+---+"<<endl;
    for (int i=0;i<6;++i)
    {
        os << "\t\t| "<<aBoard.m_Array[0][i]<<" | "<<aBoard.m_Array[1][i]<<" | "<<aBoard.m_Array[2][i]<<" | "<<aBoard.m_Array[3][i]<<" | "<<aBoard.m_Array[4][i]<<" | "<<aBoard.m_Array[5][i]<<" | "<<aBoard.m_Array[6][i]<<" | "<<endl;
        os << "\t\t|---+---+---+---+---+---+---|"<<endl;



    }
    os<< "\t\t|                           |"<<endl;
    return os;
}
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////



int main()
{
    Board theGameBoard;
    Board& r_Board=theGameBoard;

    Player aPlayer(r_Board,X); //by default-let Player have 'X' piece
    Player& r_Player=aPlayer;

    Computer aComputer(r_Board,O);//by default let computer have 'O' piece
    Computer& r_Computer=aComputer;

    ConnectFourGame aConnect4Game(r_Board,r_Player,r_Computer);

    aConnect4Game.PlayGames();

    return 0;
}

My bad, I changed the class member var. initialization, but I didn't change the static var/array initialization process. My new code is below:

//  A Player vs. Computer Connect 4 game

#include <iostream>
#include <vector>
#include <string>
#include <cstdlib>
#include <ctime>
using namespace std;
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//global constants & vars.
const char EMPTY=' ';
const char x='X';
const char o='O';
const char& X=x;
const char& O=o;
char empty=' ';
char& eRef=empty;

//GetOpposite function-needed in Computer obj.'s GetMove() member function & when assigning each obj. their own m_pieces'
int GetOpposite(const char& aPiece)
{
    if (aPiece==X)
    {
        return O;
    }

    else
    {
        return X;
    }
}


//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
class Board
{
    friend ostream& operator<< (ostream& os, const Board& aBoard);

public:
    Board();
    bool GameWon(char& charRef);//
    bool GameTied();//
    bool IsFull();//
    int  GetHumanMove(); //Gives column #
    void SetBoard(int& column,const char& character);
    bool MoveAcceptable(int& rAns);//
    void RemoveTopPiece(int& colNum);//
    void ClearBoard();//
    bool GameOver(char& r_PieceThatWon);

private:
    int ConvertX(int* pX);
    int ConvertY(int* pY);
    bool ColumnCheckFull(int& column);//
    char m_Array[7][6];
    int m_Rows;
    int m_Col;
    int m_winComNum;
    static int m_Combinations[57][4];     
};

static int[57][4] Board::m_Combinations={
    {1,8,15,22},{8,15,22,29},{15,22,29,36},
    {2,9,16,23},{9,16,23,30},{16,23,30,37},
    {3,10,17,24},{10,17,24,31},{17,24,31,38},
    {4,11,18,25},{11,18,25,32},{18,25,32,39},
    {5,12,19,26},{12,19,26,33},{19,26,33,40},
    {6,13,20,27},{13,20,27,34},{20,27,34,41},
    {7,14,21,28},{14,21,28,35},{21,28,35,42}, //finished with vertical combinations (21)

    {1,2,3,4},{2,3,4,5},{3,4,5,6},{4,5,6,7},
    {8,9,10,11},{9,10,11,12},{10,11,12,13},{11,12,13,14},
    {15,16,17,18},{16,17,18,19},{17,18,19,20},{18,19,20,21},
    {22,23,24,25},{23,24,25,26},{24,25,26,27},{25,26,27,28},
    {29,30,31,32},{30,31,32,33},{31,32,33,34},{32,33,34,35},
    {36,37,38,39},{37,38,39,40},{38,39,40,41},{39,40,41,42}, //finished with horizontal combinations(24)

    {4,10,16,22},{5,11,17,23},{11,17,23,29},{6,12,18,24},{12,18,24,30},{18,24,30,36},
    {7,13,19,25},{13,19,25,31},{19,25,31,37},{14,20,26,32},{20,26,32,38},{21,27,33,39}}; //finished with diagonal combinations (12)

bool Board::GameOver(char& r_PieceThatWon)
{
    //check for tie
    if (GameTied())
    {
        return true;
    }

    else if (GameWon(r_PieceThatWon))
    {
        return true;
    }

    else
    {
        return false;
    }
}
Board::Board()
{
    for (int i=0; i<7;++i)
    {
        for (int v=0;v<6;++v)
        {
            m_Array[i][v]=EMPTY;
        }
    }

    m_Rows=6;
    m_Col=7;
    m_winComNum=57;
}


bool Board::GameWon(char& charRef)
{
    //Checks if the game has been won
    //Check possible combinations
    //character reference is modified to show type of piece that won the game
    bool truth=false;
    int NumbersComb[4];
    int indexXY[4][2];
    int* pNum;

    for (int i=0;i<m_winComNum;++i)
    {


        //convert numbers to column and row#'s for indexing

        for (int v=0;v <4;++v)
        {
            NumbersComb[v]=m_Combinations[i][v];
        }

        //got combination's four numbers in list-convert


        for (int i=0;i<4;++i)
        {
            //get number

            pNum=&(NumbersComb[i]);


            //convert x & y
            for (int v=0;v<2;++v)
            {

                if (v==0)
                {
                    indexXY[i][v]=ConvertX(pNum);  //convert X
                }

                else
                {
                    indexXY[i][v]=ConvertY(pNum); //convert y
                }

            }

        }

        //check for winning combo
        if ((m_Array[indexXY[0][0]][indexXY[0][1]]!=EMPTY)&& (m_Array[indexXY[0][0]][indexXY[0][1]]==
                                                                        m_Array[indexXY[1][0]][indexXY[1][1]]==
                                                                        m_Array[indexXY[2][0]][indexXY[2][1]]==
                                                                        m_Array[indexXY[3][0]][indexXY[3][1]]))
        {
            truth=true;
            charRef=m_Array[indexXY[0][0]][indexXY[0][1]];


            break;
        }
    }

    return truth;
}


int Board::ConvertX(int* pX)
{
    int xCoord;

    xCoord=((*pX)%7)-1;

    if (xCoord==-1)
    {
        xCoord=6;
    }
    return xCoord;
}

int Board::ConvertY(int* pY)
{
    int yC;

    if (*pY<=7)
    {
        yC=0;
    }

    else if (*pY<=14)
    {
        yC=1;
    }

    else if (*pY<=21)
    {
        yC=2;
    }

    else if (*pY<=28)
    {
        yC=3;
    }

    else if (*pY<=35)
    {
        yC=4;
    }

    else
    {
        yC=5;
    }
    return yC;
}
bool Board::IsFull()
{
    bool truth=true;
    for (int i=0;i<7;++i)
    {
        for (int v = 0;v<6;++v)
        {
            if (m_Array[i][v]==EMPTY)
            {
                truth=false;
                break;
            }
        }

        if (truth==false)
        {
            break;
        }
    }


    return truth;
}
bool Board::GameTied()
{
    bool tied=false;
    if (((GameWon(eRef)==false)&&(IsFull()==true)))
        {
            tied=true;
        }

    return tied;
}

int Board::GetHumanMove() //gives column number (1-7)
{

    int ans = 0;

    cout << "\n\nWhat column will you place your piece? (1-7): ";
    cin>>ans;
    cout << endl;

    while ((MoveAcceptable(ans)==false)||(ans<1)||(ans>7))

    {
        cout << "That is an illegal move, foolish human. Use your inefficient brains to make a better decision."<<endl;
        cout << "My Silicon processor is better than yours, and inexpensive too..."<<endl;
        cout << "What column will you place your piece? (1-7): ";
        cin>>ans;
        cout << endl;
    } 

    cout << "Fine..."<<endl;

    return ans;
}

bool Board::MoveAcceptable(int& rAns)
{
    if (!rAns==0)
    {
        bool acceptable=true;

        //check for full column
        if (ColumnCheckFull(rAns)==false)
        {
            acceptable=false;
        }

        return acceptable;
    }

    else
    {
        return false;
    }
}
bool Board::ColumnCheckFull(int &column)
{
    //check for full column
    bool acceptable=false;

    int row=5;//1st row-move to bottom (6th)
    int concreteStartIndex=row; //1st row number


    //check if the column is full-rotate upwards
    for (int i=0;i<6;++i)
    {
        if (m_Array[column][concreteStartIndex]==EMPTY)
        {
            acceptable=true;
            break;
        }

        concreteStartIndex-=1;
    }


    return acceptable;
}

void Board::SetBoard(int& column,const char& character)
{
    //parameter is a valid column number: drop piece all the way down (as far as possible) and change the character (with index)

    //column number is limited: 1-7
    //create a duplicate variable and drop the index down 5 rows

    const int colInd=column-1;
    int index=5;

    //check, and if needed start looping backwards up the rows
    if (m_Array[colInd][index]==EMPTY)
    {
        m_Array[colInd][index]=character;
    }

    else
    {
        while (index >= 0)
        {
            index-=1;

            //check for empty characters
            if (m_Array[colInd][index]==EMPTY)
            {
                m_Array[colInd][index]=character;
                break;
            }
        }
    }
}

void Board::RemoveTopPiece(int& colNum)
{
    //check if column has at least one piece
    int colInd=colNum;
    colInd-=1;
    int breakOffPoint;
    int colEmpty=true;

    //rotate through column and check for empty
    for (int i=0;i<6;++i)
    {
        if (m_Array[colInd][i]!=EMPTY)
        {
            colEmpty=false;
            breakOffPoint=i;
            break;
        }
    }

    //if column isn't empty, change breakOffPoint term back to EMPTY
    if (colEmpty==false)
    {
        m_Array[colInd][breakOffPoint]=EMPTY;
    }
}

void Board::ClearBoard()
{
    //removes all pieces-game is restarted for new round
    for (int i=0; i<7;++i)
    {
        for (int v=0;v<6;++v)
        {
            m_Array[i][v]=EMPTY;
        }
    }
}
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

class GenericPlayer
{
public:
    GenericPlayer(Board& aBoard,const string& aName,const char& piece);
    virtual string GetName()=0;
    virtual int GetMove()=0;
    void SetPiece(const char& piece);
    inline char GetPiece();
    string m_Name;
    char m_Piece;
    Board m_Board;
};

GenericPlayer::GenericPlayer( Board& aBoard,const string& aName,const char& piece)
{
    m_Board=aBoard;
    m_Name=aName;
    m_Piece=piece;
}


void GenericPlayer::SetPiece(const char& piece)
{
    m_Piece=piece;
}

char GenericPlayer::GetPiece()
{
    return m_Piece;
}
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
class Player:public GenericPlayer
{
public:
    Player(Board& aBoard,const char& piece);
    virtual inline string GetName();
    virtual int GetMove();
    bool WantToMoveFirst();
    string GetNameInitially() const;
};

Player::Player(Board& aBoard,const char& piece):
GenericPlayer(aBoard,GetNameInitially(),piece)
{}

string Player::GetNameInitially() const
{
    string ans;
    cout << "What's your name?: ";
    cin>>ans;
    cout << endl;

    return ans;
}
inline string Player::GetName() 
{

    return m_Name;
}

int Player::GetMove()
{
    int move=m_Board.GetHumanMove();
    return move;
}

bool Player::WantToMoveFirst()
{
    char goFirst;
    cout << "\nDo you require the first move? (y/n): ";
    cin>>goFirst;
    goFirst=toupper(goFirst);
    cout <<endl;
    while ((goFirst!='N')&&(goFirst!='Y'))
    {
        cout << "\nYour answer was invalid- <Enter> either 'y' or 'n' for 'Yes' or 'No'"<<endl;
        cout << "\nDo you require the first move? (y/n): ";
        cin>>goFirst;
        goFirst=toupper(goFirst);
        cout <<endl;

    }

    if (goFirst == 'Y')
    {
        cout << "\nThen take the first move. You will need it.\n";
    }

    else
    {
        cout << "\nYour bravery will be your undoing...I will go first.\n";
    }

    return (goFirst=='Y'); 
}


//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

class Computer: public GenericPlayer
{
public:
    Computer(Board& aBoard, const char& piece);
    void GreetOpponent();
    void ReactToWin(Player& human,const char& hPiece,const char& wPiece);
    virtual int GetMove();
    virtual inline string GetName();
};

string Computer::GetName()
{
    return "Macintosh";
}

Computer::Computer(Board& aBoard, const char& piece):
GenericPlayer(aBoard,"Macintosh",piece)
{
    //Seed random number generator for its random number selections
    srand(static_cast<unsigned int>(time(0))); //seeded number generator
}



void Computer::GreetOpponent()
{
    cout << "\nWelcome to the ultimate man vs. machine showdown: Connect Four."<<endl;
    cout << "-where human brain is pit against my silicon processor"<<endl;

    cout << "\n\n\nMake your move known by entering a number, 1-7. The number"<<endl;
    cout << "corresponds to the desired column for placing your piece, as illustrated:"<<endl;
    cout << "\n\t\t  1   2   3   4   5   6   7"<<endl;
    cout << m_Board;
    cout << "\n\nPrepare yourself, human. The ultimate battle is about to begin."<<endl;
}


int Computer::GetMove()
{
    //Using AI, plot next move. Priorities:  1-If Computer can win, place piece. 2-If Commputer can block human, place piece,
    //3- Make best move avaliable

    int move=0;
    int i=0;
    int& rI=i;
    bool found=false;

    //Check for computer winning
    for (i=1;i<8;++i)
    {
        //rotate through possible column numbers. If move is acceptable and computer can win-save that and break
        if (m_Board.MoveAcceptable(rI))
        {
            //set board to num
            m_Board.SetBoard(rI, m_Piece);

            //if computer wins game- save move & remove that from board (just for time being)
            if (m_Board.GameWon(eRef))
            {
                move=rI;
                m_Board.RemoveTopPiece(rI);
                found=true;
                break;
            }
        }
    }

    //if the computer can't win on next move- block player from winning
    if (!found)
    {
        const char humanPiece=GetOpposite(m_Piece);

        //rotate through the column numbers
        for (i=1;i<8;++i)
        {
            //rotate through possible column numbers. If move is acceptable and human can win-save that and break
            if (m_Board.MoveAcceptable(rI))
            {
                //set board to num
                m_Board.SetBoard(rI, humanPiece);

                //if human wins game- save move & remove that from board (just for time being)
                if (m_Board.GameWon(eRef))
                {
                    move=rI;
                    m_Board.RemoveTopPiece(rI);
                    found=true;
                    break;
                }
            }

        }

    }

    if (!found)
    {
        //it the computer can't win or block- randomly select a move using random number generator

        //first, get a random number (1-7)
        int rNum=(rand()%7)+1;
        int& r_num=rNum;

        while (!m_Board.MoveAcceptable(r_num))
        {
             rNum=(rand()%7)+1;
             r_num=rNum;  //keep generating a random column number until move is acceptable
        }

        move=r_num;
    }

    cout << "I shall put my piece in column "<<move<<endl;

    return move;
}

void Computer::ReactToWin(Player& human,const char& hPiece,const char& wPiece)
{
    /*Game is over and the computer is expected to have an appropriate reaction per each of the game's outcomes:
    1- it wins, 2- human wins, 3- both are tied.*/

    if (wPiece==m_Piece)
    {
        cout<< "I, the "<<m_Name<< " won!\n";
        cout << "As I predicted, human, I am triumphant once more -- proof\n";
        cout << "that computers are superior to humans in all regards.\n";
    }

    else if (wPiece==hPiece)
    {
        cout << human.GetName() << "'s won!\n";
        cout << "No, no! It cannot be! Somehow you tricked me, human.\n";
        cout << "But never again! I, the "<< m_Name<<", so swear it!\n";
    }

    else
    {
        cout << "It's a tie!\n";
        cout << "You were most lucky, human, and somehow managed to tie me.\n";
        cout << "Celebrate...for this is the best you will ever achieve.\n";
    }
}
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
class ConnectFourGame
{
public:
    ConnectFourGame(Board& aBoard,Player& aPlayer,Computer& aComputer);//
    bool PlayerWantToPlay();//
    void ClearMembers();//
    void PlayGames();//
    void PlayOneRound();
    char GetPlayerPieceChoice();
    bool FirstRound;
    bool  playerWantToGoFirst;
    static char PieceThatWon;
    Board m_Board;
    Player m_Player;
    Computer m_Computer;

};

ConnectFourGame::ConnectFourGame(Board& aBoard,Player& aPlayer,Computer& aComputer):
m_Board(aBoard),m_Player(aPlayer),m_Computer(aComputer),FirstRound(true),playerWantToGoFirst(false)
{}

char ConnectFourGame::PieceThatWon=empty;

bool ConnectFourGame::PlayerWantToPlay()
{
    char ans;
    cout << "\n\n\nDo you want to play another game? (y/n): ";
    cin >> ans;
    cout << "\n\n";
    ans =toupper(ans);

    while (ans != 'N'||ans!='Y')
    {
        cout << "Your answer is limited to either 'y' or 'n'";
        cout << "\nDo you want to play another game? (y/n): ";
        cin >> ans;
        cout << "\n\n";
        ans =toupper(ans);


    }

    return (ans =='N');
}

void ConnectFourGame::ClearMembers()
{

    if (!FirstRound)
    {
        m_Board.ClearBoard();
        FirstRound=false;
    }

    //Get Player Char
    playerWantToGoFirst=m_Player.WantToMoveFirst();
    if (playerWantToGoFirst)
    {
        m_Player.SetPiece(X);
        m_Computer.SetPiece(O);
    }

    else
    {
        m_Computer.SetPiece(O);
        m_Player.SetPiece(X);
    }
}

void ConnectFourGame::PlayGames()
{

    m_Computer.GreetOpponent();

    //start looping using a do-while loop through multiple rounds of games
    do
    {
        PlayOneRound();
    } while (PlayerWantToPlay()==true);

    cout << "\n\nOkay then- Bye!"<<endl;
}

void ConnectFourGame::PlayOneRound()
{
    //Get if player wants to  move first
    int turn;
    int move;

    ClearMembers();
    if (playerWantToGoFirst)
    {
        turn=0;
    }

    else
    {
        turn =1;
    }

    while (!m_Board.GameOver(PieceThatWon)) //If a player of the game won- the character is saved in a static var.
    {
        //While not game won- play: 0-human first, 1-computer first

        cout << "\n\n"<<m_Board;
        if (turn==0)
        {
            move=m_Player.GetMove();
            m_Board.SetBoard(move, m_Player.GetPiece());
            turn=1;
        }

        else
        {
            move=m_Computer.GetMove();
            m_Board.SetBoard(move, m_Computer.GetPiece());
            turn=0;
        }

        cout << "\n\nHere is the result of the move:\n"<<m_Board<<endl;

    }

    //game over-have computer react and declare the game's outcome
    m_Computer.ReactToWin(m_Player, m_Player.GetPiece(), PieceThatWon);
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

//overloading << operator so a board obj. can be sent to cout
ostream& operator<< (ostream& os, const Board& aBoard)
{
    os << "\t\t+---+---+---+---+---+---+---+"<<endl;
    for (int i=0;i<6;++i)
    {
        os << "\t\t| "<<aBoard.m_Array[0][i]<<" | "<<aBoard.m_Array[1][i]<<" | "<<aBoard.m_Array[2][i]<<" | "<<aBoard.m_Array[3][i]<<" | "<<aBoard.m_Array[4][i]<<" | "<<aBoard.m_Array[5][i]<<" | "<<aBoard.m_Array[6][i]<<" | "<<endl;
        os << "\t\t|---+---+---+---+---+---+---|"<<endl;



    }
    os<< "\t\t|                           |"<<endl;
    return os;
}
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////



int main()
{
    Board theGameBoard;
    Board& r_Board=theGameBoard;

    Player aPlayer(r_Board,X); //by default-let Player have 'X' piece
    Player& r_Player=aPlayer;

    Computer aComputer(r_Board,O);//by default let computer have 'O' piece
    Computer& r_Computer=aComputer;

    ConnectFourGame aConnect4Game(r_Board,r_Player,r_Computer);

    aConnect4Game.PlayGames();

    return 0;
}

After changing the code to the following, my compiler failed to build (but with one error- about "expecting unqualified id" in my assigning values to the empty arrray on line 62. Is this the way I assign my value to a static array consisting of ints? If not, how do I assign correctly?

In case if you have a hard time finding line 62, my code for assigning values to the Board::m_Combination array is below:

static int[57][4] Board::m_Combinations={
    {1,8,15,22},{8,15,22,29},{15,22,29,36},
    {2,9,16,23},{9,16,23,30},{16,23,30,37},
    {3,10,17,24},{10,17,24,31},{17,24,31,38},
    {4,11,18,25},{11,18,25,32},{18,25,32,39},
    {5,12,19,26},{12,19,26,33},{19,26,33,40},
    {6,13,20,27},{13,20,27,34},{20,27,34,41},
    {7,14,21,28},{14,21,28,35},{21,28,35,42}, //finished with vertical combinations (21)

    {1,2,3,4},{2,3,4,5},{3,4,5,6},{4,5,6,7},
    {8,9,10,11},{9,10,11,12},{10,11,12,13},{11,12,13,14},
    {15,16,17,18},{16,17,18,19},{17,18,19,20},{18,19,20,21},
    {22,23,24,25},{23,24,25,26},{24,25,26,27},{25,26,27,28},
    {29,30,31,32},{30,31,32,33},{31,32,33,34},{32,33,34,35},
    {36,37,38,39},{37,38,39,40},{38,39,40,41},{39,40,41,42}, //finished with horizontal combinations(24)

    {4,10,16,22},{5,11,17,23},{11,17,23,29},{6,12,18,24},{12,18,24,30},{18,24,30,36},
    {7,13,19,25},{13,19,25,31},{19,25,31,37},{14,20,26,32},{20,26,32,38},{21,27,33,39}}; //finished with diagonal combinations (12)
Be a part of the DaniWeb community

We're a friendly, industry-focused community of developers, IT pros, digital marketers, and technology enthusiasts meeting, networking, learning, and sharing knowledge.