Intermediate C++ Game Programming Tutorial 18
From Chilipedia
Another two-parter here, and we got the real stuff now. Virtual functions allow you to unlock the true potential of inheritance in C++. You need to know this shit.
Contents
Topics Covered
Part 1
- How to create a virtual function
- Using the override keyword
- Creating a pure virtual function
- Using a container of pointers to manage a heterogeneous collection of objects
- virtual destructors
Part 2
- Using inheritance and composition together
- Basic idea of a polymorphic state machine and its application to entity behavior
Video Timestamp Index
- Create a free function that calls
SpecialMove()
on the instances of derived classes of MemeFighter 0:23- This requires the member function
SpecialMove()
to be added to the base class... - ... and the signatures of these member functions in the derived classes to match up
- This requires the member function
- Using
virtual
on the member function in the base class 3:17- This enables the overridden functions in the child classes to be called
- When you refer to a derived class object using a pointer or a reference to the base class, you can call a virtual function for that object and execute the derived class's version of the function
- Applying the
override
keyword to increase code safety 5:17- Tells the compiler that you are intending to override something virtual in a base class
- Make the base class member function
=0;
to ensure the function is overridden in all sub-classes 7:08
- WORK-IN-PROGRESS
Source Code
Errata
- Forgot the virtual destructor for
class Weapon
! (this one hurts) - In the children, the function signatures should be:
int CalculateDamage( const Attributes& attr,Dice& d ) const override
- Though not technically an error, it might have been a better decision to make
Weapon::GetName()
andWeapon::GetRank()
(pure) virtual functions (this would reduce the amount of per-instance data to just the vtable ptr)