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@peschkaj
Last active Apr 21, 2017
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#include <iostream>
using namespace std;
class Monster {
public:
Monster();
Monster(int initial_hp);
~Monster();
void attack() const;
private:
int hp;
};
class Orc : public Monster {
public:
Orc();
Orc(int initial_hp);
~Orc();
void attack() const; // hides the base class version
void pillage() const;
private:
// idk let's pretend it has a weapon
};
void Monster::attack() const
{
cout << "The Monster attacks you! It's mildly upsetting!" << endl;
}
void Orc::attack() const
{
cout << "The Orc attacks you! It hurt a lot because they're usually quite strong." << endl;
}
void Orc::pillage() const
{
cout << "The Orc pillaged your village and stole your favorite newspaper!!!!" << endl;
}
int main()
{
Monster m;
Orc o;
m.attack();
o.attack();
return 0;
}
Monster::Monster()
: hp(100)
{
}
Monster::Monster(int initial_hp)
: hp(initial_hp)
{
}
Monster::~Monster()
{
}
Orc::Orc()
{
}
Orc::Orc(int initial_hp)
: Monster(initial_hp)
{
}
Orc::~Orc()
{
}
#include <iostream>
using namespace std;
class Monster
{
public:
Monster();
Monster(int initial_hp);
virtual ~Monster();
virtual void attack() const;
private:
int hp;
};
class Orc : public Monster
{
public:
Orc();
Orc(int initial_hp);
~Orc();
void attack() const;
void pillage() const;
private:
// idk let's pretend it has a weapon
};
void Monster::attack() const
{
cout << "The Monster attacks you! It's mildly upsetting!" << endl;
}
void Orc::attack() const
{
cout << "The Orc attacks you! It hurt a lot because they're usually quite strong." << endl;
}
void Orc::pillage() const
{
cout << "The Orc pillaged your village and stole your favorite newspaper!!!!" << endl;
}
/*
* Instead of an object by reference, this function could
* work just as well if we passed in a Monster*
*
* But we would of course need to check for NULL in that case
*/
void attack_with_monster(const Monster& monster)
{
monster.attack();
monster.pillage();
/* monster.pillage();
* ^ is not okay to do... yet.
* the pillage() member function is not
* a part of the inheritance hierarchy. */
}
int main()
{
Monster m;
Orc o;
attack_with_monster(m);
attack_with_monster(o);
/*
* Alternatively, I could do:
* Monster* my_monster = &m;
* OR
* Monster* my_monster = &o;
*
* THEN
* my_monster->attack();
*/
return 0;
}
Monster::Monster()
: hp(100)
{
}
Monster::Monster(int initial_hp)
: hp(initial_hp)
{
}
Monster::~Monster()
{
}
Orc::Orc()
{
}
Orc::Orc(int initial_hp)
: Monster(initial_hp)
{
}
Orc::~Orc()
{
}
#include <iostream>
using namespace std;
class Monster
{
public:
Monster();
Monster(int initial_hp);
virtual ~Monster();
virtual void attack() const;
private:
int hp;
};
class Orc : public Monster
{
public:
Orc();
Orc(int initial_hp);
~Orc();
void attack() const;
void pillage() const;
private:
// idk let's pretend it has a weapon
};
class Gargoyle : public Monster {
public:
void attack() const
{
cout << "He burps." << endl;
}
private:
};
void Monster::attack() const
{
cout << "The Monster attacks you! It's mildly upsetting!" << endl;
}
void Orc::attack() const
{
cout << "The Orc attacks you! It hurt a lot because they're usually quite strong." << endl;
}
void Orc::pillage() const
{
cout << "The Orc pillaged your village and stole your favorite newspaper!!!!" << endl;
}
/*
* Instead of an object by reference, this function could
* work just as well if we passed in a Monster*
*/
void attack_with_monster(const Monster& monster)
{
monster.attack();
/* If the Monster is an Orc, let's have it pillage! We
* challenge our audience with unique enemies and also
* we never programmed a way for the player to defend themselves!
* muahahahahahahahahah
*/
/* the fancy term for this is RTTI = Run Time Type Identification */
const Orc* is_orc = dynamic_cast<const Orc*>(&monster);
if (is_orc) {
is_orc->pillage();
}
}
int main()
{
Monster m;
Orc o;
attack_with_monster(m);
attack_with_monster(o);
return 0;
}
Monster::Monster()
: hp(100)
{
}
Monster::Monster(int initial_hp)
: hp(initial_hp)
{
}
Monster::~Monster()
{
}
Orc::Orc()
{
}
Orc::Orc(int initial_hp)
: Monster(initial_hp)
{
}
Orc::~Orc()
{
}
#include <iostream>
using namespace std;
class Monster
{
public:
Monster();
Monster(int initial_hp);
virtual ~Monster();
virtual void attack() const;
/* Turns Monster into an ABC... all derived classes
* must provide their own implementation of `final_words()`
*/
virtual void final_words() const = 0;
private:
int hp;
};
class Orc : public Monster
{
public:
Orc();
Orc(int initial_hp);
~Orc();
void attack() const;
void pillage() const;
void final_words() const;
private:
// idk let's pretend it has a weapon
};
class Gargoyle : public Monster {
public:
void attack() const;
void final_words() const;
private:
};
void Monster::attack() const
{
cout << "The Monster attacks you! It's mildly upsetting!" << endl;
}
void Gargoyle::attack() const
{
cout << "He burps." << endl;
}
void Orc::attack() const
{
cout << "The Orc attacks you! It hurt a lot because they're usually quite strong." << endl;
}
void Orc::pillage() const
{
cout << "The Orc pillaged your village and stole your favorite newspaper!!!!" << endl;
}
void Orc::final_words() const
{
cout << "O, I am slain!" << endl;
}
void Gargoyle::final_words() const
{
cout << "I'll be back!! I swear it!" << endl;
}
/*
* Instead of an object by reference, this function could
* work just as well if we passed in a Monster*
*/
void attack_with_monster(const Monster& monster)
{
monster.attack();
/* If the Monster is an Orc, let's have it pillage! We
* challenge our audience with unique enemies and also
* we never programmed a way for the player to defend themselves!
* muahahahahahahahahah
*/
/* the fancy term for this is RTTI = Run Time Type Identification */
const Orc* is_orc = dynamic_cast<const Orc*>(&monster);
if (is_orc) {
is_orc->pillage();
}
}
int main()
{
/*
Monster m;
Orc o;
attack_with_monster(m);
attack_with_monster(o);
*/
Monster* shawns[3] = {0};
shawns[0] = new Orc;
shawns[1] = new Gargoyle;
shawns[0]->final_words();
shawns[1]->final_words();
delete shawns[0];
delete shawns[1];
return 0;
}
Monster::Monster()
: hp(100)
{
}
Monster::Monster(int initial_hp)
: hp(initial_hp)
{
}
Monster::~Monster()
{
}
Orc::Orc()
{
}
Orc::Orc(int initial_hp)
: Monster(initial_hp)
{
}
Orc::~Orc()
{
}
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