I was making a text based RPG in which I have an abstract Item
class. From this Item
class, I have the classes Weapon
, Potion
, Key
, and Armor
. The main character class, Protagonist
uses these items and has a function doItemEffect(Item*)
. How do I implement doItemEffect(Item*)
in a way that I refer to all items in universally? To better phrase my problem, if I wasn't clear, here is an example that uses a quite ugly solution.
class Protagonist
{
public:
void doItemEffect(Item* it)
{
switch(it.getType()) //<-- The type is an enum class
{
case ItemType::WEAPON:
attackOpponent(it.getAttackPower()); //If it is a weapon it would have this function
break;
case ItemType::POTION:
heal(it.getHealPower()); //If it is a weapon it would have this function
break;
case ItemType::KEY:
//..Code..
break;
case ItemType::ARMOR:
//More Code...
break;
}
};
And an example of two of the classes Potion
and Weapon
(The type of the class is a private variable stored in Item
with a mutator method setType()
):
class Potion : public Item
{
int healPower;
public:
Potion(std::string name, std::string description) : Item(name, description)
{
setType(ItemType::POTION);
}
//Code
};
Weapon:
class Potion : public Item
{
int attackPower;
public:
Potion(std::string name, std::string description) : Item(name, description)
{
setType(ItemType::WEAPON);
}
//Code
};
As you can see, this code relies on an class code and a switch in the Protagonist
class. Because of this, this doesn't seem very object oriented or polymorphic. Thus, is there a way I could get what subclass a type of Item is, without having to use class codes? Or is there any other solution? The other problem with this snippet above is also that whenever I refer to an item outside of its class, I have to use the same switch statement for each type of item.
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