I have a main abstract class that I am provided and must create subclasses based on this class (THIS CANNOT BE MODIFIED):
class Spaceship
{
protected:
string m_name; // the name of the ship
int m_hull; // the hull strenght
public:
// Purpose: Default Constructor
// Postconditions: name and hull strength set to parameters
// -- INLINE
Spaceship(string n, int h)
{
m_name = n;
m_hull = h;
}
// Purpose: Tells if a ship is alive.
// Postconditions: 'true' if a ship's hull strength is above zero,
// 'false' otherwize.
// -- INLINE
bool isAlive()
{
return (m_hull > 0);
}
// Purpose: Prints the status of a ship.
// -- VIRTUAL
virtual void status() const = 0;
// Purpose: Changes the status of a ship, when hit by a
// weapon 's' with power level 'power'
// -- VIRTUAL
virtual void hit(weapon s, int power) = 0;
string getName() const
{
return m_name;
}
}; //Spaceship
So is an example of my child classes:
class Dreadnought: public Spaceship
{
int m_shield;
int m_armor;
int m_type;
public:
Dreadnought( string n, int h, int a, int s ): Spaceship( n, h ),m_shield( s ),m_armor(a),m_type(dreadnought){}
virtual void status() const
{
// implementation not shown to save space
}
virtual void hit(weapon s, int power)
{
// implementation not shown to save space
}
int typeOf(){ return m_type; }
};
in my main code I have an dynamic array of different types of Spaceships:
Spaceship ** ships;
cin >> numShips;
// create an array of the ships to test
ships = new Spaceship * [numShips];
Then i get input from the user to declare different types of ships in this array like:
ships[0] = new Dreadnought( name, hull, armor, shield );
my question is when I go to delete the array the correct destructor is not called, instead Spaceships is called, will this create a memory leak because the member vars "m_shield, m_armor" are not deleted and left hanging? If so is there a better way to get the type than using a var m_type and calling:
if( ships[i]->typeOf() == 0 )
delete dynamic_cast<Frigate*>(ships[i]);
else if( ships[i]->typeOf() == 1 )
delete dynamic_cast<Destroyer*>(ships[i]);
else if( ships[i]->typeOf() == 2 )
delete dynamic_cast<Battlecruiser*>(ships[i]);
else if( ships[i]->typeOf() == 3 )
delete dynamic_cast<Dreadnought*>(ships[i]);
else
delete dynamic_cast<Dropship*>(ships[i]);
Question #2 in the Spaceship class i declared: virtual int typeOf() = 0; and commented it out, is there a way i can implement this function in the child classes without declaring in the parent class so i can use it like shown above? when i dont declare it i get the compiler error:
error: 'class Spaceship' has no member named 'typeOf'
I assume this again has something to do with dynamic casing.
any help would be great,
Thanks nat
edit:
to clairify my first question would i have a memory leak if I just did:
delete ships[i];
or should i do:
delete dynamic_cast(ships[i]);
to remove member vars that are only in the derived classes?
Thnaks