"I'm just trying to run from the alternative which is using upcasting and RTTI."
Virtual polymorphism doesn't need upcasting or RTTI. Usually that's what virtual member functions are for:
class GameObject {
public:
virtual void processCollision(GameObject& obj);
};
class SomeGameObject1 : public GameObject {
public:
// SomeGameObject1's version of processCollision()
virtual void processCollision(GameObject& obj) {
// e.g here we also call the base class implementation
GameObject::processCollision();
// ... and add some additional operations
}
};
class SomeGameObject2 : public GameObject {
public:
// SomeGameObject2's version of processCollision()
virtual void processCollision(GameObject& obj) {
// Here we leave the base class implementation aside and do something
// completely different ...
}
};
MORE ADDITIONS AND THOUGHTS
As you're mentioning upcasting I'd suspect you want to handle collisions differently, depending on the actual GameObject
type passed. This indeed would require upcasting (and thus RTTI) like follows
class Building : public GameObject {
public:
virtual void processCollision(GameObject& obj) {
Car* car = dynamic_cast<Car*>(&obj);
Airplane* airplane = dynamic_cast<Airplane*>(&obj);
if(car) {
car->crash();
}
else if(airplane) {
airplane->crash();
collapse();
}
void collapse();
};
Based on the above, that makes me contemplative about some design/architectural principles:
- May be it's not the best idea to place the
processCollision()
implementation strategy to the GameObject
classes themselves. These shouldn't know about each other (otherwise it will be tedious to introduce new GameObject
types to the model)
- You should introduce a kind of
GameManager
class that keeps track of moving/colliding GameObject
instances, and chooses a GameObjectCollisionStrategy
class implementing void processCollision(GameObject& a,GameObject& b);
based on the actual types of a
and b
.
- For choosing the strategy, and resolve the final
GameObject
implementations and corresponding strategies, you should concentrate all of that business knowdlege to a CollisionStrategyFactory
, and delegate to this.
The latter would look something like this
class GameObjectCollisionStrategy {
public:
virtual processCollision(GameObject& a,GameObject& b) const = 0;
};
class CollideBuildingWithAirplane : public GameObjectCollisionStrategy {
public:
virtual void processCollision(GameObject& a,GameObject& b) const {
Building* building = dynamic_cast<Building*>(a);
Airplane* airplane = dynamic_cast<Airplane*>(b);
if(building && airplane) {
airplane->crash();
building->collapse();
}
}
};
class CollideBuildingWithCar : public GameObjectCollisionStrategy {
public:
virtual void processCollision(GameObject& a,GameObject& b) const {
Building* building = dynamic_cast<Building*>(a);
Car* car = dynamic_cast<Car*>(b);
if(building && car) {
car->crash();
}
}
};
class CollisionStrategyFactory {
public:
static const GameObjectCollisionStrategy& chooseStrategy
(GameObject* a, GameObject* b) {
if(dynamic_cast<Building*>(a)) {
if(dynamic_cast<Airplane*>(b)) {
return buildingAirplaneCollision;
}
else if(dynamic_cast<Car*>(b)) {
return buildingCarCollision;
}
}
return defaultCollisionStrategy;
}
private:
class DefaultCollisionStrategy : public GameObjectCollisionStrategy {
public:
virtual void processCollision(GameObject& a,GameObject& b) const {
// Do nothing.
}
};
// Known strategies
static CollideBuildingWithAirplane buildingAirplaneCollision;
static CollideBuildingWithCar buildingCarCollision;
static DefaultCollisionStrategy defaultCollisionStrategy;
};
class GameManager {
public:
void processFrame(std::vector<GameObject*> gameObjects) {
for(std::vector<GameObject*>::iterator it1 = gameObjects.begin();
it1 != gameObjects.end();
++it1) {
for(std::vector<GameObject*>::iterator it2 = gameObjects.begin();
it2 != gameObjects.end();
++it2) {
if(*it1 == *it2) continue;
if(*it1->collides(*it2)) {
const GameObjectCollisionStrategy& strategy =
CollisionStrategyFactory::chooseStrategy(*it1,*it2);
strategy->processCollision(*(*it1),*(*it2));
}
}
}
}
};
Alternatively you may want to opt for static polymorphism, which also works without RTTI, but needs all types known at compile time. The basic pattern is the so called CRTP.
That should look as follows
class GameObject {
public:
// Put all the common attributes here
const Point& position() const;
const Area& area() const;
void move(const Vector& value);
};
template<class Derived>
class GameObjectBase : public GameObject {
public:
void processCollision(GameObject obj) {
static_cast<Derived*>(this)->processCollisionImpl(obj);
}
};
class SomeGameObject1 : public GameObjectBase<SomeGameObject1 > {
public:
// SomeGameObject1's version of processCollisionImpl()
void processCollisionImpl(GameObject obj) {
}
};
class SomeGameObject2 : public GameObjectBase<SomeGameObject2 > {
public:
// SomeGameObject2's version of processCollisionImpl()
void processCollisionImpl(GameObject obj) {
}
};
But this would unnecessarily complicate the design, and I doubt it will provide any benefits for your use case.