Weapon Organization

This is a discussion on Weapon Organization within the Game Programming forums, part of the General Programming Boards category; I am creating a game with several others and am putting myself on a crash course on C++ game design. ...

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    Weapon Organization

    I am creating a game with several others and am putting myself on a crash course on C++ game design. I made a post in the Project forums. I have most of the basic skills and a very simple idea of AI. I want to know the best way to hold data about different items of the same general type. Would a class or a structure be best?

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    Its hard... But im here swgh's Avatar
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    If you are not going to use functions, use a structure method. But as you are using C++ you really should shy from structs and implement a class. Remeber to make the data members private or protected if you are going to use inheritence, and the member functions public

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    For Narnia! Sentral's Avatar
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    Yes, use classes! For weapons, I would have a base class of sorts. For example, a possible class hierarchy may be:

    Code:
    CItem 
    
    CWeapon   CPowerUp
                             
    CBow      CHealth
    
    CSword
    All items inherit from CItem base class, CWeapon and CPowerUp inherit from this base class. Each type of weapon will inherit from CWeapon. Each type of power up inherits from CPowerUp. This is just a possible hierarchy. Take some time to plan this part, because it will save you lots of code writing. Plus, try to organize these such classes into header files, for MAXIMUM organization!

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    Cat without Hat CornedBee's Avatar
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    Using class hierarchies for the different items and characters works for small projects. Larger projects should use an entirely data-based approach, i.e. there is an Item class, and all info about it (is it a weapon, shield, armor, ...) is stored in data files and loaded at runtime. This calls for a very flexible interaction system, especially if you want some special items, which is why only large projects do it this way.

    Blizzard's Diablo games are a wonderful example: they can define almost any kind of item using only data files.
    All the buzzt!
    CornedBee

    "There is not now, nor has there ever been, nor will there ever be, any programming language in which it is the least bit difficult to write bad code."
    - Flon's Law

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    Thanks for your input! Classes seem the better choice. I am in the process of implementing some classes now

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    Would a class or a structure be best?
    I am surprised no one noticed this question... They are *exactly* the same except that classes default to private and structures default to public.

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    (?<!re)tired Mario F.'s Avatar
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    I believe the OP meant if a class or a struct would be best when compared to other options. At least that's how I read it back then
    The programmer’s wife tells him: “Run to the store and pick up a loaf of bread. If they have eggs, get a dozen.”
    The programmer comes home with 12 loaves of bread.


    Originally Posted by brewbuck:
    Reimplementing a large system in another language to get a 25% performance boost is nonsense. It would be cheaper to just get a computer which is 25% faster.

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    Super Moderator VirtualAce's Avatar
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    Using class hierarchies for the different items and characters works for small projects. Larger projects should use an entirely data-based approach, i.e. there is an Item class, and all info about it (is it a weapon, shield, armor, ...) is stored in data files and loaded at runtime. This calls for a very flexible interaction system, especially if you want some special items, which is why only large projects do it this way.
    The solution I would use.

  9. #9
    ATH0 quzah's Avatar
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    Quote Originally Posted by swgh
    But as you are using C++ you really should shy from structs and implement a class. Remeber to make the data members private or protected if you are going to use inheritence, and the member functions public
    Structs and Classes are identical in C++ except for their default access. Structs default to public; classes to private. Other than that they're exactly the same.

    Well, except for spelling.

    [edit]
    Quote Originally Posted by Desolation
    I am surprised no one noticed this question... They are *exactly* the same except that classes default to private and structures default to public.
    I suppose I could always read the entire thread before posting.

    Nah.
    [/edit]


    Quzah.
    Hope is the first step on the road to disappointment.

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