I'd like to manage a bunch of objects of classes derived from a shared interface class in a common container.
To illustrate the problem, let's say I'm building a game which will contain different actors. Let's call the interface IActor
and derive Enemy
and Civilian
from it.
Now, the idea is to have my game main loop be able to do this:
// somewhere during init
std::vector<IActor> ActorList;
Enemy EvilGuy;
Civilian CoolGuy;
ActorList.push_back(EvilGuy);
ActorList.push_back(CoolGuy);
and
// main loop
while(!done) {
BOOST_FOREACH(IActor CurrentActor, ActorList) {
CurrentActor.Update();
CurrentActor.Draw();
}
}
... or something along those lines. This example obviously won't work but that is pretty much the reason I'm asking here.
I'd like to know: What would be the best, safest, highest-level way to manage those objects in a common heterogeneous container? I know about a variety of approaches (Boost::Any, void*, handler class with boost::shared_ptr, Boost.Pointer Container, dynamic_cast) but I can't decide which would be the way to go here.
Also I'd like to emphasize that I want to stay away as far as possible from manual memory management or nested pointers.
Help much appreciated :).