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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef ULTIMA8_MISC_CLASSTYPE_H
#define ULTIMA8_MISC_CLASSTYPE_H
namespace Ultima {
namespace Ultima8 {
// This is 'type' used to differentiate each class.
// The class name is used primarily to define entities in game saves
struct RunTimeClassType {
const char *_className;
inline bool operator == (const RunTimeClassType &other) const {
return this == &other;
}
};
#define ENABLE_RUNTIME_CLASSTYPE() \
static const RunTimeClassType ClassType; \
const RunTimeClassType & GetClassType() const override { return ClassType; }
#define ENABLE_RUNTIME_CLASSTYPE_BASE() \
static const RunTimeClassType ClassType; \
virtual const RunTimeClassType & GetClassType() const { return ClassType; }
#define DEFINE_RUNTIME_CLASSTYPE_CODE(Classname) \
const RunTimeClassType Classname::ClassType = { #Classname };
} // End of namespace Ultima8
} // End of namespace Ultima
#endif
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