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Class References?

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Ok I don't know if this can be done... but if it can how can it be done? I want to be able to make new classes (using the new operator) using a single function and a table of "references" to classes. Here is what I mean.... Say I have 5 classes derived from CGameUnit, I want to do this:
  CGameUnit *MakeUnit(DWORD id) { switch (id) { case 0: return new CFlyerUnit; break; case 1: return new CGroundUnit; break; // etc... } 
you see where I'm going (right?)... Here is the catch -> I don't want to have to write a new (or rewrite) MakeUnit function every time I add a class... So how can I make a table of refrences to classes so I can simply do this...
  // PSEUDOCODE ON CGameUnit *MakeUnit(DWORD id) { Get Reference Entry from table.... (maybe a table of class pointers? don't know...) return new "ReferencePointer"; } // PSEUDOCODE OFF 
Any ideas? or if I need to explain better just say so... ill-lusion.com
ziggy@ill-lusion.com Edited by - Ziggy5000 on January 14, 2001 8:42:47 AM

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I understand what you''re saying now, I think.

Try this...

You want a table of references, right?

  CGAMEUNIT* Units;// Somewhere in code this is done...?Units = new CGAMEUNIT[UnitTypeCount];Units[0] = new CFLYERUNIT;Units[1] = new CGROUNDUNIT;CGAMEUNIT* MakeUnit(DWORD which){ if (which > 0 && which < UnitTypeCount) return Units[which]->Clone();}

Then, create a new Clone() method for each unit type that creates a copy of itself.

Regards,
Jumpster

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