// Cyphesis Online RPG Server and AI Engine // Copyright (C) 2000,2001 Alistair Riddoch // // 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 2 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, write to the Free Software Foundation, // Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA // $Id$ #ifndef COMMON_ENTITY_KIT_H #define COMMON_ENTITY_KIT_H #include #include #include namespace Atlas { namespace Message { class Element; typedef std::map MapType; } } class LocatedEntity; class TypeNode; template class ScriptKit; /// \brief Abstract factory for creating in-game entity objects. /// /// An Entity consists of an instance of one of a number of C++ classes /// optionally with a script. Stores information about default attributes, /// script language and class name. class EntityKit { protected: EntityKit(); public: ScriptKit * m_scriptFactory; /// Default attribute values for this class Atlas::Message::MapType m_classAttributes; /// Default attribute values for instances of this class, including /// defaults inherited from parent classes. Atlas::Message::MapType m_attributes; /// Factory for class from which the class handled by this factory /// inherits. EntityKit * m_parent; /// Set of factories for classes which inherit from the class handled /// by this factory. std::set m_children; /// Inheritance type of this class. TypeNode * m_type; /// Number of times this factory has created an entity int m_createdCount; virtual ~EntityKit(); void addProperties(); void updateProperties(); /// \brief Create a new Entity and make it persistent. /// /// @param id a string giving the identifier of the Entity. /// @param intId an integer giving the identifier of the Entity. /// @param pb a pointer to the persistor object for the Entity. virtual LocatedEntity * newEntity(const std::string & id, long intId) = 0; /// \brief Create a copy of this factory. virtual EntityKit * duplicateFactory() = 0; }; #endif // COMMON_ENTITY_KIT_H