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https://github.com/worldforge/cyphesis
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This required the EntityKit to be refactored, so that most fields are pushed into EntityFactory. Due to the nature of how the rule handlers and the factories interact the code is pretty messy. It works, but it's tangled and not really clean.
59 lines
1.7 KiB
C++
59 lines
1.7 KiB
C++
// Cyphesis Online RPG Server and AI Engine
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// Copyright (C) 2000,2001 Alistair Riddoch
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//
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// This program is free software; you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation; either version 2 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software Foundation,
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// Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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#ifndef SERVER_ENTITY_FACTORY_IMPL_H
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#define SERVER_ENTITY_FACTORY_IMPL_H
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#include "EntityFactory.h"
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template <class T>
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EntityFactory<T>::EntityFactory(EntityFactory<T> & o)
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{
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}
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template <class T>
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EntityFactory<T>::EntityFactory()
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{
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}
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template <class T>
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EntityFactory<T>::~EntityFactory()
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{
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}
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template <class T>
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LocatedEntity * EntityFactory<T>::newEntity(const std::string & id, long intId,
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const Atlas::Objects::Entity::RootEntity & attributes, LocatedEntity* location)
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{
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++m_createdCount;
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T* thing = new T(id, intId);
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initializeEntity(*thing, attributes, location);
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return thing;
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}
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template <class T>
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EntityFactoryBase * EntityFactory<T>::duplicateFactory()
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{
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EntityFactory<T> * f = new EntityFactory<T>(*this);
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// Copy the defaults to the parent
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f->m_attributes = this->m_attributes;
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f->m_parent = this;
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return f;
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}
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#endif // SERVER_ENTITY_FACTORY_IMPL_H
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