mirror of
https://github.com/worldforge/cyphesis
synced 2026-08-13 12:26:04 -04:00
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.
74 lines
2.4 KiB
C++
74 lines
2.4 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_H
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#define SERVER_ENTITY_FACTORY_H
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#include "common/EntityKit.h"
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class EntityFactoryBase : public EntityKit {
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protected:
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void initializeEntity(LocatedEntity& thing,
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const Atlas::Objects::Entity::RootEntity & attributes,
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LocatedEntity* location);
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public:
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ScriptKit<LocatedEntity> * m_scriptFactory;
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/// Default attribute values for this class
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Atlas::Message::MapType m_classAttributes;
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/// Default attribute values for instances of this class, including
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/// defaults inherited from parent classes.
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Atlas::Message::MapType m_attributes;
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/// Factory for class from which the class handled by this factory
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/// inherits.
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EntityFactoryBase * m_parent;
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/// Set of factories for classes which inherit from the class handled
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/// by this factory.
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std::set<EntityFactoryBase *> m_children;
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EntityFactoryBase();
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virtual ~EntityFactoryBase();
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virtual EntityFactoryBase * duplicateFactory() = 0;
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void addProperties();
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void updateProperties();
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};
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/// \brief Concrete factory template for creating in-game entity objects.
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template <class T>
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class EntityFactory : public EntityFactoryBase {
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protected:
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EntityFactory(EntityFactory<T> & o);
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public:
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EntityFactory();
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virtual ~EntityFactory();
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virtual LocatedEntity * newEntity(const std::string & id, long intId,
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const Atlas::Objects::Entity::RootEntity & attributes, LocatedEntity* location);
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virtual EntityFactoryBase * duplicateFactory();
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};
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#endif // SERVER_ENTITY_FACTORY_H
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