mirror of
https://github.com/worldforge/cyphesis
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All IG code should use the interface of LocatedEntity when dealing with any entity, rather than sometimes requiring Entity. Add virtual functions to the interface where required, and modify all other interfaces to stop them using Entity. This makes the code way cleaner, and much better de-coupled.
83 lines
2.7 KiB
C++
83 lines
2.7 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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// $Id$
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#ifndef COMMON_ENTITY_KIT_H
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#define COMMON_ENTITY_KIT_H
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#include <set>
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#include <map>
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#include <string>
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namespace Atlas {
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namespace Message {
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class Element;
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typedef std::map<std::string, Element> MapType;
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}
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}
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class LocatedEntity;
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class TypeNode;
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template<class T>
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class ScriptKit;
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/// \brief Abstract factory for creating in-game entity objects.
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///
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/// An Entity consists of an instance of one of a number of C++ classes
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/// optionally with a script. Stores information about default attributes,
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/// script language and class name.
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class EntityKit {
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protected:
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EntityKit();
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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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EntityKit * 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<EntityKit *> m_children;
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/// Inheritance type of this class.
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TypeNode * m_type;
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/// Number of times this factory has created an entity
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int m_createdCount;
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virtual ~EntityKit();
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void addProperties();
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void updateProperties();
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/// \brief Create a new Entity and make it persistent.
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///
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/// @param id a string giving the identifier of the Entity.
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/// @param intId an integer giving the identifier of the Entity.
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/// @param pb a pointer to the persistor object for the Entity.
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virtual LocatedEntity * newEntity(const std::string & id,
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long intId) = 0;
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/// \brief Create a copy of this factory.
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virtual EntityKit * duplicateFactory() = 0;
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};
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#endif // COMMON_ENTITY_KIT_H
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