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https://github.com/worldforge/cyphesis
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All LocatedEntities should always be handled through Ref instances. These makes sure that the ref counting is correctly handled.
75 lines
2.4 KiB
C++
75 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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/// 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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~EntityFactoryBase() override;
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virtual EntityFactoryBase * duplicateFactory() = 0;
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void addProperties() override;
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void updateProperties(std::map<const TypeNode*, TypeNode::PropertiesUpdate>& changes) override;
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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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~EntityFactory() override;
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Ref<LocatedEntity> newEntity(const std::string & id, long intId,
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const Atlas::Objects::Entity::RootEntity & attributes, LocatedEntity* location) override;
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EntityFactoryBase * duplicateFactory() override;
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};
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#endif // SERVER_ENTITY_FACTORY_H
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