cyphesis/server/EntityFactory.h
Erik Ogenvik e6bc7b2790 Use Ref for handling ref counting.
All LocatedEntities should always be handled through Ref instances.
These makes sure that the ref counting is correctly handled.
2018-07-22 23:48:42 +02:00

75 lines
2.4 KiB
C++

// 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
#ifndef SERVER_ENTITY_FACTORY_H
#define SERVER_ENTITY_FACTORY_H
#include "common/EntityKit.h"
class EntityFactoryBase : public EntityKit {
protected:
void initializeEntity(LocatedEntity& thing,
const Atlas::Objects::Entity::RootEntity & attributes,
LocatedEntity* location);
public:
/// 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.
EntityFactoryBase * m_parent;
/// Set of factories for classes which inherit from the class handled
/// by this factory.
std::set<EntityFactoryBase *> m_children;
EntityFactoryBase();
~EntityFactoryBase() override;
virtual EntityFactoryBase * duplicateFactory() = 0;
void addProperties() override;
void updateProperties(std::map<const TypeNode*, TypeNode::PropertiesUpdate>& changes) override;
};
/// \brief Concrete factory template for creating in-game entity objects.
template <class T>
class EntityFactory : public EntityFactoryBase {
protected:
EntityFactory(EntityFactory<T> & o);
public:
EntityFactory();
~EntityFactory() override;
Ref<LocatedEntity> newEntity(const std::string & id, long intId,
const Atlas::Objects::Entity::RootEntity & attributes, LocatedEntity* location) override;
EntityFactoryBase * duplicateFactory() override;
};
#endif // SERVER_ENTITY_FACTORY_H