cyphesis/server/EntityFactory.cpp
Al Riddoch 34a42f4a5b 2002-12-15 Al Riddoch <alriddoch@zepler.org>
* server/WorldRouter.cpp: Shuffle the way id is generated, so
	  its available for persistance.

	* server/EntityFactory.h, server/EntityFactory.cpp: Pass id
	  into entityfactory so it can be passed to database.
2002-12-15 03:22:33 +00:00

206 lines
7.7 KiB
C++

// This file may be redistributed and modified only under the terms of
// the GNU General Public License (See COPYING for details).
// Copyright (C) 2000,2001 Alistair Riddoch
#include "EntityFactory.h"
#include "PersistantThingFactory.h"
#include "Persistance.h"
#include "Persistor.h"
#include "Persistor_impl.h"
#include "Player.h"
#include <rulesets/Thing.h>
#include <rulesets/Python_API.h>
#include <rulesets/MindFactory.h>
#include <rulesets/Character.h>
#include <rulesets/Creator.h>
#include <rulesets/Plant.h>
#include <rulesets/Food.h>
#include <rulesets/Stackable.h>
#include <rulesets/Structure.h>
#include <rulesets/Line.h>
#include <rulesets/Area.h>
#include <common/debug.h>
#include <common/globals.h>
#include <common/inheritance.h>
#include <Atlas/Message/Object.h>
#include <Atlas/Objects/Operation/Login.h>
#include <Atlas/Objects/Entity/GameEntity.h>
static const bool debug_flag = false;
EntityFactory * EntityFactory::m_instance = NULL;
EntityFactory::EntityFactory(BaseWorld & w) : m_world(w)
{
// This class can only have one instance, so a Factory is not installed
// FIXME Add a factory in here so we have persist the world properlly
installFactory("game_entity", "world", NULL);
PersistantThingFactory<Entity> * eft = new PersistantThingFactory<Entity>();
PersistantThingFactory<Thing> * tft = new PersistantThingFactory<Thing>();
installFactory("game_entity", "thing", tft);
installFactory("thing", "feature", tft->duplicateFactory());
installFactory("feature", "line", new PersistantThingFactory<Line>());
installFactory("feature", "area", new PersistantThingFactory<Area>());
installFactory("thing", "character",
new PersistantThingFactory<Character>());
installFactory("character", "creator",
new PersistantThingFactory<Creator>());
installFactory("thing", "plant", new PersistantThingFactory<Plant>());
installFactory("thing", "food", new PersistantThingFactory<Food>());
installFactory("thing", "stackable",
new PersistantThingFactory<Stackable>());
installFactory("thing", "structure",
new PersistantThingFactory<Structure>());
}
Entity * EntityFactory::newEntity(const std::string & id,
const std::string & type,
const Fragment::MapType & entmap)
{
// FIXME Re-write to use persistant stuff
Entity * thing = 0;
Fragment::MapType attributes;
FactoryDict::const_iterator I = factories.find(type);
PersistorBase * pc = 0;
if (I != factories.end()) {
FactoryBase * factory = I->second;
thing = factory->newPersistantThing(&pc);
attributes = factory->attributes;
// Sort out python object
if ((factory->language == "python") && (!factory->script.empty())) {
debug(std::cout << "Class " << type << " has a python class"
<< std::endl << std::flush;);
Create_PyThing(thing, factory->script, type);
}
} else {
// This should be tolerated less
if (type.empty()) {
log(ERROR, "Empty type passed to EntityFactory::newEntity");
} else {
std::string msg = std::string("Unknown type ") + type + " passed to EntityFactory::newEntity";
log(ERROR, msg.c_str());
}
thing = new Thing();
}
debug( std::cout << "[" << type << " " << thing->getName() << "]"
<< std::endl << std::flush;);
thing->setId(id);
thing->setType(type);
// merge attributes from the creation op over default attributes.
// FIXME Is it practical to avoid this merge copy by calling merge twice?
// Might cause a problem with getLocation
Fragment::MapType::const_iterator K = entmap.begin();
for (; K != entmap.end(); K++) {
attributes[K->first] = K->second;
}
thing->merge(attributes);
// Get location from entity, if it is present
if (thing->getLocation(attributes, m_world.getObjects())) {
thing->location.ref = &m_world.gameWorld;
}
if (!thing->location.coords.isValid()) {
thing->location.coords = Vector3D(0,0,0);
}
if (pc != 0) {
pc->persist();
}
return thing;
}
void EntityFactory::flushFactories()
{
FactoryDict::const_iterator I = factories.begin();
for (; I != factories.end(); I++) {
delete I->second;
}
}
void EntityFactory::installBaseClasses()
{
Fragment::MapType ruleTable;
Persistance * p = Persistance::instance();
p->getRules(ruleTable);
Fragment::MapType::const_iterator I = ruleTable.begin();
for(; I != ruleTable.end(); ++I) {
const std::string & type = I->first;
const Fragment::MapType & classDesc = I->second.AsMap();
Fragment::MapType::const_iterator J = classDesc.find("parent");
if ((J == classDesc.end()) || (!J->second.IsString())) { continue; }
const std::string & parent = J->second.AsString();
FactoryBase * f = getFactory(parent);
J = classDesc.find("script");
if ((J != classDesc.end()) && (J->second.IsMap())) {
const Fragment::MapType & script = J->second.AsMap();
J = script.find("name");
if ((J != script.end()) && (J->second.IsString())) {
f->script = J->second.AsString();
J = script.find("language");
if ((J != script.end()) && (J->second.IsString())) {
f->language = J->second.AsString();
}
}
}
J = classDesc.find("mind");
if ((J != classDesc.end()) && (J->second.IsMap())) {
const Fragment::MapType & script = J->second.AsMap();
J = script.find("name");
if ((J != script.end()) && (J->second.IsString())) {
const std::string mindType = J->second.AsString();
// language is unused. might need it one day
// J = script.find("language");
// if ((J != script.end()) && (J->second.IsString())) {
// const std::string mindLang = J->second.AsString();
// }
MindFactory::instance()->addMindType(type, mindType);
}
}
J = classDesc.find("attributes");
if ((J != classDesc.end()) && (J->second.IsMap())) {
f->attributes = J->second.AsMap();
}
J = classDesc.find("playable");
if ((J != classDesc.end()) && (J->second.IsInt())) {
Player::playableTypes.insert(type);
}
installFactory(parent, type, f);
debug(std::cout << "INSTALLING " << type << ":" << parent
<< "{" << f->script << "." << f->language << "}"
<< std::endl << std::flush;);
}
}
void EntityFactory::installFactory(const std::string & parent,
const std::string & className,
FactoryBase * factory)
{
if (factory != NULL) {
factories[className] = factory;
}
Inheritance & i = Inheritance::instance();
Atlas::Objects::Root * r = new Atlas::Objects::Entity::GameEntity();
r->SetId(className);
r->SetParents(Fragment::ListType(1, parent));
i.addChild(r);
}
FactoryBase * EntityFactory::getFactory(const std::string & parent)
{
FactoryDict::const_iterator I = factories.find(parent);
if (I == factories.end()) {
std::string msg = std::string("Failed to find factory for ") + parent
+ " while installing a new type which inherits from it.";
log(WARNING, msg.c_str());
// FIXME Don't creat another FSCKing factory here
return new PersistantThingFactory<Thing>();
}
return I->second->duplicateFactory();
}