mirror of
https://github.com/worldforge/cyphesis
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* common/Use.h, common/Wield.h, common/Generic.h: Mark unused files as removed from the build. * common/Attack.h, common/Burn.h, common/Chop.h, common/Connect.h, common/Cut.h, common/Delve.h, common/Dig.h, common/Drop.h, common/Eat.h, common/Monitor.h, common/Mow.h, common/Nourish.h, common/Pickup.h, common/Setup.h, common/Tick.h, common/Unseen.h, common/Update.h: Add class documentation to all the custom properties. * common/DynamicProperty.h, client/ClientPropertyManager.h, server/CorePropertyManager.h, server/PersistantThingFactory.h, server/ScriptFactory.h, server/WorldRouter.cpp: Add documentation to some places where it is missing.
124 lines
4.1 KiB
C++
124 lines
4.1 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_THING_FACTORY_H
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#define SERVER_THING_FACTORY_H
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#include <Atlas/Message/Element.h>
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#include <set>
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class Entity;
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template <class T>
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class Persistor;
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class ScriptFactory;
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/// \brief Interface class for connecting a newly created entity to its
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/// persistor
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class PersistorBase {
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public:
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virtual ~PersistorBase() { }
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virtual void persist() = 0;
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};
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/// \brief Class template for connecting a newly created entity to its
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/// persistor
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template <class T>
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class PersistorConnection : public PersistorBase {
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private:
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T & m_t;
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Persistor<T> & m_p;
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public:
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PersistorConnection(T & t, Persistor<T> & p) : m_t(t), m_p(p) { }
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/// Use p to hook up t into the persistance code
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void persist();
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};
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/// \brief Base class for for factories for creating entities
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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 FactoryBase {
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protected:
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FactoryBase();
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public:
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ScriptFactory * 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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FactoryBase * 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<FactoryBase *> m_children;
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virtual ~FactoryBase();
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virtual Entity * newThing(const std::string & id, long intId) = 0;
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virtual Entity * newPersistantThing(const std::string & id, long intId, PersistorBase **) = 0;
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virtual int populate(Entity &) = 0;
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virtual FactoryBase * duplicateFactory() = 0;
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};
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// How do we make sure the peristance hooks are put in place in a typesafe way
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// but after all the initial attribute have been set.
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/// \brief Class template for factories for creating instances of the give
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/// entity class
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template <class T>
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class PersistantThingFactory : public FactoryBase {
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protected:
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PersistantThingFactory(PersistantThingFactory<T> & p) : m_p(p.m_p),
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m_master(false) { }
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public:
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Persistor<T> & m_p;
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const bool m_master;
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PersistantThingFactory() : m_p(* new Persistor<T>()), m_master(true) { }
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virtual ~PersistantThingFactory();
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virtual T * newThing(const std::string & id, long intId);
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virtual T * newPersistantThing(const std::string & id, long intId, PersistorBase ** p);
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virtual int populate(Entity &);
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virtual FactoryBase * duplicateFactory();
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};
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/// \brief Class template for factories for entity classes which cannot or
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/// should not be instanced
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template <class T>
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class ForbiddenThingFactory : public FactoryBase {
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public:
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Persistor<T> & m_p;
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ForbiddenThingFactory() : m_p(* new Persistor<T>()) { }
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virtual ~ForbiddenThingFactory();
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virtual T * newThing(const std::string & id, long intId);
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virtual T * newPersistantThing(const std::string & id, long intId, PersistorBase ** p);
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virtual int populate(Entity &);
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virtual FactoryBase * duplicateFactory();
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};
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#endif // SERVER_THING_FACTORY_H
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