mirror of
https://github.com/worldforge/cyphesis
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85 lines
2.9 KiB
C++
85 lines
2.9 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 SERVER_ENTITY_FACTORY_H
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#define SERVER_ENTITY_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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class ScriptFactory;
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class TypeNode;
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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 EntityKit {
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protected:
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EntityKit();
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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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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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/// \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 Entity * newEntity(const std::string & id,
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long intId) = 0;
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/// \brief Add anything required to the entity after it has been created.
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virtual int populate(Entity &) = 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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template <class T>
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class EntityFactory : public EntityKit {
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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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virtual ~EntityFactory();
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virtual T * newEntity(const std::string & id, long intId);
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virtual int populate(Entity &);
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virtual EntityKit * duplicateFactory();
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};
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#endif // SERVER_ENTITY_FACTORY_H
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