cyphesis/server/EntityFactory.cpp
2011-09-15 23:54:33 +01:00

89 lines
2.6 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
// $Id$
#include <Python.h>
#include "EntityFactory_impl.h"
#include "ScriptFactory.h"
#include "rulesets/Entity.h"
#include "rulesets/Thing.h"
#include "rulesets/Character.h"
#include "rulesets/Creator.h"
#include "rulesets/Plant.h"
#include "rulesets/Stackable.h"
#include "rulesets/World.h"
#include "common/log.h"
#include "common/TypeNode.h"
using Atlas::Message::MapType;
EntityKit::EntityKit() : m_scriptFactory(0), m_createdCount(0)
{
}
EntityKit::~EntityKit()
{
if (m_scriptFactory != 0) {
delete m_scriptFactory;
}
}
void EntityKit::updateChildren()
{
std::set<EntityKit *>::const_iterator I = m_children.begin();
std::set<EntityKit *>::const_iterator Iend = m_children.end();
for (; I != Iend; ++I) {
EntityKit * child_factory = *I;
child_factory->m_attributes = m_attributes;
MapType::const_iterator J = child_factory->m_classAttributes.begin();
MapType::const_iterator Jend = child_factory->m_classAttributes.end();
for (; J != Jend; ++J) {
child_factory->m_attributes[J->first] = J->second;
}
child_factory->updateChildren();
}
}
void EntityKit::updateChildrenProperties()
{
m_type->updateProperties(m_attributes);
// Propagate the changes to all child factories
std::set<EntityKit *>::const_iterator K = m_children.begin();
std::set<EntityKit *>::const_iterator Kend = m_children.end();
for (; K != Kend; ++K) {
EntityKit * child_factory = *K;
child_factory->updateChildrenProperties();
}
}
template <>
Entity * EntityFactory<World>::newEntity(const std::string & id, long intId)
{
return 0;
}
template class EntityFactory<Thing>;
template class EntityFactory<Character>;
template class EntityFactory<Creator>;
template class EntityFactory<Plant>;
template class EntityFactory<Stackable>;
template class EntityFactory<World>;