mirror of
https://github.com/worldforge/cyphesis
synced 2026-08-13 12:26:04 -04:00
89 lines
2.6 KiB
C++
89 lines
2.6 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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#include <Python.h>
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#include "EntityFactory_impl.h"
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#include "ScriptFactory.h"
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#include "rulesets/Entity.h"
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#include "rulesets/Thing.h"
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#include "rulesets/Character.h"
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#include "rulesets/Creator.h"
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#include "rulesets/Plant.h"
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#include "rulesets/Stackable.h"
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#include "rulesets/World.h"
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#include "common/log.h"
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#include "common/TypeNode.h"
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using Atlas::Message::MapType;
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EntityKit::EntityKit() : m_scriptFactory(0), m_createdCount(0)
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{
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}
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EntityKit::~EntityKit()
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{
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if (m_scriptFactory != 0) {
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delete m_scriptFactory;
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}
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}
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void EntityKit::updateChildren()
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{
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std::set<EntityKit *>::const_iterator I = m_children.begin();
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std::set<EntityKit *>::const_iterator Iend = m_children.end();
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for (; I != Iend; ++I) {
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EntityKit * child_factory = *I;
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child_factory->m_attributes = m_attributes;
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MapType::const_iterator J = child_factory->m_classAttributes.begin();
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MapType::const_iterator Jend = child_factory->m_classAttributes.end();
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for (; J != Jend; ++J) {
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child_factory->m_attributes[J->first] = J->second;
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}
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child_factory->updateChildren();
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}
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}
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void EntityKit::updateChildrenProperties()
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{
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m_type->updateProperties(m_attributes);
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// Propagate the changes to all child factories
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std::set<EntityKit *>::const_iterator K = m_children.begin();
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std::set<EntityKit *>::const_iterator Kend = m_children.end();
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for (; K != Kend; ++K) {
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EntityKit * child_factory = *K;
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child_factory->updateChildrenProperties();
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}
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}
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template <>
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Entity * EntityFactory<World>::newEntity(const std::string & id, long intId)
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{
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return 0;
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}
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template class EntityFactory<Thing>;
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template class EntityFactory<Character>;
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template class EntityFactory<Creator>;
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template class EntityFactory<Plant>;
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template class EntityFactory<Stackable>;
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template class EntityFactory<World>;
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