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// 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
#ifndef COMMON_ENTITY_KIT_H
#define COMMON_ENTITY_KIT_H
#include <set>
#include <map>
#include <string>
namespace Atlas {
namespace Message {
class Element;
typedef std::map<std::string, Element> MapType;
}
}
class LocatedEntity;
class TypeNode;
template<class T>
class ScriptKit;
/// \brief Abstract factory for creating in-game entity objects.
///
/// An Entity consists of an instance of one of a number of C++ classes
/// optionally with a script. Stores information about default attributes,
/// script language and class name.
class EntityKit {
protected:
EntityKit();
public:
ScriptKit<LocatedEntity> * m_scriptFactory;
/// Default attribute values for this class
Atlas::Message::MapType m_classAttributes;
/// Default attribute values for instances of this class, including
/// defaults inherited from parent classes.
Atlas::Message::MapType m_attributes;
/// Factory for class from which the class handled by this factory
/// inherits.
EntityKit * m_parent;
/// Set of factories for classes which inherit from the class handled
/// by this factory.
std::set<EntityKit *> m_children;
/// Inheritance type of this class.
TypeNode * m_type;
/// Number of times this factory has created an entity
int m_createdCount;
virtual ~EntityKit();
void addProperties();
void updateProperties();
/// \brief Create a new Entity and make it persistent.
///
/// @param id a string giving the identifier of the Entity.
/// @param intId an integer giving the identifier of the Entity.
/// @param pb a pointer to the persistor object for the Entity.
virtual LocatedEntity * newEntity(const std::string & id,
long intId) = 0;
/// \brief Create a copy of this factory.
virtual EntityKit * duplicateFactory() = 0;
};
#endif // COMMON_ENTITY_KIT_H
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