| [4940] | 1 | /*! | 
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 | 2 |  * @file fast_factory.h | 
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 | 3 |  * The ObjectManager (FastFactory) is designed, to automatically generate and remove | 
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 | 4 |  * (without to much overhead) many instances of different classes. | 
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 | 5 |  * | 
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 | 6 |  * It is especially usefull for objects, that come only for a short time into existence, | 
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 | 7 |  * and get killed after a small amount of time (like shots). | 
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 | 8 |  * | 
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 | 9 |  * The Creation of an Object is usually done in the Weapon Class, where one subscribes | 
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 | 10 |  * a Projectile with: | 
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 | 11 |  * this->bulletFactory = tFastFactory<TestBullet>::getFastFactory(CL_TEST_BULLET, "TestBullet"); | 
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 | 12 |  * (this might change over time). | 
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 | 13 |  * Then you can at loading time initialize an amount of the class with something like: | 
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 | 14 |  * this->bulletFactory->prepare(100); // creates 100 entities of TestBullet (dead ones) | 
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 | 15 |  * afterwards one can just retrieve an Object form the Class with | 
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 | 16 |  * this->bulletFactory->resurrect();  // this returns a BaseObject an Object of the class. | 
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| [4979] | 17 |  * | 
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 | 18 |  * The big difference to the FastFactory-class is, that this one is used more for the purpose | 
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 | 19 |  * of fast game-interaction than for loading. althought one can also load FastFactorized classes | 
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 | 20 |  * it is not the main topic. | 
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| [4940] | 21 |  */ | 
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 | 22 |  | 
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 | 23 | #ifndef _FAST_FACTORY_H | 
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 | 24 | #define _FAST_FACTORY_H | 
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 | 25 |  | 
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 | 26 | #include "base_object.h" | 
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 | 27 | /** | 
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| [4941] | 28 |  * Creates a FastFactory to a Createable FastFactory. | 
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| [4940] | 29 |  */ | 
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| [4941] | 30 | #define CREATE_FAST_FACTORY(CLASS_NAME, CLASS_ID) \ | 
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 | 31 |   tFastFactory<CLASS_NAME>* global_##CLASS_NAME##_FastFactory = tFastFactory<CLASS_NAME>::getFastFactory(CLASS_ID, #CLASS_NAME) | 
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| [4940] | 32 |  | 
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 | 33 | //! A struct, that holds Lists of Objects of a certain type. | 
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| [4941] | 34 | typedef struct FastObjectMember | 
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| [4940] | 35 |   { | 
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 | 36 |     BaseObject*          objectPointer;      //!< Pointer to the Object Stored in this Class (if it is the DeadList, else it is bork) | 
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 | 37 |  | 
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 | 38 |     FastObjectMember*    next;               //!< the next stored FastObjectMember. (or NULL if this is the last one stored in either the deadList or the unusedContainers) | 
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 | 39 |   }; | 
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 | 40 |  | 
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 | 41 | //! The FastFactory is a fast loadable object creator, and Dynamic List of dead object handler. | 
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 | 42 | /** | 
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 | 43 |  * The ObjectManager (FastFactory) is designed, to automatically generate and remove | 
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 | 44 |  * (without to much overhead) many instances of different classes. | 
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 | 45 |  * | 
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 | 46 |  * FastFactory is needed to glue all the tFastFactories together. | 
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 | 47 |  * It is also the general class that implements the necessary functions | 
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 | 48 |  * to generate, resurrect kill and stuff... | 
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 | 49 |  */ | 
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 | 50 | class FastFactory : public BaseObject | 
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 | 51 |   { | 
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 | 52 |  | 
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 | 53 |   public: | 
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 | 54 |     virtual ~FastFactory (); | 
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| [4980] | 55 |     static void deleteAll(); | 
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| [4940] | 56 |  | 
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 | 57 |     // functions to push and pop elements of this class | 
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 | 58 |     BaseObject* resurrect(); | 
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 | 59 |     static BaseObject* resurrect(ClassID classID); | 
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 | 60 |     void kill(BaseObject* object); | 
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 | 61 |     static void kill(BaseObject* object, bool searchForFastFactory); | 
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 | 62 |  | 
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 | 63 |     void prepare(unsigned int count); | 
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 | 64 |  | 
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 | 65 |     static void flushAll(bool hardFLUSH = false); | 
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 | 66 |     void flush(bool hardFLUSH = false); | 
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 | 67 |  | 
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 | 68 |     /** @returns the first FastFactory */ | 
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| [4947] | 69 |     inline static FastFactory* getFirst() { return FastFactory::first; }; | 
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| [4940] | 70 |  | 
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| [4950] | 71 |     static FastFactory* searchFastFactory(ClassID classID); | 
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 | 72 |     static FastFactory* searchFastFactory(const char* fastFactoryName); | 
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| [4947] | 73 |  | 
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| [4950] | 74 |     ClassID getStoredID() const { return this->storedClassID; }; | 
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 | 75 |  | 
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| [4940] | 76 |   protected: | 
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 | 77 |     FastFactory (ClassID classID, const char* fastFactoryName = NULL); | 
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 | 78 |  | 
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 | 79 |     /** sets the Next factory in the list @param nextFactory the next factory */ | 
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| [4947] | 80 |     inline void setNext( FastFactory* nextFastFactory) { this->next = nextFastFactory; }; | 
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| [4940] | 81 |     /** @returns the next FastFactory */ | 
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| [4947] | 82 |     FastFactory* getNext() const { return this->next; }; | 
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| [4940] | 83 |  | 
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 | 84 |     /** generates a new Object of the Class T */ | 
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| [5279] | 85 |     virtual void fabricate() = 0; | 
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| [4940] | 86 |  | 
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 | 87 |   private: | 
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 | 88 |     static void registerFastFactory(FastFactory* fastFactory); | 
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 | 89 |  | 
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 | 90 |   protected: | 
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 | 91 |     ClassID               storedClassID;        //!< The classID of the specified class. | 
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 | 92 |     unsigned int          storedDeadObjects;    //!< How many dead objects are stored in this class | 
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 | 93 |  | 
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 | 94 |     FastObjectMember*     deadList;             //!< A List of all stored dead Objects of this class. | 
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 | 95 |     FastObjectMember*     unusedContainers;     //!< This is a List of unused containers, that will be reused by kill. | 
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 | 96 |  | 
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 | 97 |   private: | 
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 | 98 |     static FastFactory*   first;                //!< A pointer to the first FastFactory. | 
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 | 99 |  | 
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 | 100 |     FastFactory*          next;                 //!< pointer to the next FastFactory. | 
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 | 101 |   }; | 
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 | 102 |  | 
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| [4941] | 103 |  | 
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 | 104 |  | 
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| [4940] | 105 | /** | 
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 | 106 |  *  a FastFactory that is able to load any kind of Object from a ClassID | 
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 | 107 |  * (this is a Functor) | 
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 | 108 |  */ | 
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 | 109 | template<class T> | 
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 | 110 | class tFastFactory : public FastFactory | 
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 | 111 |   { | 
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 | 112 |   public: | 
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 | 113 |     static tFastFactory<T>* getFastFactory(ClassID classID, const char* fastFactoryName = NULL); | 
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 | 114 |  | 
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 | 115 |   private: | 
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 | 116 |     tFastFactory(ClassID classID, const char* fastFactoryName); | 
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 | 117 |  | 
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 | 118 |     virtual void fabricate(); | 
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 | 119 |   }; | 
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 | 120 |  | 
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 | 121 | /** | 
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 | 122 |  * construnts a FastFactory with | 
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 | 123 |  * @param fastFactoryName the name of the FastFactory | 
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 | 124 |  * @param fastFactory the ID of the class | 
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 | 125 |  * @todo (can this be written in another form??) | 
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 | 126 |  */ | 
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 | 127 | template<class T> | 
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 | 128 | tFastFactory<T>::tFastFactory(ClassID classID, const char* fastFactoryName) | 
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 | 129 |     : FastFactory(classID, fastFactoryName) | 
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 | 130 | {} | 
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 | 131 |  | 
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 | 132 | /** | 
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 | 133 |  * creates (if not existent) a Factory of Class T, and assigns some values to it | 
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 | 134 |  * @param classID the ClassID to assign to this class | 
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 | 135 |  * @param fastFactoryName the name to assign | 
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 | 136 |  * @returns The FastFactory if existent a new Factory if not. | 
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 | 137 |  */ | 
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 | 138 | template<class T> | 
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 | 139 | tFastFactory<T>* tFastFactory<T>::getFastFactory(ClassID classID, const char* fastFactoryName) | 
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 | 140 | { | 
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 | 141 |   tFastFactory<T>* tmpFac = NULL; | 
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 | 142 |   if (FastFactory::getFirst() != NULL) | 
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| [4950] | 143 |     tmpFac = static_cast<tFastFactory<T>*>(FastFactory::getFirst()->searchFastFactory(classID)); | 
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| [4940] | 144 |  | 
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 | 145 |   if (tmpFac != NULL) | 
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 | 146 |     return tmpFac; | 
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 | 147 |   else | 
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 | 148 |     return new tFastFactory<T>(classID, fastFactoryName); | 
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 | 149 | } | 
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 | 150 |  | 
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 | 151 | /** | 
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 | 152 |  * fabricates an Object of Class T, that corresponds to classID. | 
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 | 153 |  */ | 
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 | 154 | template<class T> | 
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 | 155 | void tFastFactory<T>::fabricate() | 
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 | 156 | { | 
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 | 157 |   FastObjectMember* tmpFirstDead = new FastObjectMember; | 
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 | 158 |   tmpFirstDead->objectPointer = new T(); | 
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 | 159 |   tmpFirstDead->next = this->deadList; | 
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 | 160 |   ++this->storedDeadObjects; | 
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 | 161 |  | 
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 | 162 |   this->deadList = tmpFirstDead; | 
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 | 163 | } | 
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 | 164 |  | 
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 | 165 | #endif /* _FAST_FACTORY_H */ | 
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