| 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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| 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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| 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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| 28 | * Creates a FastFactory to a Createable FastFactory. | 
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| 29 | */ | 
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| 30 | #define CREATE_FAST_FACTORY(CLASS_NAME, CLASS_ID) \ | 
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| 31 | FastFactory* global_##CLASS_NAME##_FastFactory = tFastFactory<CLASS_NAME>::getFastFactory(CLASS_ID, #CLASS_NAME) | 
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| 32 | /** | 
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| 33 | * Creates a FastFactory for a Class' static function named ClassName::fastFactory. | 
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| 34 | * @param CLASS_NAME the name of the Class to create the fast-factory for. | 
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| 35 | * @param CLASS_ID the ID of the class to create the fast-factory for @see "class_id.h" | 
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| 36 | * | 
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| 37 | * notice, that the Class to be called, must implement: | 
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| 38 | * static FastFactory*         fastFactory; | 
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| 39 | */ | 
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| 40 | #define CREATE_FAST_FACTORY_STATIC(CLASS_NAME, CLASS_ID) \ | 
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| 41 | FastFactory* CLASS_NAME::fastFactory = tFastFactory<CLASS_NAME>::getFastFactory(CLASS_ID, #CLASS_NAME) | 
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| 42 |  | 
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| 43 | //! A struct, that holds Lists of Objects of a certain type. | 
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| 44 | typedef struct FastObjectMember | 
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| 45 | { | 
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| 46 | BaseObject*          objectPointer;      //!< Pointer to the Object Stored in this Class (if it is the DeadList, else it is bork) | 
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| 47 |  | 
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| 48 | 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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| 49 | }; | 
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| 50 |  | 
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| 51 | //! The FastFactory is a fast loadable object creator, and Dynamic List of dead object handler. | 
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| 52 | /** | 
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| 53 | * The ObjectManager (FastFactory) is designed, to automatically generate and remove | 
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| 54 | * (without to much overhead) many instances of different classes. | 
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| 55 | * | 
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| 56 | * FastFactory is needed to glue all the tFastFactories together. | 
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| 57 | * It is also the general class that implements the necessary functions | 
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| 58 | * to generate, resurrect kill and stuff... | 
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| 59 | */ | 
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| 60 | class FastFactory : public BaseObject | 
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| 61 | { | 
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| 62 |  | 
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| 63 | public: | 
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| 64 | virtual ~FastFactory (); | 
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| 65 | static void deleteAll(); | 
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| 66 |  | 
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| 67 | // functions to push and pop elements of this class | 
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| 68 | BaseObject* resurrect(); | 
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| 69 | static BaseObject* resurrect(ClassID classID); | 
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| 70 | void kill(BaseObject* object); | 
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| 71 | static void kill(BaseObject* object, bool searchForFastFactory); | 
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| 72 |  | 
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| 73 | void prepare(unsigned int count); | 
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| 74 |  | 
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| 75 | static void flushAll(bool hardFLUSH = false); | 
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| 76 | void flush(bool hardFLUSH = false); | 
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| 77 |  | 
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| 78 | /** @returns the first FastFactory */ | 
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| 79 | inline static FastFactory* getFirst() { return FastFactory::first; }; | 
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| 80 |  | 
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| 81 | static FastFactory* searchFastFactory(ClassID classID); | 
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| 82 | static FastFactory* searchFastFactory(const char* fastFactoryName); | 
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| 83 |  | 
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| 84 | ClassID getStoredID() const { return this->storedClassID; }; | 
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| 85 |  | 
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| 86 | protected: | 
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| 87 | FastFactory (ClassID classID, const char* fastFactoryName = NULL); | 
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| 88 |  | 
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| 89 | /** sets the Next factory in the list @param nextFactory the next factory */ | 
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| 90 | inline void setNext( FastFactory* nextFastFactory) { this->next = nextFastFactory; }; | 
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| 91 | /** @returns the next FastFactory */ | 
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| 92 | FastFactory* getNext() const { return this->next; }; | 
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| 93 |  | 
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| 94 | /** generates a new Object of the Class T */ | 
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| 95 | virtual void fabricate() = 0; | 
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| 96 |  | 
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| 97 | private: | 
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| 98 | static void registerFastFactory(FastFactory* fastFactory); | 
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| 99 |  | 
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| 100 | protected: | 
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| 101 | ClassID               storedClassID;        //!< The classID of the specified class. | 
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| 102 | unsigned int          storedDeadObjects;    //!< How many dead objects are stored in this class | 
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| 103 |  | 
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| 104 | FastObjectMember*     deadList;             //!< A List of all stored dead Objects of this class. | 
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| 105 | FastObjectMember*     unusedContainers;     //!< This is a List of unused containers, that will be reused by kill. | 
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| 106 |  | 
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| 107 | private: | 
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| 108 | static FastFactory*   first;                //!< A pointer to the first FastFactory. | 
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| 109 |  | 
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| 110 | FastFactory*          next;                 //!< pointer to the next FastFactory. | 
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| 111 | }; | 
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| 112 |  | 
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| 113 |  | 
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| 114 |  | 
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| 115 | /** | 
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| 116 | *  a FastFactory that is able to load any kind of Object from a ClassID | 
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| 117 | * (this is a Functor) | 
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| 118 | */ | 
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| 119 | template<class T> | 
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| 120 | class tFastFactory : public FastFactory | 
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| 121 | { | 
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| 122 | public: | 
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| 123 | static tFastFactory<T>* getFastFactory(ClassID classID, const char* fastFactoryName = NULL); | 
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| 124 |  | 
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| 125 | private: | 
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| 126 | tFastFactory(ClassID classID, const char* fastFactoryName); | 
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| 127 |  | 
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| 128 | virtual void fabricate(); | 
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| 129 | }; | 
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| 130 |  | 
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| 131 | /** | 
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| 132 | * construnts a FastFactory with | 
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| 133 | * @param fastFactoryName the name of the FastFactory | 
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| 134 | * @param fastFactory the ID of the class | 
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| 135 | * @todo (can this be written in another form??) | 
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| 136 | */ | 
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| 137 | template<class T> | 
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| 138 | tFastFactory<T>::tFastFactory(ClassID classID, const char* fastFactoryName) | 
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| 139 | : FastFactory(classID, fastFactoryName) | 
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| 140 | {} | 
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| 141 |  | 
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| 142 | /** | 
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| 143 | * creates (if not existent) a Factory of Class T, and assigns some values to it | 
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| 144 | * @param classID the ClassID to assign to this class | 
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| 145 | * @param fastFactoryName the name to assign | 
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| 146 | * @returns The FastFactory if existent a new Factory if not. | 
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| 147 | */ | 
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| 148 | template<class T> | 
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| 149 | tFastFactory<T>* tFastFactory<T>::getFastFactory(ClassID classID, const char* fastFactoryName) | 
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| 150 | { | 
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| 151 | tFastFactory<T>* tmpFac = NULL; | 
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| 152 | if (FastFactory::getFirst() != NULL) | 
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| 153 | tmpFac = static_cast<tFastFactory<T>*>(FastFactory::getFirst()->searchFastFactory(classID)); | 
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| 154 |  | 
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| 155 | if (tmpFac != NULL) | 
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| 156 | return tmpFac; | 
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| 157 | else | 
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| 158 | return new tFastFactory<T>(classID, fastFactoryName); | 
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| 159 | } | 
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| 160 |  | 
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| 161 | /** | 
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| 162 | * fabricates an Object of Class T, that corresponds to classID. | 
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| 163 | */ | 
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| 164 | template<class T> | 
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| 165 | void tFastFactory<T>::fabricate() | 
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| 166 | { | 
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| 167 | FastObjectMember* tmpFirstDead = new FastObjectMember; | 
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| 168 | tmpFirstDead->objectPointer = new T(); | 
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| 169 | tmpFirstDead->next = this->deadList; | 
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| 170 | ++this->storedDeadObjects; | 
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| 171 |  | 
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| 172 | this->deadList = tmpFirstDead; | 
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| 173 | } | 
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| 174 |  | 
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| 175 | #endif /* _FAST_FACTORY_H */ | 
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