[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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[5447] | 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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[4940] | 42 | |
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| 43 | //! A struct, that holds Lists of Objects of a certain type. |
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[4941] | 44 | typedef struct FastObjectMember |
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[4940] | 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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[4980] | 65 | static void deleteAll(); |
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[4940] | 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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[4947] | 79 | inline static FastFactory* getFirst() { return FastFactory::first; }; |
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[4940] | 80 | |
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[4950] | 81 | static FastFactory* searchFastFactory(ClassID classID); |
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| 82 | static FastFactory* searchFastFactory(const char* fastFactoryName); |
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[4947] | 83 | |
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[4950] | 84 | ClassID getStoredID() const { return this->storedClassID; }; |
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| 85 | |
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[4940] | 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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[4947] | 90 | inline void setNext( FastFactory* nextFastFactory) { this->next = nextFastFactory; }; |
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[4940] | 91 | /** @returns the next FastFactory */ |
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[4947] | 92 | FastFactory* getNext() const { return this->next; }; |
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[4940] | 93 | |
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| 94 | /** generates a new Object of the Class T */ |
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[5279] | 95 | virtual void fabricate() = 0; |
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[4940] | 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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[4941] | 113 | |
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| 114 | |
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[4940] | 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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[4950] | 153 | tmpFac = static_cast<tFastFactory<T>*>(FastFactory::getFirst()->searchFastFactory(classID)); |
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[4940] | 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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