// This file may be redistributed and modified only under the terms of
// the GNU Lesser General Public License (See COPYING for details).
// Copyright 2000-2001 Aloril.
// Copyright 2001-2005 Alistair Riddoch.
// Automatically generated using gen_cpp.py.
#include <Atlas/Objects/objectFactory.h>
#include <Atlas/Objects/Entity.h>
#include <Atlas/Objects/Anonymous.h>
#include <Atlas/Objects/Operation.h>
#include <Atlas/Objects/Generic.h>
namespace Atlas { namespace Objects {
int enumMax = 42;
using Atlas::Message::Element;
using Atlas::Message::ListType;
using Atlas::Message::MapType;
NoSuchFactoryException::~NoSuchFactoryException() throw ()
{
}
SmartPtr<RootData> generic_factory(const std::string & name, int no)
{
Operation::Generic obj;
obj->setType(name, no);
return obj;
}
SmartPtr<RootData> anonymous_factory(const std::string & name, int no)
{
Entity::Anonymous obj;
obj->setType(name, no);
return obj;
}
std::map<const std::string, Root> objectDefinitions;
class AddFactories {
public:
AddFactories();
} addThemHere;
AddFactories::AddFactories()
{
Factories * objectFactory = Factories::instance();
objectFactory->addFactory("root", &factory<RootData>, ROOT_NO);
objectFactory->addFactory("root_entity", &factory<Entity::RootEntityData>, Entity::ROOT_ENTITY_NO);
objectFactory->addFactory("admin_entity", &factory<Entity::AdminEntityData>, Entity::ADMIN_ENTITY_NO);
objectFactory->addFactory("account", &factory<Entity::AccountData>, Entity::ACCOUNT_NO);
objectFactory->addFactory("player", &factory<Entity::PlayerData>, Entity::PLAYER_NO);
objectFactory->addFactory("admin", &factory<Entity::AdminData>, Entity::ADMIN_NO);
objectFactory->addFactory("game", &factory<Entity::GameData>, Entity::GAME_NO);
objectFactory->addFactory("game_entity", &factory<Entity::GameEntityData>, Entity::GAME_ENTITY_NO);
objectFactory->addFactory("root_operation", &factory<Operation::RootOperationData>, Operation::ROOT_OPERATION_NO);
objectFactory->addFactory("action", &factory<Operation::ActionData>, Operation::ACTION_NO);
objectFactory->addFactory("create", &factory<Operation::CreateData>, Operation::CREATE_NO);
objectFactory->addFactory("combine", &factory<Operation::CombineData>, Operation::COMBINE_NO);
objectFactory->addFactory("divide", &factory<Operation::DivideData>, Operation::DIVIDE_NO);
objectFactory->addFactory("communicate", &factory<Operation::CommunicateData>, Operation::COMMUNICATE_NO);
objectFactory->addFactory("talk", &factory<Operation::TalkData>, Operation::TALK_NO);
objectFactory->addFactory("delete", &factory<Operation::DeleteData>, Operation::DELETE_NO);
objectFactory->addFactory("set", &factory<Operation::SetData>, Operation::SET_NO);
objectFactory->addFactory("affect", &factory<Operation::AffectData>, Operation::AFFECT_NO);
objectFactory->addFactory("move", &factory<Operation::MoveData>, Operation::MOVE_NO);
objectFactory->addFactory("wield", &factory<Operation::WieldData>, Operation::WIELD_NO);
objectFactory->addFactory("get", &factory<Operation::GetData>, Operation::GET_NO);
objectFactory->addFactory("perceive", &factory<Operation::PerceiveData>, Operation::PERCEIVE_NO);
objectFactory->addFactory("look", &factory<Operation::LookData>, Operation::LOOK_NO);
objectFactory->addFactory("listen", &factory<Operation::ListenData>, Operation::LISTEN_NO);
objectFactory->addFactory("sniff", &factory<Operation::SniffData>, Operation::SNIFF_NO);
objectFactory->addFactory("touch", &factory<Operation::TouchData>, Operation::TOUCH_NO);
objectFactory->addFactory("login", &factory<Operation::LoginData>, Operation::LOGIN_NO);
objectFactory->addFactory("logout", &factory<Operation::LogoutData>, Operation::LOGOUT_NO);
objectFactory->addFactory("imaginary", &factory<Operation::ImaginaryData>, Operation::IMAGINARY_NO);
objectFactory->addFactory("use", &factory<Operation::UseData>, Operation::USE_NO);
objectFactory->addFactory("info", &factory<Operation::InfoData>, Operation::INFO_NO);
objectFactory->addFactory("perception", &factory<Operation::PerceptionData>, Operation::PERCEPTION_NO);
objectFactory->addFactory("sight", &factory<Operation::SightData>, Operation::SIGHT_NO);
objectFactory->addFactory("appearance", &factory<Operation::AppearanceData>, Operation::APPEARANCE_NO);
objectFactory->addFactory("disappearance", &factory<Operation::DisappearanceData>, Operation::DISAPPEARANCE_NO);
objectFactory->addFactory("sound", &factory<Operation::SoundData>, Operation::SOUND_NO);
objectFactory->addFactory("smell", &factory<Operation::SmellData>, Operation::SMELL_NO);
objectFactory->addFactory("feel", &factory<Operation::FeelData>, Operation::FEEL_NO);
objectFactory->addFactory("error", &factory<Operation::ErrorData>, Operation::ERROR_NO);
objectFactory->addFactory("anonymous", &factory<Entity::AnonymousData>, Entity::ANONYMOUS_NO);
objectFactory->addFactory("generic", &factory<Operation::GenericData>, Operation::GENERIC_NO);
}
Factories::Factories()
{
}
Factories::Factories(const Factories & other) : m_factories(other.m_factories)
{
}
bool Factories::hasFactory(const std::string& name)
{
FactoryMap::const_iterator I = m_factories.find(name);
return I != m_factories.end();
}
Root Factories::createObject(const std::string& name)
{
FactoryMap::const_iterator I = m_factories.find(name);
if (I == m_factories.end()) {
return Root(0);
} else {
return (*I).second.first(name, (*I).second.second);
}
}
Root Factories::createObject(const MapType & msg_map)
{
Root obj(0);
// is this instance of entity or operation?
MapType::const_iterator I = msg_map.find(Atlas::Objects::OBJTYPE_ATTR);
MapType::const_iterator Iend = msg_map.end();
bool is_instance = false;
if(I != Iend && I->second.isString()) {
const std::string & objtype = I->second.String();
if(objtype == "op" || objtype == "obj" || objtype == "object") {
// get parent
I = msg_map.find(Atlas::Objects::PARENTS_ATTR);
if(I != Iend && I->second.isList()) {
const ListType & parents_lst = I->second.List();
if(parents_lst.size()>=1 && parents_lst.front().isString()) {
const std::string & parent = parents_lst.front().String();
// objtype and parent ok, try to create it:
FactoryMap::const_iterator I = m_factories.find(parent);
if (I != m_factories.end()) {
obj = I->second.first(parent, I->second.second);
} else {
if (objtype == "op") {
obj = Atlas::Objects::Operation::Generic();
} else {
obj = Atlas::Objects::Entity::Anonymous();
}
}
is_instance = true;
// FIXME We might want to do something different here.
} // parent list ok?
} // has parent attr?
} // has known objtype
} // has objtype attr
if (!is_instance) {
// Should we really use factory? Why not just instantiate by hand?
obj = Atlas::Objects::Entity::Anonymous();
} // not instance
for (I = msg_map.begin(); I != Iend; I++) {
obj->setAttr(I->first, I->second);
}
return obj;
}
std::list<std::string> Factories::getKeys()
{
std::list<std::string> keys;
for (FactoryMap::const_iterator I = m_factories.begin();
I != m_factories.end(); I++) {
keys.push_back(I->first);
}
return keys;
}
void Factories::addFactory(const std::string& name, FactoryMethod method, int classno)
{
m_factories[name] = std::make_pair(method, classno);
}
int Factories::addFactory(const std::string& name, FactoryMethod method)
{
int classno = ++enumMax;
m_factories[name] = std::make_pair(method, classno);
return classno;
}
Factories * Factories::instance()
{
if (m_instance == 0) {
m_instance = new Factories;
}
return m_instance;
}
Factories * Factories::m_instance = 0;
} } // namespace Atlas::Objects
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