Ejemplo n.º 1
0
	CGameObject* CFactory::InstantiatePrototype(const string &AProtoName, const string &AName /*= ""*/)
	{
		CXMLNode *xml = GetPrototypeXML(AProtoName);
		if (!xml)
		{
			Log("ERROR", "Can't create prototype instance: no such prototype: '%s'", AProtoName.c_str());
			return NULL;
		}

		CGameObject *result = New<CGameObject>(AName);

		if (AName.empty())
			result->SetName(AProtoName + itos(result->GetID()));

		result->Prototype = true;
		result->Deserialize(xml);

		SetRecursionLimit(AProtoName, from_string<int>(xml->SafeGetAttribute("RecursionLimit", "-1")));

		TraversePrototypeNode(xml, result, result);

		result->FinalizeCreation();

		Log("INFO", "Prototype INSTANTIATED: '%s', instance name: '%s'", AProtoName.c_str(), result->GetName().c_str());

		return result;
	}
Ejemplo n.º 2
0
	void CFactory::TraversePrototypeNode(CXMLNode *ANode, CGameObject *AObject, CGameObject *CurrentProto)
	{
		CGameObject *child;
		string NodeName;
		string ChildName;
		string LocalChildName;

		for (CXMLChildrenList::Iterator it = ANode->Children.Begin(); it != ANode->Children.End(); ++it)
		{
			if ((*it)->GetType() != CXMLNode::XML_NODE_TYPE_NORMAL)
				continue;

			NodeName = (*it)->GetName(); 

			int recursionsLeft = GetRecursionsLeft(NodeName);
			if (recursionsLeft < 1)
			{
				if (recursionsLeft == -1)
					Log("ERROR", "Unlimited recursive reference of prototype '%s'", NodeName.c_str());

				continue;
			}

			IncreaseUsedCount(NodeName);

			ChildName = (*it)->SafeGetAttribute("Name");
			LocalChildName = (*it)->SafeGetAttribute("LocalName");

			child = CreateGameObject(NodeName, ChildName, false);
			if (!child)
			{
				Log("ERROR", "Can't create object of class '%s' from prototype", NodeName.c_str());
				continue;
			}

			CurrentProto->AddLocalName(LocalChildName, child);

			child->Deserialize(*it);
			AObject->Attach(child);

			if (!child->IsPrototype())
				child->FinalizeCreation();

			TraversePrototypeNode(*it, child, CurrentProto);

			DecreaseUsedCount(NodeName);
		}
	}
Ejemplo n.º 3
0
	CGameObject* CFactory::CreateComponent(const string &AClassName, const string &AName /*= ""*/, bool AFinalizeCreation /*= true*/)
	{
		ComponentsContainer::iterator it = Components.find(AClassName);
		if (it == Components.end())
		{
			Log("ERROR", "Can't create component: no such component class: '%s'", AClassName.c_str());
			return NULL;
		}

		CGameObject *result = dynamic_cast<CGameObject *>((this->*(it->second))(AName));

		if (AFinalizeCreation)
			result->FinalizeCreation();

		return result;
	}
Ejemplo n.º 4
0
	CGameObject* CGameObject::CloneTree(const string &ACloneName /*= ""*/, AlreadyClonedContainer *AlreadyCloned /*= NULL*/) const
	{
		CGameObject *result = Clone(ACloneName);

		map<CGameObject *, CGameObject *> *FirstAlreadyCloned = NULL;
		if (!AlreadyCloned)
			AlreadyCloned = FirstAlreadyCloned = new AlreadyClonedContainer;

		CGameObject *obj = NULL;

		for (LNOMType::const_iterator it = LocalNameObjectMapping.begin(); it != LocalNameObjectMapping.end(); ++it)
		{
			obj = it->second->CloneTree("", AlreadyCloned);
			result->LocalNameObjectMapping[it->first] = obj;
			(*AlreadyCloned)[it->second] = obj;
		}


		for (ChildrenConstIterator it = Children.begin(); it != Children.end(); ++it)
		{
			if (AlreadyCloned->count(*it))
				obj = (*AlreadyCloned)[*it];
			else
				obj = (*it)->CloneTree("", AlreadyCloned);

			result->Attach(obj);
		}

		if (IsPrototype())
			result->FinalizeCreation();

		if (FirstAlreadyCloned)
			delete FirstAlreadyCloned;

		return result;
	}