Example #1
0
    void add_known_factories ()
    {
        // This is part of the ripple_app module since it has dependencies
        //addFactory (make_SqliteFactory ());

        add_factory (make_LevelDBFactory ());

        add_factory (make_MemoryFactory ());
        add_factory (make_NullFactory ());

    #if RIPPLE_HYPERLEVELDB_AVAILABLE
        add_factory (make_HyperDBFactory ());
    #endif

    #if RIPPLE_ROCKSDB_AVAILABLE
        add_factory (make_RocksDBFactory ());
    #endif
    }
Example #2
0
void
ObjectFactory::init_factories()
{
  // badguys
  add_factory<AngryStone>("angrystone");
  add_factory<BouncingSnowball>("bouncingsnowball");
  add_factory<CaptainSnowball>("captainsnowball");
  add_factory<Crystallo>("crystallo");
  add_factory<Dart>("dart");
  add_factory<DartTrap>("darttrap");
  add_factory<Dispenser>("dispenser");
  add_factory<Fish>("fish");
  add_factory<Flame>("flame");
  add_factory<FlyingSnowBall>("flyingsnowball");
  add_factory<Ghostflame>("ghostflame");
  add_factory<GhostTree>("ghosttree");
  add_factory<GoldBomb>("goldbomb");
  add_factory<Haywire>("haywire");
  add_factory<Iceflame>("iceflame");
  add_factory<Igel>("igel");
  add_factory<Jumpy>("jumpy");
  add_factory<KamikazeSnowball>("kamikazesnowball");
  add_factory<Kugelblitz>("kugelblitz");
  add_factory<LiveFire>("livefire");
  add_factory<LiveFireAsleep>("livefire_asleep");
  add_factory<LiveFireDormant>("livefire_dormant");
  add_factory<Mole>("mole");
  add_factory<MoleRock>("mole_rock");
  add_factory<MrBomb>("mrbomb");
  add_factory<MrCandle>("mrcandle");
  add_factory<MrIceBlock>("mriceblock");
  add_factory<MrTree>("mrtree");
  add_factory<Owl>("owl");
  add_factory<Plant>("plant");
  add_factory<PoisonIvy>("poisonivy");
  add_factory<ShortFuse>("short_fuse");
  add_factory<SSpiky>("sspiky");
  add_factory<SkyDive>("skydive");
  add_factory<SkullyHop>("skullyhop");
  add_factory<SmartBall>("smartball");
  add_factory<SmartBlock>("smartblock");
  add_factory<Snail>("snail");
  add_factory<SnowBall>("snowball");
  add_factory<Snowman>("snowman");
  add_factory<SpiderMite>("spidermite");
  add_factory<Spiky>("spiky");
  add_factory<Stalactite>("stalactite");
  add_factory<Stumpy>("stumpy");
  add_factory<Toad>("toad");
  add_factory<Totem>("totem");
  add_factory<WalkingLeaf>("walkingleaf");
  add_factory<WillOWisp>("willowisp");
  add_factory<Yeti>("yeti");
  add_factory<YetiStalactite>("yeti_stalactite");
  add_factory<Zeekling>("zeekling");

  // other objects
  add_factory<AmbientSound>("ambient_sound");
  add_factory<Background>("background");
  add_factory<BicyclePlatform>("bicycle-platform");
  add_factory<BonusBlock>("bonusblock");
  add_factory<Brick>("brick");
  add_factory<Candle>("candle");
  add_factory<Coin>("coin");
  add_factory<Decal>("decal");
  add_factory<Explosion>("explosion");
  add_factory<Firefly>("firefly");
  add_factory<Gradient>("gradient");
  add_factory<HeavyCoin>("heavycoin");
  add_factory<HurtingPlatform>("hurting_platform");
  add_factory<IceCrusher>("icecrusher");
  add_factory<InfoBlock>("infoblock");
  add_factory<InvisibleBlock>("invisible_block");
  add_factory<InvisibleWall>("invisible_wall");
  add_factory<Ispy>("ispy");
  add_factory<Lantern>("lantern");
  add_factory<LevelTime>("leveltime");
  add_factory<MagicBlock>("magicblock");
  add_factory<Platform>("platform");
  add_factory<PneumaticPlatform>("pneumatic-platform");
  add_factory<PowerUp>("powerup");
  add_factory<PushButton>("pushbutton");
  add_factory<Rock>("rock");
  add_factory<ScriptedObject>("scriptedobject");
  add_factory<SkullTile>("skull_tile");
  add_factory<Spotlight>("spotlight");
  add_factory<Thunderstorm>("thunderstorm");
  add_factory<Torch>("torch");
  add_factory<Trampoline>("trampoline");
  add_factory<RustyTrampoline>("rustytrampoline");
  add_factory<UnstableTile>("unstable_tile");
  add_factory<WeakBlock>("weak_block");
  add_factory<Wind>("wind");

  // trigger
  add_factory<Climbable>("climbable");
  add_factory<Door>("door");
  add_factory<ScriptTrigger>("scripttrigger");
  add_factory<SecretAreaTrigger>("secretarea");
  add_factory<SequenceTrigger>("sequencetrigger");
  add_factory<Switch>("switch");

  add_factory("tilemap", [](const ReaderMapping& reader) {
      auto tileset = TileManager::current()->get_tileset(Level::current()->get_tileset());
      return std::make_shared<TileMap>(tileset, reader);
    });
}