Added empty managers for CombatData, RoomData and EnemyData
These are just placeholders for now, but I'll flesh them out later. I should note that the server's managers all build cleanly.
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/* Copyright: (c) Kayne Ruse 2014
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any source
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* distribution.
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*/
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#include "combat_manager.hpp"
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//-------------------------
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//public access methods
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//-------------------------
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//TODO
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//-------------------------
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//accessors and mutators
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//-------------------------
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CombatData* CombatManager::GetCombat(int uid) {
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std::map<int, CombatData>::iterator it = combatMap.find(uid);
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if (it == combatMap.end()) {
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return nullptr;
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}
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return &it->second;
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}
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std::map<int, CombatData>* CombatManager::GetContainer() {
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return &combatMap;
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}
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lua_State* CombatManager::SetLuaState(lua_State* L) {
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return luaState = L;
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}
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lua_State* CombatManager::GetLuaState() {
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return luaState;
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}
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