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.
This commit is contained in:
Kayne Ruse
2014-06-06 23:08:05 +10:00
parent 5c8572d811
commit 10e857ecd1
6 changed files with 315 additions and 0 deletions
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/* Copyright: (c) Kayne Ruse 2014
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#include "enemy_manager.hpp"
//-------------------------
//public access methods
//-------------------------
//TODO
//-------------------------
//accessors and mutators
//-------------------------
EnemyData* EnemyManager::GetEnemy(int uid) {
std::map<int, EnemyData>::iterator it = enemyMap.find(uid);
if (it == enemyMap.end()) {
return nullptr;
}
return &it->second;
}
std::map<int, EnemyData>* EnemyManager::GetContainer() {
return &enemyMap;
}
lua_State* EnemyManager::SetLuaState(lua_State* L) {
return luaState = L;
}
lua_State* EnemyManager::GetLuaState() {
return luaState;
}