Moved barrier system into it's own subdirectory
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/* Copyright: (c) Kayne Ruse 2013-2016
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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 "barrier_manager.hpp"
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#include "lua_utilities.hpp"
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BarrierManager::BarrierManager() {
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//EMPTY
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}
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BarrierManager::~BarrierManager() {
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UnloadAll();
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}
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//arg: a list of barriers to be updated in the clients
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void BarrierManager::Update(std::list<std::pair<const int, BarrierData*>>* barrierList, bool updateAll) {
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int ret;
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for (auto& it : elementMap) {
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ret = it.second.Update(lua);
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if (ret || updateAll) {
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barrierList->push_back(std::pair<const int, BarrierData*>(it.first, &it.second));
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}
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}
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}
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int BarrierManager::Create(int instanceIndex) {
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//implicitly create the new object
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elementMap.emplace( std::pair<int, BarrierData>(counter, BarrierData(instanceIndex)) );
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runHook(lua, createRef, &elementMap.find(counter)->second, counter);
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//TODO: do various things like saving to the database
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return counter++;
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}
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//TODO: (1) combat load, save
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void BarrierManager::Unload(int uid) {
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runHook(lua, unloadRef, &elementMap.find(uid)->second, uid);
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elementMap.erase(uid);
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}
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void BarrierManager::UnloadAll() {
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for (std::map<int, BarrierData>::iterator it = elementMap.begin(); it != elementMap.end(); it++) {
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runHook(lua, unloadRef, &it->second, it->first);
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}
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elementMap.clear();
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}
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void BarrierManager::UnloadIf(std::function<bool(std::pair<const int, BarrierData const&>)> fn) {
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std::map<int, BarrierData>::iterator it = elementMap.begin();
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while (it != elementMap.end()) {
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if (fn(*it)) {
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runHook(lua, unloadRef, &it->second, it->first);
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it = elementMap.erase(it);
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}
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else {
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++it;
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}
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}
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}
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BarrierData* BarrierManager::Find(int uid) {
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std::map<int, BarrierData>::iterator it = elementMap.find(uid);
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if (it == elementMap.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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int BarrierManager::GetLoadedCount() {
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return elementMap.size();
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}
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std::map<int, BarrierData>* BarrierManager::GetContainer() {
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return &elementMap;
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}
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lua_State* BarrierManager::SetLuaState(lua_State* L) {
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return lua = L;
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}
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lua_State* BarrierManager::GetLuaState() {
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return lua;
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}
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sqlite3* BarrierManager::SetDatabase(sqlite3* db) {
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return database = db;
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}
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sqlite3* BarrierManager::GetDatabase() {
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return database;
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}
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int BarrierManager::SetCreateReference(int i) {
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return createRef = i;
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}
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int BarrierManager::SetUnloadReference(int i) {
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return unloadRef = i;
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}
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int BarrierManager::GetCreateReference() {
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return createRef;
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}
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int BarrierManager::GetUnloadReference() {
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return unloadRef;
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}
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