CreatureManager now uses Tuples

This commit is contained in:
2016-04-14 04:19:59 +10:00
parent b74a5aabcd
commit 5d217d7cf9
5 changed files with 44 additions and 6 deletions
+31 -4
View File
@@ -32,12 +32,39 @@ CreatureManager::~CreatureManager() {
}
//arg: a list of creatures to be updated in the clients
void CreatureManager::Update(std::list<std::pair<const int, CreatureData*>>* creatureList) {
int ret;
void CreatureManager::Update(
std::list<std::tuple<const int, CreatureData*, int>>* creatureList,
std::list<CharacterData*>* characterList
)
{
//for each creature
int ret; //0 = no action, ret&1 = update clients, ret&2 = unload during cleanup step
for (auto& it : elementMap) {
ret = it.second.Update(lua);
//normal update
ret = it.second.Update(lua) ? 1 : 0;
//check for collision with a character
BoundingBox creatureBox = it.second.GetRealBounds();
for (auto& it : *characterList) {
if (creatureBox.CheckOverlap(it->GetRealBounds())) {
//this will need updating
ret += 2;
break;
}
}
if (ret) {
creatureList->push_back(std::pair<const int, CreatureData*>(it.first, &it.second));
//push to the return list
creatureList->push_back(std::make_tuple(it.first, &it.second, ret));
}
}
}
void CreatureManager::Cleanup(std::list<std::tuple<const int, CreatureData*, int>>* creatureList) {
//unload the given creature objects
for (auto& it : *creatureList) {
if (std::get<2>(it) & 2) {
// Unload(std::get<0>(it));
}
}
}