Renamed CombatInstance to Battle, for clarity

This commit is contained in:
2016-07-11 10:14:07 +10:00
parent 69a13c5ed6
commit 6d8d7963a1
13 changed files with 72 additions and 71 deletions
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/* Copyright: (c) Kayne Ruse 2013-2016
*
* 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 "battle.hpp"
Battle::Battle() {
//
}
Battle::~Battle() {
//
}
void Battle::Update() {
//
}
//accessors and mutators
void Battle::PushCharacter(CharacterData* const characterData) {
//
}
void Battle::PopCharacter(CharacterData* const characterData) {
//
}
void Battle::PushCreature(CreatureData* const creatureData) {
//
}
void Battle::PopCreature(CreatureData* const creatureData) {
//
}
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/* Copyright: (c) Kayne Ruse 2013-2016
*
* 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.
*/
#pragma once
#include "character_data.hpp"
#include "creature_data.hpp"
#include <functional>
class Battle {
public:
Battle();
~Battle();
void Update();
//accessors and mutators
void PushCharacter(CharacterData* const characterData);
void PopCharacter(CharacterData* const characterData);
void PushCreature(CreatureData* const creatureData);
void PopCreature(CreatureData* const creatureData);
private:
std::array<CharacterData*, 8> characterArray;
std::array<CreatureData*, 8> creatureArray;
};
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/* Copyright: (c) Kayne Ruse 2013-2016
*
* 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 "battle_manager.hpp"
BattleManager::BattleManager() {
//EMPTY
}
BattleManager::~BattleManager() {
UnloadAll();
}
//arg: a list of combats to be updated in the clients
void BattleManager::Update() {
for (auto& it : elementMap) {
it.second.Update();
}
}
int BattleManager::Create() {
//implicitly create the new object
elementMap.emplace( std::pair<int, Battle>(counter, Battle()) );
//TODO: do various things like saving to the database
return counter++;
}
//TODO: (1) combat load, save
void BattleManager::Unload(int uid) {
elementMap.erase(uid);
}
void BattleManager::UnloadAll() {
elementMap.clear();
}
void BattleManager::UnloadIf(std::function<bool(std::pair<const int, Battle const&>)> fn) {
std::map<int, Battle>::iterator it = elementMap.begin();
while (it != elementMap.end()) {
if (fn(*it)) {
it = elementMap.erase(it);
}
else {
++it;
}
}
}
Battle* BattleManager::Find(int uid) {
std::map<int, Battle>::iterator it = elementMap.find(uid);
if (it == elementMap.end()) {
return nullptr;
}
return &it->second;
}
int BattleManager::GetLoadedCount() {
return elementMap.size();
}
std::map<int, Battle>* BattleManager::GetContainer() {
return &elementMap;
}
lua_State* BattleManager::SetLuaState(lua_State* L) {
return lua = L;
}
lua_State* BattleManager::GetLuaState() {
return lua;
}
sqlite3* BattleManager::SetDatabase(sqlite3* db) {
return database = db;
}
sqlite3* BattleManager::GetDatabase() {
return database;
}
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/* Copyright: (c) Kayne Ruse 2013-2016
*
* 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.
*/
#pragma once
#include "battle.hpp"
#include "lua.hpp"
#include "sqlite3.h"
#include <algorithm>
#include <map>
class BattleManager {
public:
BattleManager();
~BattleManager();
//common public methods
void Update();
int Create();
void Unload(int uid);
void UnloadAll();
void UnloadIf(std::function<bool(std::pair<const int, Battle const&>)> fn);
//accessors & mutators
Battle* Find(int uid);
int GetLoadedCount();
std::map<int, Battle>* GetContainer();
//hooks
lua_State* SetLuaState(lua_State* L);
lua_State* GetLuaState();
sqlite3* SetDatabase(sqlite3* db);
sqlite3* GetDatabase();
private:
//members
std::map<int, Battle> elementMap;
int counter = 0;
lua_State* lua = nullptr;
sqlite3* database = nullptr;
};
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#config
INCLUDES+=. .. ../characters ../creatures ../entities ../inventory ../../common/gameplay ../../common/utilities
LIBS+=
CXXFLAGS+=-std=c++11 $(addprefix -I,$(INCLUDES))
#source
CXXSRC=$(wildcard *.cpp)
#objects
OBJDIR=obj
OBJ+=$(addprefix $(OBJDIR)/,$(CXXSRC:.cpp=.o))
#output
OUTDIR=..
OUT=$(addprefix $(OUTDIR)/,server.a)
#targets
all: $(OBJ) $(OUT)
ar -crs $(OUT) $(OBJ)
$(OBJ): | $(OBJDIR)
$(OUT): | $(OUTDIR)
$(OBJDIR):
mkdir $(OBJDIR)
$(OUTDIR):
mkdir $(OUTDIR)
$(OBJDIR)/%.o: %.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<