Began refactoring the server (read more)
* deleted the enemy and combat stubs * encapsulated the character and account stubs TODO: * The remaining managers should be singletons
This commit is contained in:
@@ -1,52 +0,0 @@
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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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#ifndef COMBATDATA_HPP_
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#define COMBATDATA_HPP_
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#include "vector2.hpp"
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#include "combat_defines.hpp"
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//gameplay members
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#include "character_data.hpp"
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#include "enemy_data.hpp"
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//std namespace
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#include <chrono>
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#include <array>
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#include <utility>
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struct CombatData {
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typedef std::chrono::steady_clock Clock;
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std::array<CharacterData, COMBAT_MAX_CHARACTERS> characterArray;
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std::array<EnemyData, COMBAT_MAX_ENEMIES> enemyArray;
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//world interaction
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int mapIndex = 0;
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Vector2 origin = {0.0,0.0};
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Vector2 bounds = {0.0,0.0};
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//time interval
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Clock::time_point lastTick = Clock::now();
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};
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#endif
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@@ -1,54 +0,0 @@
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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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@@ -1,51 +0,0 @@
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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
|
||||
* 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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#ifndef COMBATMANAGER_HPP_
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#define COMBATMANAGER_HPP_
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#include "combat_data.hpp"
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#include "lua/lua.hpp"
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#include <map>
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class CombatManager {
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public:
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CombatManager() = default;
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~CombatManager() = default;
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//public access methods
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//TODO
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//accessors and mutators
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CombatData* GetCombat(int uid);
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std::map<int, CombatData>* GetContainer();
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lua_State* SetLuaState(lua_State*);
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lua_State* GetLuaState();
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private:
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std::map<int, CombatData> combatMap;
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lua_State* luaState = nullptr;
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};
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#endif
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@@ -1,37 +0,0 @@
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#config
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INCLUDES+=. ../../common/gameplay ../../common/utilities ../characters ../enemies
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LIBS+=
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CXXFLAGS+=-std=c++11 $(addprefix -I,$(INCLUDES))
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#source
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CXXSRC=$(wildcard *.cpp)
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#objects
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OBJDIR=obj
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OBJ+=$(addprefix $(OBJDIR)/,$(CXXSRC:.cpp=.o))
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#output
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OUTDIR=..
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OUT=$(addprefix $(OUTDIR)/,server.a)
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#targets
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all: $(OBJ) $(OUT)
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ar -crs $(OUT) $(OBJ)
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$(OBJ): | $(OBJDIR)
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$(OUT): | $(OUTDIR)
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$(OBJDIR):
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mkdir $(OBJDIR)
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$(OUTDIR):
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mkdir $(OUTDIR)
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$(OBJDIR)/%.o: %.cpp
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$(CXX) $(CXXFLAGS) -c -o $@ $<
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clean:
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$(RM) *.o *.a *.exe
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rebuild: clean all
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