Renamed monster files to creatures
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/* Copyright: (c) Kayne Ruse 2013-2015
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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 "monster_manager.hpp"
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MonsterManager::MonsterManager() {
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//EMPTY
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}
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MonsterManager::~MonsterManager() {
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UnloadAll();
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}
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int MonsterManager::Create(std::string avatar, int scriptRef) {
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//implicitly create the new
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elementMap.emplace(counter, MonsterData(avatar, scriptRef));
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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) monster load, save
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void MonsterManager::Unload(int uid) {
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elementMap.erase(uid);
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}
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void MonsterManager::UnloadAll() {
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elementMap.clear();
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}
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void MonsterManager::UnloadIf(std::function<bool(std::pair<const int, MonsterData const&>)> fn) {
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std::map<int, MonsterData>::iterator it = elementMap.begin();
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while (it != elementMap.end()) {
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if (fn(*it)) {
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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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MonsterData* MonsterManager::Get(int uid) {
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std::map<int, MonsterData>::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 MonsterManager::GetLoadedCount() {
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return elementMap.size();
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}
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std::map<int, MonsterData>* MonsterManager::GetContainer() {
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return &elementMap;
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}
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lua_State* MonsterManager::SetLuaState(lua_State* L) {
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return lua = L;
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}
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lua_State* MonsterManager::GetLuaState() {
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return lua;
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}
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sqlite3* MonsterManager::SetDatabase(sqlite3* db) {
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return database = db;
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}
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sqlite3* MonsterManager::GetDatabase() {
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return database;
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}
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