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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#pragma once
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#include "monster_data.hpp"
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#include "lua.hpp"
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#include "sqlite3.h"
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#include <functional>
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#include <map>
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#include <string>
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class MonsterManager {
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public:
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MonsterManager();
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~MonsterManager();
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//common public methods
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int Create(std::string avatar, int scriptRef);
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void Unload(int uid);
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void UnloadAll();
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void UnloadIf(std::function<bool(std::pair<const int, MonsterData const&>)> fn);
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//accessors & mutators
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MonsterData* Get(int uid);
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int GetLoadedCount();
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std::map<int, MonsterData>* GetContainer();
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//hooks
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lua_State* SetLuaState(lua_State* L);
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lua_State* GetLuaState();
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sqlite3* SetDatabase(sqlite3* db);
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sqlite3* GetDatabase();
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private:
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//members
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std::map<int, MonsterData> elementMap;
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int counter = 0;
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lua_State* lua = nullptr;
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sqlite3* database = nullptr;
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};
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