Updated RoomManager and the API

This commit is contained in:
Kayne Ruse
2014-06-21 19:02:43 +10:00
parent a64411a567
commit e19b6fbc23
3 changed files with 66 additions and 27 deletions
+46 -23
View File
@@ -21,37 +21,64 @@
*/ */
#include "room_manager.hpp" #include "room_manager.hpp"
//the generator types
#include "overworld_generator.hpp"
#include "ruins_generator.hpp"
#include "towers_generator.hpp"
#include "forests_generator.hpp"
#include "caves_generator.hpp"
#include <stdexcept> #include <stdexcept>
//------------------------- //-------------------------
//public access methods //public access methods
//------------------------- //-------------------------
RoomData* RoomManager::CreateRoom(int uid) { int RoomManager::CreateRoom(MapType mapType) {
//don't overwrite existing rooms //create the room
std::map<int, RoomData*>::iterator it = roomMap.find(uid); RoomData* newRoom = new RoomData();
if (it != roomMap.end()) {
throw(std::runtime_error("Cannot overwrite an existing room")); //set the state
}
roomMap[uid] = new RoomData();
//TODO: create room in the API
if (luaState) { if (luaState) {
roomMap[uid]->pager.SetLuaState(luaState); newRoom->pager.SetLuaState(luaState);
}
return roomMap[uid];
} }
RoomData* RoomManager::UnloadRoom(int uid) { //create the generator
//TODO: unload room in the API newRoom->generator = [mapType]() -> BaseGenerator* {
delete roomMap[uid]; switch(mapType) {
case MapType::NONE: //use overworld as a default
case MapType::OVERWORLD: return new OverworldGenerator();
case MapType::RUINS: return new RuinsGenerator();
case MapType::TOWERS: return new TowersGenerator();
case MapType::FORESTS: return new ForestsGenerator();
case MapType::CAVES: return new CavesGenerator();
}
throw(std::runtime_error("Failed to set the room's generator"));
}();
//finish the routine
roomMap[counter] = newRoom;
return counter++;
}
int RoomManager::UnloadRoom(int uid) {
RoomData* room = FindRoom(uid);
if (!room) {
return -1;
}
delete room->generator;
delete room;
roomMap.erase(uid); roomMap.erase(uid);
return 0;
} }
RoomData* RoomManager::GetRoom(int uid) { RoomData* RoomManager::GetRoom(int uid) {
RoomData* ptr = FindRoom(uid); RoomData* ptr = FindRoom(uid);
if (ptr) return ptr; if (ptr) return ptr;
ptr = CreateRoom(uid); int newIndex = CreateRoom(MapType::NONE);
return ptr; return FindRoom(newIndex);
} }
RoomData* RoomManager::FindRoom(int uid) { RoomData* RoomManager::FindRoom(int uid) {
@@ -62,11 +89,7 @@ RoomData* RoomManager::FindRoom(int uid) {
return it->second; return it->second;
} }
RoomData* RoomManager::PushRoom(int uid, RoomData* room) { int RoomManager::PushRoom(RoomData* room) {
//unload existing rooms with this index roomMap[counter] = room;
std::map<int, RoomData*>::iterator it = roomMap.find(uid); return counter++;
if (it != roomMap.end()) {
UnloadRoom(uid);
}
roomMap[uid] = room;
} }
+4 -3
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@@ -36,12 +36,12 @@ public:
~RoomManager() = default; ~RoomManager() = default;
//public access methods //public access methods
RoomData* CreateRoom(int uid); int CreateRoom(MapType);
RoomData* UnloadRoom(int uid); int UnloadRoom(int uid);
RoomData* GetRoom(int uid); RoomData* GetRoom(int uid);
RoomData* FindRoom(int uid); RoomData* FindRoom(int uid);
RoomData* PushRoom(int uid, RoomData*); int PushRoom(RoomData*);
//accessors and mutators //accessors and mutators
std::map<int, RoomData*>* GetContainer() { return &roomMap; } std::map<int, RoomData*>* GetContainer() { return &roomMap; }
@@ -52,6 +52,7 @@ public:
private: private:
std::map<int, RoomData*> roomMap; std::map<int, RoomData*> roomMap;
lua_State* luaState = nullptr; lua_State* luaState = nullptr;
int counter = 0;
}; };
#endif #endif
+17 -2
View File
@@ -24,6 +24,8 @@
#include "room_manager.hpp" #include "room_manager.hpp"
#include "room_data.hpp" #include "room_data.hpp"
#include <string>
static int getRoom(lua_State* L) { static int getRoom(lua_State* L) {
//get the room manager //get the room manager
lua_pushstring(L, ROOM_MANAGER_PSEUDOINDEX); lua_pushstring(L, ROOM_MANAGER_PSEUDOINDEX);
@@ -41,9 +43,22 @@ static int createRoom(lua_State* L) {
lua_gettable(L, LUA_REGISTRYINDEX); lua_gettable(L, LUA_REGISTRYINDEX);
RoomManager* roomMgr = reinterpret_cast<RoomManager*>(lua_touserdata(L, -1)); RoomManager* roomMgr = reinterpret_cast<RoomManager*>(lua_touserdata(L, -1));
//TODO: create room //determine the specified room type
MapType mapType = [L]() -> MapType {
if (std::string("overworld") == lua_tostring(L, -2)) return MapType::OVERWORLD;
if (std::string("ruins") == lua_tostring(L, -2)) return MapType::RUINS;
if (std::string("towers") == lua_tostring(L, -2)) return MapType::TOWERS;
if (std::string("forests") == lua_tostring(L, -2)) return MapType::FORESTS;
if (std::string("caves") == lua_tostring(L, -2)) return MapType::CAVES;
return MapType::NONE;
}();
return 0; //create the room
int newIndex = roomMgr->CreateRoom(mapType);
//return the index
lua_pushinteger(L, newIndex);
return 1;
} }
static int unloadRoom(lua_State* L) { static int unloadRoom(lua_State* L) {