Added some boilerplate

This commit is contained in:
2016-04-03 16:04:41 +10:00
parent 48b9a9b264
commit f23b929f8a
12 changed files with 300 additions and 9 deletions
+78
View File
@@ -21,3 +21,81 @@
*/
#include "combat_instance_manager.hpp"
CombatInstanceManager::CombatInstanceManager() {
//EMPTY
}
CombatInstanceManager::~CombatInstanceManager() {
UnloadAll();
}
//arg: a list of combats to be updated in the clients
void CombatInstanceManager::Update() {
for (auto& it : elementMap) {
it.second.Update();
}
}
int CombatInstanceManager::Create() {
//implicitly create the new object
elementMap.emplace( std::pair<int, CombatInstance>(counter, CombatInstance()) );
//TODO: do various things like saving to the database
return counter++;
}
//TODO: (1) combat load, save
void CombatInstanceManager::Unload(int uid) {
elementMap.erase(uid);
}
void CombatInstanceManager::UnloadAll() {
elementMap.clear();
}
void CombatInstanceManager::UnloadIf(std::function<bool(std::pair<const int, CombatInstance const&>)> fn) {
std::map<int, CombatInstance>::iterator it = elementMap.begin();
while (it != elementMap.end()) {
if (fn(*it)) {
it = elementMap.erase(it);
}
else {
++it;
}
}
}
CombatInstance* CombatInstanceManager::Find(int uid) {
std::map<int, CombatInstance>::iterator it = elementMap.find(uid);
if (it == elementMap.end()) {
return nullptr;
}
return &it->second;
}
int CombatInstanceManager::GetLoadedCount() {
return elementMap.size();
}
std::map<int, CombatInstance>* CombatInstanceManager::GetContainer() {
return &elementMap;
}
lua_State* CombatInstanceManager::SetLuaState(lua_State* L) {
return lua = L;
}
lua_State* CombatInstanceManager::GetLuaState() {
return lua;
}
sqlite3* CombatInstanceManager::SetDatabase(sqlite3* db) {
return database = db;
}
sqlite3* CombatInstanceManager::GetDatabase() {
return database;
}