/* Copyright: (c) Kayne Ruse 2013-2015 * * This software is provided 'as-is', without any express or implied * warranty. In no event will the authors be held liable for any damages * arising from the use of this software. * * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software * in a product, an acknowledgment in the product documentation would be * appreciated but is not required. * * 2. Altered source versions must be plainly marked as such, and must not be * misrepresented as being the original software. * * 3. This notice may not be removed or altered from any source * distribution. */ #include "room_manager.hpp" #include "room_api.hpp" #include //------------------------- //public access methods //------------------------- int RoomManager::Create(std::string roomName, std::string tileset) { //create the room RoomData* newRoom = &elementMap[counter]; //implicitly constructs the element newRoom->SetName(roomName); newRoom->SetTileset(tileset); newRoom->SetLuaState(lua); newRoom->SetDatabase(database); //get the hook lua_rawgeti(lua, LUA_REGISTRYINDEX, createRef); if(!lua_isnil(lua, -1)) { lua_pushlightuserdata(lua, newRoom); lua_pushinteger(lua, counter); //call the function, 2 arg, 0 return if (lua_pcall(lua, 2, 0, 0) != LUA_OK) { throw(std::runtime_error(std::string() + "Lua error: " + lua_tostring(lua, -1) )); } } //finish the routine return counter++; } void RoomManager::UnloadAll() { //get the hook lua_rawgeti(lua, LUA_REGISTRYINDEX, unloadRef); if(!lua_isnil(lua, -1)) { //pass each room to the hook for (auto& it : elementMap) { lua_pushvalue(lua, -1); //copy the hook lua_pushlightuserdata(lua, &it.second); lua_pushinteger(lua, it.first); //call the function, 2 arg, 0 return if (lua_pcall(lua, 2, 0, 0) != LUA_OK) { throw(std::runtime_error(std::string() + "Lua error: " + lua_tostring(lua, -1) )); } } } //pop the hook or nil lua_pop(lua, 1); elementMap.clear(); } void RoomManager::UnloadIf(std::function)> fn) { //get the hook lua_rawgeti(lua, LUA_REGISTRYINDEX, unloadRef); //get the element std::map::iterator it = elementMap.begin(); //jenky pattern while (it != elementMap.end()) { if (fn(*it)) { if(!lua_isnil(lua, -1)) { lua_pushvalue(lua, -1); //copy the hook lua_pushlightuserdata(lua, &it->second); lua_pushinteger(lua, it->first); //call the function, 2 arg, 0 return if (lua_pcall(lua, 2, 0, 0) != LUA_OK) { throw(std::runtime_error(std::string() + "Lua error: " + lua_tostring(lua, -1) )); } } it = elementMap.erase(it); } else { ++it; } } //pop the hook or nil lua_pop(lua, 1); } void RoomManager::PushCharacter(CharacterData* character) { if (!character) { throw(std::runtime_error("Failed to push a null character to a room")); } RoomData* room = Get(character->GetRoomIndex()); if (!room) { throw(std::runtime_error("Failed to push an character to a non-existant room")); } room->GetCharacterList()->push_back(character); } void RoomManager::PopCharacter(CharacterData const* character) { //NOTE: to pop an character from a room, the character must first exist if (!character) { throw(std::runtime_error("Failed to pop a null character to a room")); } RoomData* room = Get(character->GetRoomIndex()); if (!room) { throw(std::runtime_error("Failed to pop an character to a non-existant room")); } room->GetCharacterList()->remove_if([character](CharacterData* ptr) { return character == ptr; }); } RoomData* RoomManager::Get(int uid) { std::map::iterator it = elementMap.find(uid); if (it == elementMap.end()) { return nullptr; } return &it->second; } RoomData* RoomManager::Get(std::string name) { for (std::map::iterator it = elementMap.begin(); it != elementMap.end(); ++it) { if (it->second.GetName() == name) { return &it->second; } } return nullptr; } int RoomManager::GetLoadedCount() { return elementMap.size(); } std::map* RoomManager::GetContainer() { return &elementMap; } lua_State* RoomManager::SetLuaState(lua_State* L) { lua = L; for (auto& it : elementMap) { it.second.SetLuaState(lua); } return lua; } lua_State* RoomManager::GetLuaState() { return lua; } sqlite3* RoomManager::SetDatabase(sqlite3* db) { database = db; for (auto& it : elementMap) { it.second.SetDatabase(database); } return database; } sqlite3* RoomManager::GetDatabase() { return database; } int RoomManager::SetCreateReference(int i) { return createRef = i; } int RoomManager::SetUnloadReference(int i) { return unloadRef = i; } int RoomManager::GetCreateReference() { return createRef; } int RoomManager::GetUnloadReference() { return unloadRef; }