/* Copyright: (c) Kayne Ruse 2013-2016 * * 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 "creature_manager.hpp" #include "lua_utilities.hpp" CreatureManager::CreatureManager() { //EMPTY } CreatureManager::~CreatureManager() { UnloadAll(); } //arg: a list of creatures to be updated in the clients void CreatureManager::Update( std::list>* creatureList, std::list* characterList ) { //for each creature int ret; //0 = no action, ret&1 = update clients, ret&2 = unload during cleanup step for (auto& it : elementMap) { //normal update ret = it.second.Update(lua) ? 1 : 0; //check for collision with a character BoundingBox creatureBox = it.second.GetRealBounds(); for (auto& it : *characterList) { if (creatureBox.CheckOverlap(it->GetRealBounds())) { //this will need updating ret += 2; break; } } if (ret) { //push to the return list creatureList->push_back(std::make_tuple(it.first, &it.second, ret)); } } } void CreatureManager::Cleanup(std::list>* creatureList) { //unload the given creature objects for (auto& it : *creatureList) { if (std::get<2>(it) & 2) { // Unload(std::get<0>(it)); } } } int CreatureManager::Create(std::string avatar, int scriptRef) { //implicitly create the new object elementMap.emplace( std::pair(counter, CreatureData(avatar, scriptRef)) ); runHook(lua, createRef, &elementMap.find(counter)->second, counter); //TODO: do various things like saving to the database return counter++; } //TODO: (1) creature load, save void CreatureManager::Unload(int uid) { runHook(lua, unloadRef, &elementMap.find(uid)->second, uid); elementMap.erase(uid); } void CreatureManager::UnloadAll() { for (std::map::iterator it = elementMap.begin(); it != elementMap.end(); it++) { runHook(lua, unloadRef, &it->second, it->first); } elementMap.clear(); } void CreatureManager::UnloadIf(std::function)> fn) { std::map::iterator it = elementMap.begin(); while (it != elementMap.end()) { if (fn(*it)) { runHook(lua, unloadRef, &it->second, it->first); it = elementMap.erase(it); } else { ++it; } } } CreatureData* CreatureManager::Find(int uid) { std::map::iterator it = elementMap.find(uid); if (it == elementMap.end()) { return nullptr; } return &it->second; } int CreatureManager::GetLoadedCount() { return elementMap.size(); } std::map* CreatureManager::GetContainer() { return &elementMap; } lua_State* CreatureManager::SetLuaState(lua_State* L) { return lua = L; } lua_State* CreatureManager::GetLuaState() { return lua; } sqlite3* CreatureManager::SetDatabase(sqlite3* db) { return database = db; } sqlite3* CreatureManager::GetDatabase() { return database; } int CreatureManager::SetCreateReference(int i) { return createRef = i; } int CreatureManager::SetUnloadReference(int i) { return unloadRef = i; } int CreatureManager::GetCreateReference() { return createRef; } int CreatureManager::GetUnloadReference() { return unloadRef; }