/* 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 "battle_manager.hpp" BattleManager::BattleManager() { //EMPTY } BattleManager::~BattleManager() { UnloadAll(); } //arg: a list of combats to be updated in the clients void BattleManager::Update() { for (auto& it : elementMap) { it.second.Update(); } } int BattleManager::Create() { //implicitly create the new object elementMap.emplace( std::pair(counter, Battle()) ); //TODO: do various things like saving to the database return counter++; } //TODO: (1) combat load, save void BattleManager::Unload(int uid) { elementMap.erase(uid); } void BattleManager::UnloadAll() { elementMap.clear(); } void BattleManager::UnloadIf(std::function)> fn) { std::map::iterator it = elementMap.begin(); while (it != elementMap.end()) { if (fn(*it)) { it = elementMap.erase(it); } else { ++it; } } } Battle* BattleManager::Find(int uid) { std::map::iterator it = elementMap.find(uid); if (it == elementMap.end()) { return nullptr; } return &it->second; } int BattleManager::GetLoadedCount() { return elementMap.size(); } std::map* BattleManager::GetContainer() { return &elementMap; } lua_State* BattleManager::SetLuaState(lua_State* L) { return lua = L; } lua_State* BattleManager::GetLuaState() { return lua; } sqlite3* BattleManager::SetDatabase(sqlite3* db) { return database = db; } sqlite3* BattleManager::GetDatabase() { return database; }