/* Copyright: (c) Kayne Ruse 2014 * * 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. */ #ifndef PLAYERMANAGER_HPP_ #define PLAYERMANAGER_HPP_ #include "vector2.hpp" #include #include struct PlayerEntry { int clientIndex; int mapIndex; Vector2 position; Vector2 motion; }; class PlayerManager { public: //These functions interact with the database //*Deletion, *Load and *Unload returns: 0 success, -1 failure //*Creation returns the uniqueID, but doesn't load // that object; call *Load directly afterward int HandlePlayerCreation (std::string name, std::string avatar); int HandlePlayerDeletion (int uniqueID); int HandlePlayerLoad (int uniqueID, int clientIndex); int HandlePlayerUnload (int uniqueID); //basic accessor PlayerEntry* GetPlayer (int uniqueID); //update each player's position void Update(double delta); private: std::map playerMap; //database connection here }; #endif