/* 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. */ #pragma once #include "barrier_manager.hpp" #include "character_data.hpp" #include "combat_instance_manager.hpp" #include "creature_manager.hpp" #include "region_pager_lua.hpp" #include "trigger_manager.hpp" #include "lua.hpp" #include "sqlite3.h" #include #include //DOCS: rooms are designed to collate all parts of the game that should be able to interact with each other class RoomData { public: RoomData() = default; ~RoomData() = default; void RunFrame(); //accessors and mutators std::string SetName(std::string); std::string GetName(); std::string SetTileset(std::string); std::string GetTileset(); int SetRoomIndex(int i); int GetRoomIndex(); BarrierManager* GetBarrierMgr(); std::list* GetCharacterList(); CreatureManager* GetCreatureMgr(); RegionPagerLua* GetPager(); TriggerManager* GetTriggerMgr(); //API interfaces lua_State* SetLuaState(lua_State* L); lua_State* GetLuaState(); sqlite3* SetDatabase(sqlite3* db); sqlite3* GetDatabase(); //hooks int SetTickReference(int i); int GetTickReference(); //TODO: other triggers like player entry & exit, etc. std::string SetTag(std::string key, std::string value); std::string GetTag(std::string key); private: //metadata std::string roomName; std::string tilesetName; //members int roomIndex = 0; BarrierManager barrierMgr; std::list characterList; CombatInstanceManager combatInstanceMgr; CreatureManager creatureMgr; RegionPagerLua pager; TriggerManager triggerMgr; //API lua_State* lua = nullptr; sqlite3* database = nullptr; //hooks int tickRef = LUA_NOREF; std::map tags; };