/* 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. */ #include "room_manager.hpp" //the generator types #include "overworld_generator.hpp" #include "ruins_generator.hpp" #include "towers_generator.hpp" #include "forests_generator.hpp" #include "caves_generator.hpp" #include //------------------------- //public access methods //------------------------- int RoomManager::CreateRoom(MapType mapType) { //create the room RoomData* newRoom = new RoomData(); //set the state if (luaState) { newRoom->pager.SetLuaState(luaState); } //create the generator newRoom->generator = [mapType]() -> BaseGenerator* { switch(mapType) { case MapType::NONE: //use overworld as a default case MapType::OVERWORLD: return new OverworldGenerator(); case MapType::RUINS: return new RuinsGenerator(); case MapType::TOWERS: return new TowersGenerator(); case MapType::FORESTS: return new ForestsGenerator(); case MapType::CAVES: return new CavesGenerator(); } throw(std::runtime_error("Failed to set the room's generator")); }(); //finish the routine roomMap[counter] = newRoom; return counter++; } int RoomManager::UnloadRoom(int uid) { RoomData* room = FindRoom(uid); if (!room) { return -1; } delete room->generator; delete room; roomMap.erase(uid); return 0; } RoomData* RoomManager::GetRoom(int uid) { RoomData* ptr = FindRoom(uid); if (ptr) return ptr; int newIndex = CreateRoom(MapType::NONE); return FindRoom(newIndex); } RoomData* RoomManager::FindRoom(int uid) { std::map::iterator it = roomMap.find(uid); if (it == roomMap.end()) { return nullptr; } return it->second; } int RoomManager::PushRoom(RoomData* room) { roomMap[counter] = room; return counter++; }