This repository has been archived on 2026-04-30. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
Tortuga/server/battles/battle_manager.cpp

102 lines
2.4 KiB
C++

/* 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<int, BattleData>(counter, BattleData()) );
//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<bool(std::pair<const int, BattleData const&>)> fn) {
std::map<int, BattleData>::iterator it = elementMap.begin();
while (it != elementMap.end()) {
if (fn(*it)) {
it = elementMap.erase(it);
}
else {
++it;
}
}
}
BattleData* BattleManager::Find(int uid) {
std::map<int, BattleData>::iterator it = elementMap.find(uid);
if (it == elementMap.end()) {
return nullptr;
}
return &it->second;
}
int BattleManager::GetLoadedCount() {
return elementMap.size();
}
std::map<int, BattleData>* 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;
}