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Tortuga/server/creatures/creature_manager.cpp
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/* 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 "creature_manager.hpp"
#include "lua_utilities.hpp"
CreatureManager::CreatureManager() {
//EMPTY
}
CreatureManager::~CreatureManager() {
UnloadAll();
}
//arg: a list of creatures to be updated in the clients
void CreatureManager::Update(
std::list<std::tuple<const int, CreatureData*, int>>* creatureList,
std::list<CharacterData*>* characterList
)
{
//for each creature
int ret; //0 = no action, ret&1 = update clients, ret&2 = collision detected
for (auto& it : elementMap) {
//normal update
ret = it.second.Update(lua) ? 1 : 0;
//check for collision with a character
BoundingBox creatureBox = it.second.GetRealBounds();
for (auto& it : *characterList) {
if (creatureBox.CheckOverlap(it->GetRealBounds())) {
//this will need updating
ret |= 2;
break;
}
}
if (ret) {
//push to the return list
creatureList->push_back(std::make_tuple(it.first, &it.second, ret));
}
}
}
void CreatureManager::Cleanup(std::list<std::tuple<const int, CreatureData*, int>>* creatureList) {
//unload the given creature objects
for (auto& it : *creatureList) {
if (std::get<2>(it) & 2) {
Unload(std::get<0>(it));
}
}
}
int CreatureManager::Create(std::string avatar, int scriptRef) {
//implicitly create the new object
elementMap.emplace( std::pair<int, CreatureData>(counter, CreatureData(avatar, scriptRef)) );
runHook(lua, createRef, &elementMap.find(counter)->second, counter);
//TODO: do various things like saving to the database
return counter++;
}
//TODO: (1) creature load, save
void CreatureManager::Unload(int uid) {
runHook(lua, unloadRef, &elementMap.find(uid)->second, uid);
elementMap.erase(uid);
}
void CreatureManager::UnloadAll() {
for (std::map<int, CreatureData>::iterator it = elementMap.begin(); it != elementMap.end(); it++) {
runHook(lua, unloadRef, &it->second, it->first);
}
elementMap.clear();
}
void CreatureManager::UnloadIf(std::function<bool(std::pair<const int, CreatureData const&>)> fn) {
std::map<int, CreatureData>::iterator it = elementMap.begin();
while (it != elementMap.end()) {
if (fn(*it)) {
runHook(lua, unloadRef, &it->second, it->first);
it = elementMap.erase(it);
}
else {
++it;
}
}
}
CreatureData* CreatureManager::Find(int uid) {
std::map<int, CreatureData>::iterator it = elementMap.find(uid);
if (it == elementMap.end()) {
return nullptr;
}
return &it->second;
}
int CreatureManager::GetLoadedCount() {
return elementMap.size();
}
std::map<int, CreatureData>* CreatureManager::GetContainer() {
return &elementMap;
}
lua_State* CreatureManager::SetLuaState(lua_State* L) {
return lua = L;
}
lua_State* CreatureManager::GetLuaState() {
return lua;
}
sqlite3* CreatureManager::SetDatabase(sqlite3* db) {
return database = db;
}
sqlite3* CreatureManager::GetDatabase() {
return database;
}
int CreatureManager::SetCreateReference(int i) {
return createRef = i;
}
int CreatureManager::SetUnloadReference(int i) {
return unloadRef = i;
}
int CreatureManager::GetCreateReference() {
return createRef;
}
int CreatureManager::GetUnloadReference() {
return unloadRef;
}