94 lines
2.4 KiB
C++
94 lines
2.4 KiB
C++
/* Copyright: (c) Kayne Ruse 2013-2016
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any source
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* distribution.
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*/
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#pragma once
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#include "barrier_manager.hpp"
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#include "character_data.hpp"
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#include "combat_instance_manager.hpp"
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#include "creature_manager.hpp"
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#include "region_pager_lua.hpp"
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#include "trigger_manager.hpp"
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#include "lua.hpp"
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#include "sqlite3.h"
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#include <list>
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#include <string>
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//DOCS: rooms are designed to collate all parts of the game that should be able to interact with each other
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class RoomData {
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public:
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RoomData() = default;
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~RoomData() = default;
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void RunFrame();
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//accessors and mutators
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std::string SetName(std::string);
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std::string GetName();
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std::string SetTileset(std::string);
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std::string GetTileset();
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int SetRoomIndex(int i);
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int GetRoomIndex();
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BarrierManager* GetBarrierMgr();
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std::list<CharacterData*>* GetCharacterList();
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CreatureManager* GetCreatureMgr();
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RegionPagerLua* GetPager();
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TriggerManager* GetTriggerMgr();
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//API interfaces
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lua_State* SetLuaState(lua_State* L);
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lua_State* GetLuaState();
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sqlite3* SetDatabase(sqlite3* db);
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sqlite3* GetDatabase();
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//hooks
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int SetTickReference(int i);
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int GetTickReference();
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//TODO: other triggers like player entry & exit, etc.
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private:
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//metadata
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std::string roomName;
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std::string tilesetName;
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//members
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int roomIndex = 0;
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BarrierManager barrierMgr;
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std::list<CharacterData*> characterList;
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CombatInstanceManager CombatInstanceMgr;
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CreatureManager creatureMgr;
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RegionPagerLua pager;
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TriggerManager triggerMgr;
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//API
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lua_State* lua = nullptr;
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sqlite3* database = nullptr;
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//hooks
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int tickRef = LUA_NOREF;
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};
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