136 lines
3.4 KiB
C++
136 lines
3.4 KiB
C++
/* Copyright: (c) Kayne Ruse 2013-2015
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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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#include "room_manager.hpp"
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#include "room_api.hpp"
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#include <stdexcept>
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//-------------------------
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//public access methods
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//-------------------------
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int RoomManager::Create(std::string roomName, std::string tileset) {
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//create the room
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RoomData* newRoom = &elementMap[counter]; //implicitly constructs the element
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newRoom->SetName(roomName);
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newRoom->SetTileset(tileset);
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newRoom->pager.SetLuaState(lua);
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newRoom->monsterMgr.SetLuaState(lua);
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newRoom->monsterMgr.SetDatabase(database);
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newRoom->waypointMgr.SetLuaState(lua);
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//finish the routine
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return counter++;
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}
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void RoomManager::UnloadAll() {
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elementMap.clear();
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}
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void RoomManager::UnloadIf(std::function<bool(std::pair<const int, RoomData const&>)> fn) {
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std::map<int, RoomData>::iterator it = elementMap.begin();
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while (it != elementMap.end()) {
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if (fn(*it)) {
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it = elementMap.erase(it);
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}
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else {
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++it;
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}
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}
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}
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void RoomManager::PushCharacter(CharacterData* character) {
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if (!character) {
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throw(std::runtime_error("Failed to push a null character to a room"));
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}
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RoomData* room = Get(character->GetRoomIndex());
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if (!room) {
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throw(std::runtime_error("Failed to push an character to a non-existant room"));
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}
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room->characterList.push_back(character);
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}
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void RoomManager::PopCharacter(CharacterData const* character) {
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//NOTE: to pop an character from a room, the character must first exist
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if (!character) {
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throw(std::runtime_error("Failed to pop a null character to a room"));
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}
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RoomData* room = Get(character->GetRoomIndex());
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if (!room) {
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throw(std::runtime_error("Failed to pop an character to a non-existant room"));
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}
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room->characterList.remove_if([character](CharacterData* ptr) {
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return character == ptr;
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});
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}
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RoomData* RoomManager::Get(int uid) {
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std::map<int, RoomData>::iterator it = elementMap.find(uid);
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if (it == elementMap.end()) {
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return nullptr;
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}
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return &it->second;
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}
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RoomData* RoomManager::Get(std::string name) {
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for (std::map<int, RoomData>::iterator it = elementMap.begin(); it != elementMap.end(); ++it) {
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if (it->second.GetName() == name) {
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return &it->second;
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}
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}
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return nullptr;
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}
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int RoomManager::GetLoadedCount() {
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return elementMap.size();
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}
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std::map<int, RoomData>* RoomManager::GetContainer() {
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return &elementMap;
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}
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lua_State* RoomManager::SetLuaState(lua_State* L) {
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return lua = L;
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}
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lua_State* RoomManager::GetLuaState() {
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return lua;
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}
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sqlite3* RoomManager::SetDatabase(sqlite3* db) {
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return database = db;
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}
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sqlite3* RoomManager::GetDatabase() {
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return database;
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}
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