96 lines
2.5 KiB
C++
96 lines
2.5 KiB
C++
/* Copyright: (c) Kayne Ruse 2014
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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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//the generator types
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#include "overworld_generator.hpp"
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#include "ruins_generator.hpp"
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#include "towers_generator.hpp"
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#include "forests_generator.hpp"
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#include "caves_generator.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::CreateRoom(MapType mapType) {
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//create the room
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RoomData* newRoom = new RoomData();
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//set the state
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if (luaState) {
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newRoom->pager.SetLuaState(luaState);
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}
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//create the generator
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newRoom->generator = [mapType]() -> BaseGenerator* {
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switch(mapType) {
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case MapType::NONE: //use overworld as a default
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case MapType::OVERWORLD: return new OverworldGenerator();
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case MapType::RUINS: return new RuinsGenerator();
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case MapType::TOWERS: return new TowersGenerator();
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case MapType::FORESTS: return new ForestsGenerator();
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case MapType::CAVES: return new CavesGenerator();
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}
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throw(std::runtime_error("Failed to set the room's generator"));
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}();
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//finish the routine
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roomMap[counter] = newRoom;
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return counter++;
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}
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int RoomManager::UnloadRoom(int uid) {
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RoomData* room = FindRoom(uid);
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if (!room) {
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return -1;
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}
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delete room->generator;
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delete room;
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roomMap.erase(uid);
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return 0;
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}
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RoomData* RoomManager::GetRoom(int uid) {
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RoomData* ptr = FindRoom(uid);
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if (ptr) return ptr;
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int newIndex = CreateRoom(MapType::NONE);
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return FindRoom(newIndex);
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}
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RoomData* RoomManager::FindRoom(int uid) {
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std::map<int, RoomData*>::iterator it = roomMap.find(uid);
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if (it == roomMap.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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int RoomManager::PushRoom(RoomData* room) {
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roomMap[counter] = room;
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return counter++;
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}
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