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Tortuga/server/rooms/room_manager.cpp
T
2014-06-21 19:02:43 +10:00

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2.5 KiB
C++

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