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Tortuga/server/triggers/trigger_manager.cpp
T
Kayne Ruse edcb6f05ce Implemented trigger creation & deletion via lua
Triggers now have handles for simple understanding, but there's nothing
preventing multiple triggers from sharing the same name.
2015-03-02 01:00:58 +11:00

97 lines
2.4 KiB
C++

/* Copyright: (c) Kayne Ruse 2013-2015
*
* 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 "trigger_manager.hpp"
TriggerManager::TriggerManager() {
//EMPTY
}
TriggerManager::~TriggerManager() {
UnloadAll();
}
int TriggerManager::Create(std::string handle, Vector2 origin, BoundingBox bounds) {
//implicitly creates the element
TriggerData& triggerData = elementMap[counter];
triggerData.SetHandle(handle);
triggerData.SetOrigin(origin);
triggerData.SetBoundingBox(bounds);
return counter++;
}
void TriggerManager::Unload(int uid) {
elementMap.erase(uid);
}
void TriggerManager::UnloadAll() {
elementMap.clear();
}
void TriggerManager::UnloadIf(std::function<bool(std::pair<const int, TriggerData const&>)> fn) {
std::map<int, TriggerData>::iterator it = elementMap.begin();
while (it != elementMap.end()) {
if (fn(*it)) {
it = elementMap.erase(it);
}
else {
++it;
}
}
}
TriggerData* TriggerManager::Get(int uid) {
std::map<int, TriggerData>::iterator it = elementMap.find(uid);
if (it == elementMap.end()) {
return nullptr;
}
return &it->second;
}
TriggerData* TriggerManager::Get(std::string handle) {
for (std::map<int, TriggerData>::iterator it = elementMap.begin(); it != elementMap.end(); ++it) {
if (it->second.GetHandle() == handle) {
return &it->second;
}
}
return nullptr;
}
int TriggerManager::GetLoadedCount() {
return elementMap.size();
}
std::map<int, TriggerData>* TriggerManager::GetContainer() {
return &elementMap;
}
//hooks
lua_State* TriggerManager::SetLuaState(lua_State* L) {
return lua = L;
}
lua_State* TriggerManager::GetLuaState() {
return lua;
}