]> jfr.im git - irc/gameservirc.git/blame - gameserv-2.0/libgameservgldl/include/GameServ/GameLayer/ForestGL.h
I implemented a mock forest driver and found a problem in using the singleton design...
[irc/gameservirc.git] / gameserv-2.0 / libgameservgldl / include / GameServ / GameLayer / ForestGL.h
CommitLineData
fd2ef47d 1#ifndef __GS__FORESTGL_H__\r
2#define __GS__FORESTGL_H__\r
3\r
4#include <GameServ/DataLayer/IMonsterDAO.h>\r
5using GameServ::DataLayer::DataAccessObjects::IMonsterDAO;\r
6#include <GameServ/DataLayer/ILevelDAO.h>\r
7using GameServ::DataLayer::DataAccessObjects::ILevelDAO;\r
8\r
9#include <GameServ/GameLayer/GameObjects/PlayerGO.h>\r
10#include <GameServ/GameLayer/GameObjects/MonsterGO.h>\r
11using GameServ::GameLayer::GameObjects::PlayerGO;\r
12using GameServ::GameLayer::GameObjects::MonsterGO;\r
13\r
14\r
15#include <boost/smart_ptr/shared_ptr.hpp>\r
16using boost::shared_ptr;\r
17\r
18#include <string>\r
19using std::string;\r
20\r
21namespace GameServ { namespace GameLayer {\r
22\r
23class ForestGL\r
24{\r
25public:\r
26 ForestGL();\r
27 ~ForestGL();\r
28 \r
29 shared_ptr<MonsterGO> GetRandomMonsterForPlayer(shared_ptr<PlayerGO> spPlayer);\r
30\r
31private:\r
32 void Initialize();\r
33 shared_ptr<IMonsterDAO> mspMonsterDAO;\r
34 shared_ptr<ILevelDAO> mspLevelDAO;\r
35};\r
36\r
37}}\r
38\r
39#endif