]> jfr.im git - irc/gameservirc.git/blob - 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
1 #ifndef __GS__FORESTGL_H__
2 #define __GS__FORESTGL_H__
3
4 #include <GameServ/DataLayer/IMonsterDAO.h>
5 using GameServ::DataLayer::DataAccessObjects::IMonsterDAO;
6 #include <GameServ/DataLayer/ILevelDAO.h>
7 using GameServ::DataLayer::DataAccessObjects::ILevelDAO;
8
9 #include <GameServ/GameLayer/GameObjects/PlayerGO.h>
10 #include <GameServ/GameLayer/GameObjects/MonsterGO.h>
11 using GameServ::GameLayer::GameObjects::PlayerGO;
12 using GameServ::GameLayer::GameObjects::MonsterGO;
13
14
15 #include <boost/smart_ptr/shared_ptr.hpp>
16 using boost::shared_ptr;
17
18 #include <string>
19 using std::string;
20
21 namespace GameServ { namespace GameLayer {
22
23 class ForestGL
24 {
25 public:
26 ForestGL();
27 ~ForestGL();
28
29 shared_ptr<MonsterGO> GetRandomMonsterForPlayer(shared_ptr<PlayerGO> spPlayer);
30
31 private:
32 void Initialize();
33 shared_ptr<IMonsterDAO> mspMonsterDAO;
34 shared_ptr<ILevelDAO> mspLevelDAO;
35 };
36
37 }}
38
39 #endif