/*
* The Mana World Server
* Copyright 2004 The Mana World Development Team
*
* This file is part of The Mana World.
*
* The Mana World is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* any later version.
*
* The Mana World is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with The Mana World; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* $Id$
*/
#ifndef _TMW_SERVER_STATE_
#define _TMW_SERVER_STATE_
#include <map>
#include <string>
class MapComposite;
class Thing;
class Object;
class Player;
enum
{
EVENT_REMOVE = 0,
EVENT_INSERT,
EVENT_WARP
};
struct DelayedEvent
{
unsigned short type, map, x, y;
};
/**
* State class contains all information/procedures associated with the game
* world's state.
*/
class State
{
typedef std::map< int, MapComposite * > Maps;
typedef std::map< Object *, DelayedEvent > DelayedEvents;
/**
* List of maps.
*/
Maps maps;
/**
* List of delayed events.
*/
DelayedEvents delayedEvents;
/**
* Updates object states on the map.
*/
void updateMap(MapComposite *);
/**
* Informs a player of what happened around.
*/
void informPlayer(MapComposite *, Player *);
/**
* Loads map into game world.
*/
MapComposite *loadMap(int mapId);
public:
~State();
/**
* Updates game state (contains core server logic).
*/
void update();
/**
* Gets a composite map.
*/
MapComposite *getMap(int map);
/**
* Inserts an object on the map.
*/
void insert(Thing *);
/**
* Removes an object from the map.
*/
void remove(Thing *);
/**
* Enqueues an event. It will be executed at end of update.
*/
void enqueueEvent(Object *, DelayedEvent const &);
/**
* Says something around an object.
*/
void sayAround(Object *, std::string text);
};
extern State *gameState;
#endif