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authorGuillaume Melquiond <guillaume.melquiond@gmail.com>2006-07-27 17:20:22 +0000
committerGuillaume Melquiond <guillaume.melquiond@gmail.com>2006-07-27 17:20:22 +0000
commitd0b6b3d1c96e437d12410703a8e530decd0b028f (patch)
treef3568279aa6c31594f525f061efc6eda08278635 /src/state.h
parent285b40d1cb768e235aed894f4704e1013cb054ea (diff)
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First step toward a restructured class hierarchy for world actors: add
MovingObject and Player classes.
Diffstat (limited to 'src/state.h')
-rw-r--r--src/state.h30
1 files changed, 8 insertions, 22 deletions
diff --git a/src/state.h b/src/state.h
index 2ebf8b1e..b9654f92 100644
--- a/src/state.h
+++ b/src/state.h
@@ -28,9 +28,7 @@
#include "being.h"
-namespace tmwserv
-{
- class Map;
+class Map;
/**
* Combined map/entity structure
@@ -47,14 +45,14 @@ struct MapComposite {
Map *map;
/**
- * Beings located on the map
+ * Objects (items, players, monsters, etc) located on the map
*/
- Beings beings;
+ Objects objects;
/**
- * Items located on the map
+ * Players located on the map
*/
- Objects objects;
+ Players players;
};
/**
@@ -78,19 +76,9 @@ class State
void update();
/**
- * Add being to game world at specified map
- */
- void addBeing(BeingPtr beingPtr);
-
- /**
- * Remove being from game world
+ * Send game state to given player
*/
- void removeBeing(BeingPtr beingPtr);
-
- /**
- * Send game state to given being
- */
- void informBeing(BeingPtr beingPtr);
+ void informPlayer(PlayerPtr playerPtr);
/**
* Load map into game world
@@ -108,8 +96,6 @@ class State
void removeObject(ObjectPtr objectPtr);
};
-} // namespace tmwserv
-
-extern tmwserv::State * gameState;
+extern State *gameState;
#endif