/* * 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 #include class MapComposite; class Thing; class Object; class Character; 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 the character. */ void informPlayer(MapComposite *, Character *); /** * 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