/* * 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 #include "connectionhandler.h" #include "being.h" #include "map.h" #include "utils/singleton.h" namespace tmwserv { /** * Combined map/entity structure */ struct MapComposite { /** * Default constructor */ MapComposite() : map(NULL) { } /** * Actual map */ Map *map; /** * Beings located on the map */ Beings beings; /** * Items located on the map */ std::vector objects; }; /** * State class contains all information/procedures associated with the game * world's state. */ class State : public utils::Singleton { friend class utils::Singleton; State() throw(); ~State() throw(); /** * List of maps */ std::map maps; public: /** * Update game state (contains core server logic) */ void update(ConnectionHandler &); /** * Add being to game world at specified map */ void addBeing(BeingPtr beingPtr, const unsigned int mapId); /** * Remove being from game world */ void removeBeing(BeingPtr beingPtr); /** * Check to see if a map exists in game world */ bool mapExists(const unsigned int mapId); /** * Check if being exists in game world already */ bool beingExists(BeingPtr beingPtr); /** * Load map into game world */ bool loadMap(const unsigned int mapId); /** * Add object to the map */ void addObject(Object *object, const unsigned int mapId); /** * Remove an object from the map */ void removeObject(Object *object); /** * Find out whether an object exists in the game world or not */ bool objectExists(const Object *object); /** * Find map player in world is on */ const unsigned int findPlayer(BeingPtr being); /** * Find map object in world is on */ const unsigned int findObject(Object *object); }; } // namespace tmwserv #endif