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/*
* 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
*
* $Id$
*/
#include "state.h"
#include <iostream>
#include "messageout.h"
namespace tmwserv
{
void State::update(ConnectionHandler &connectionHandler)
{
// update game state (update AI, etc.)
// notify clients about changes in the game world (only on their maps)
// NOTE: This isn't finished ;)
for (std::map<std::string, Beings>::iterator i = beings.begin();
i != beings.end();
i++) {
//
for (std::vector<BeingPtr>::iterator b = i->second.begin();
b != i->second.end();
b++) {
// send info about other players
for (std::vector<BeingPtr>::iterator b2 = i->second.begin();
b2 != i->second.end();
b2++) {
if (b != b2) {
MessageOut msg;
msg.writeShort(SMSG_NEW_OBJECT); // of course this wont be send _all_ the time ;)
msg.writeLong(OBJECT_PLAYER); // type
msg.writeLong((int)b2->get()); // id
msg.writeLong(b2->get()->getX());// x
msg.writeLong(b2->get()->getY());// y
connectionHandler.sendTo(b->get(), msg);
}
}
}
}
}
} // namespace tmwserv
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