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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
*
* $Id$
*/
#ifndef _TMW_SERVER_STATE_
#define _TMW_SERVER_STATE_
#include <string>
#include <map>
#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<Object*> objects;
};
/**
* State class contains all information/procedures associated with the game
* world's state.
*/
class State : public utils::Singleton<State>
{
friend class utils::Singleton<State>;
State() throw();
~State() throw();
/**
* List of maps
*/
std::map<std::string, MapComposite> maps;
public:
/**
* Update game state (contains core server logic)
*/
void update(ConnectionHandler &);
/**
* Add being to game world at specified map
*/
void addBeing(Being *being, const std::string &map);
/**
* Remove being from game world
*/
void removeBeing(Being *being);
/**
* Check to see if a map exists in game world
*/
bool mapExists(const std::string &map);
/**
* Check if being exists in game world already
*/
bool beingExists(Being *being);
/**
* Load map into game world
*/
bool loadMap(const std::string &map);
/**
* Add object to the map
*/
void addObject(Object *object, const std::string &map);
/**
* Remove an object from the map
*/
void removeObject(Object *object);
/**
* Find out whether an object exists in the game world or not
*/
bool objectExists(Object *object);
/**
* Find map player in world is on
*/
const std::string findPlayer(Being *being);
/**
* Find map object in world is on
*/
const std::string findObject(Object *object);
};
} // namespace tmwserv
#endif
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