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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
{
/**
* State class contains all information/procedures associated with the game
* state.
*/
class State : public utils::Singleton<State>
{
friend class utils::Singleton<State>;
State() throw() { }
~State() throw() { }
public:
/**
* Beings on map
*
* The key/value pair conforms to:
* First - map name
* Second - list of beings/players on the map
*
* NOTE: This could possibly be optimized by making first Being & second string. This will make many operations easier.
*/
std::map<std::string, Beings> beings;
/**
* Items on map
*
* The key/value pair conforms to:
* First - map name
* Second - Item ID
*/
std::map<std::string, int> items;
/**
* Container for loaded maps.
*/
std::map<std::string, Map*> maps;
/**
* Update game state (contains core server logic)
*/
void update(ConnectionHandler &);
};
} // namespace tmwserv
#endif
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