/*
* The Mana Server
* Copyright (C) 2004-2010 The Mana World Development Team
*
* This file is part of The Mana Server.
*
* The Mana Server 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 Server 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 Server. If not, see .
*/
#ifndef SERVER_STATE_H
#define SERVER_STATE_H
#include
class MapComposite;
class Entity;
class Actor;
class Character;
namespace GameState
{
/**
* Updates game state (contains core server logic).
*/
void update(int tick);
int getCurrentTick();
/**
* Inserts an entity in the game world.
* @return false if the insertion failed and the entity is in limbo.
* @note No update may be in progress.
*/
bool insert(Entity *)
# ifdef __GNUC__
__attribute__((warn_unused_result))
# endif
;
/**
* Inserts a entity in the game world. Deletes the entity if the insertion
* failed.
* @return false if the insertion failed.
* @note No update may be in progress. Invalid for characters.
*/
bool insertOrDelete(Entity *);
/**
* Removes a entity from the game world.
* @note No update may be in progress.
* @note The entity is not destroyed by this call.
*/
void remove(Entity *);
/**
* Warps a character between places of the game world.
* @note No update may be in progress.
* @note The character is destroyed, if needed.
*/
void warp(Character *, MapComposite *, int x, int y);
/**
* Enqueues an insert event.
* @note The event will be executed at end of update.
*/
void enqueueInsert(Actor *);
/**
* Enqueues a remove event.
* @note The event will be executed at end of update.
* @note The entity will be destroyed at that time.
*/
void enqueueRemove(Actor *);
/**
* Enqueues a warp event.
* @note The event will be executed at end of update.
*/
void enqueueWarp(Character *, MapComposite *, int x, int y);
/**
* Says something to an actor.
* @note passing NULL as source generates a message from "Server:"
*/
void sayTo(Actor *destination, Actor *source, const std::string &text);
/**
* Says something to everything around an actor.
*/
void sayAround(Actor *, const std::string &text);
/**
* Says something to every player on the server.
*/
void sayToAll(const std::string &text);
/**
* Gets the cached value of a global script variable
*/
std::string getVariable(const std::string &key);
/**
* Changes a global script variable and notifies the database server
* about the change
*/
void setVariable (const std::string &key, const std::string &value);
/**
* Changes a global variable without notifying the database server
* about the change
*/
void setVariableFromDbserver (const std::string &key, const std::string &value);
/**
* Informs all maps about the change of a variable so the maps can call
* callbacks for those.
*/
void callVariableCallbacks(const std::string &key,
const std::string &value);
}
#endif