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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
*/
#ifndef _TMW_SERVER_STATE_
#define _TMW_SERVER_STATE_
#include <string>
class MapComposite;
class Thing;
class Actor;
class Character;
namespace GameState
{
/**
* Updates game state (contains core server logic).
*/
void update(int worldTime);
/**
* Inserts an thing in the game world.
* @return false if the insertion failed and the thing is in limbo.
* @note No update may be in progress.
*/
bool insert(Thing *)
# ifdef __GNUC__
__attribute__((warn_unused_result))
# endif
;
/**
* Inserts a thing in the game world. Deletes the thing if the insertion
* failed.
* @return false if the insertion failed.
* @note No update may be in progress. Invalid for characters.
*/
bool insertSafe(Thing *);
/**
* Removes a thing from the game world.
* @note No update may be in progress.
* @note The thing is not destroyed by this call.
*/
void remove(Thing *);
/**
* 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 thing 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);
}
#endif
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