--- deliantra/server/include/map.h 2007/04/14 07:23:00 1.73
+++ deliantra/server/include/map.h 2007/08/12 14:13:54 1.82
@@ -1,25 +1,24 @@
/*
- * CrossFire, A Multiplayer game for X-windows
+ * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
*
- * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
- * Copyright (C) 2002-2005 Mark Wedel & Crossfire Development Team
- * Copyright (C) 1992 Frank Tore Johansen
+ * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
+ * Copyright (©) 2002-2005,2007 Mark Wedel & Crossfire Development Team
+ * Copyright (©) 1992,2007 Frank Tore Johansen
*
- * This program is free software; you can redistribute it and/or modify
+ * Crossfire TRT 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
+ * the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program 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
+ * 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 this program; if not, write to the Free Software
- * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
- *
- * The authors can be reached via e-mail at crossfire@schmorp.de
+ * along with this program. If not, see .
+ *
+ * The authors can be reached via e-mail to
*/
/*
@@ -32,6 +31,7 @@
#include
+#include "region.h"
#include "cfperl.h"
/* We set this size - this is to make magic map work properly on
@@ -158,44 +158,6 @@
uint64 volume () const;
};
-/*
- * Each map is in a given region of the game world and links to a region definiton, so
- * they have to appear here in the headers, before the mapdef
- */
-INTERFACE_CLASS (region)
-struct region : zero_initialised
-{
- shstr ACC (RW, name); /* Shortend name of the region as maps refer to it */
- shstr ACC (RW, match); // a perl regex that matches map paths
- region *ACC (RW, parent); /*
- * Pointer to the region that is a parent of the current
- * region, if a value isn't defined in the current region
- * we traverse this series of pointers until it is.
- */
- shstr ACC (RW, longname); /* Official title of the region, this might be defined
- * to be the same as name*/
- shstr ACC (RW, msg); /* the description of the region */
- shstr ACC (RW, jailmap); /*where a player that is arrested in this region should be imprisoned. */
- int ACC (RW, index);
- uint32 ACC (RW, counter); /* A generic counter for holding temporary data. */
- sint16 ACC (RW, jailx), ACC (RW, jaily);/* The coodinates in jailmap to which the player should be sent. */
- bool ACC (RW, fallback); /* whether, in the event of a region not existing,
- * this should be the one we fall back on as the default */
-
- static region *default_region ();
- static region *find (const char *name);
- static region *find_fuzzy (const char *name);
- static region *read (object_thawer &f);
-};
-
-typedef object_vector regionvec;
-
-extern regionvec regions;
-
-#define for_all_regions(var) \
- for (unsigned _i = 0; _i < regions.size (); ++_i) \
- declvar (region *, var, regions [_i])
-
struct shopitems : zero_initialised
{
const char *name; /* name of the item in question, null if it is the default item */
@@ -227,12 +189,12 @@
sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */
struct mapspace *spaces; /* Array of spaces on this map */
uint8 *regions; /* region index per mapspace, if != 0 */
- struct region **regionmap; /* index to region */
+ region_ptr *regionmap; /* index to region */
tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
shstr ACC (RW, name); /* Name of map as given by its creator */
- struct region *ACC (RW, default_region); /* What jurisdiction in the game world this map is ruled by
+ region_ptr ACC (RW, default_region); /* What jurisdiction in the game world this map is ruled by
* points to the struct containing all the properties of
* the region */
double ACC (RW, reset_time);
@@ -240,6 +202,7 @@
* should be reset
*/
bool ACC (RW, dirty); /* if true, something was inserted or removed */
+ bool ACC (RW, no_reset); // must not reset this map
bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
* players entering/exiting map
*/
@@ -251,6 +214,7 @@
sint16 players; /* How many players are on this map right now */
uint16 ACC (RW, difficulty); /* What level the player should be to play here */
+ bool ACC (RW, active); // wether this map is active or not
bool ACC (RW, per_player);
bool ACC (RW, per_party);
bool ACC (RW, outdoor); /* True if an outdoor map */
@@ -289,13 +253,15 @@
MTH void clear ();
MTH void fix_auto_apply ();
- MTH void decay_objects ();
+ MTH void do_decay_objects ();
MTH void update_buttons ();
MTH int change_map_light (int change);
static void change_all_map_light (int change); //PERL
MTH void set_darkness_map ();
MTH int estimate_difficulty () const;
+ MTH void play_sound (faceidx sound, int x, int y) const;
+
// set the given flag on all objects in the map
MTH void set_object_flag (int flag, int value = 1);