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Comparing deliantra/server/include/map.h (file contents):
Revision 1.42 by root, Sat Dec 30 18:45:28 2006 UTC vs.
Revision 1.43 by root, Sun Dec 31 10:28:36 2006 UTC

163 163
164/* 164/*
165 * Each map is in a given region of the game world and links to a region definiton, so 165 * Each map is in a given region of the game world and links to a region definiton, so
166 * they have to appear here in the headers, before the mapdef 166 * they have to appear here in the headers, before the mapdef
167 */ 167 */
168INTERFACE_CLASS (region)
168struct region : zero_initialised 169struct region : zero_initialised
169{ 170{
170 struct region *next; /* pointer to next region, NULL for the last one */ 171 struct region *ACC (RW, next); /* pointer to next region, NULL for the last one */
171 const char *name; /* Shortend name of the region as maps refer to it */ 172 char *ACC (RW, name); /* Shortend name of the region as maps refer to it */
172 const char *parent_name; /* 173 char *ACC (RW, parent_name); /*
173 * So that parent and child regions can be defined in 174 * So that parent and child regions can be defined in
174 * any order, we keep hold of the parent_name during 175 * any order, we keep hold of the parent_name during
175 * initialisation, and the children get assigned to their 176 * initialisation, and the children get assigned to their
176 * parents later. (before runtime on the server though) 177 * parents later. (before runtime on the server though)
177 * nothing outside the init code should ever use this value. 178 * nothing outside the init code should ever use this value.
178 */ 179 */
179 struct region *parent; /* 180 struct region *ACC (RW, parent); /*
180 * Pointer to the region that is a parent of the current 181 * Pointer to the region that is a parent of the current
181 * region, if a value isn't defined in the current region 182 * region, if a value isn't defined in the current region
182 * we traverse this series of pointers until it is. 183 * we traverse this series of pointers until it is.
183 */ 184 */
184 const char *longname; /* Official title of the region, this might be defined 185 char *ACC (RW, longname); /* Official title of the region, this might be defined
185 * to be the same as name*/ 186 * to be the same as name*/
186 const char *msg; /* the description of the region */ 187 char *ACC (RW, msg); /* the description of the region */
187 uint32 counter; /* A generic counter for holding temporary data. */ 188 uint32 ACC (RW, counter); /* A generic counter for holding temporary data. */
188 sint8 fallback; /* whether, in the event of a region not existing, 189 sint8 ACC (RW, fallback); /* whether, in the event of a region not existing,
189 * this should be the one we fall back on as the default */ 190 * this should be the one we fall back on as the default */
190 char *jailmap; /*where a player that is arrested in this region should be imprisoned. */ 191 char *ACC (RW, jailmap); /*where a player that is arrested in this region should be imprisoned. */
191 sint16 jailx, jaily; /* The coodinates in jailmap to which the player should be sent. */ 192 sint16 ACC (RW, jailx), ACC (RW, jaily); /* The coodinates in jailmap to which the player should be sent. */
192}; 193};
193 194
194struct shopitems : zero_initialised 195struct shopitems : zero_initialised
195{ 196{
196 const char *name; /* name of the item in question, null if it is the default item */ 197 const char *name; /* name of the item in question, null if it is the default item */
267 shstr ACC (RW, maplore); /* Map lore information */ 268 shstr ACC (RW, maplore); /* Map lore information */
268 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */ 269 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */
269 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */ 270 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */
270 shstr ACC (RW, path); /* Filename of the map */ 271 shstr ACC (RW, path); /* Filename of the map */
271 272
272// /*
273// * Makes sure the given map is loaded and swapped in.
274// * name is path name of the map.
275// * flags meaning:
276// * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
277// * and don't do unique items or the like.
278// * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
279// * dont do any more name translation on it.
280// *
281// * Returns a pointer to the given map.
282// */
283// static maptile *ready (const char *name, int flags);
284
285 MTH void activate (); 273 MTH void activate ();
286 MTH void deactivate (); 274 MTH void deactivate ();
287 275
288 // allocates all (empty) mapspace 276 // allocates all (empty) mapspace
289 MTH void alloc (); 277 MTH void alloc ();
329 317
330 MTH int size () const { return width * height; } 318 MTH int size () const { return width * height; }
331 319
332 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0); 320 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
333 321
334 static maptile *find_map (const char *path, maptile *origin);//PERL 322// static maptile *find_map (const char *path, maptile *origin);//PERL
335 323//
336 // load a map relative to this one 324// // load a map relative to this one
337 maptile *find_map (const char *path) 325// maptile *find_map (const char *path)
338 { 326// {
339 return find_map (path, this); 327// return find_map (path, this);
340 } 328// }
341 329//
342 // customise this map for the given player 330// // customise this map for the given player
343 // might return this or a completely new map 331// // might return this or a completely new map
344 maptile *customise_for (object *op); 332// maptile *customise_for (object *op);
345 333//
334// void do_force_map_sync ();//PERL
335//
346 // make sure the map is loaded 336// // make sure the map is loaded
347 MTH bool load () 337// MTH void force_map_sync ()
348 { 338// {
349 if (in_memory != MAP_IN_MEMORY) 339// if (in_memory != MAP_IN_MEMORY)
350 do_load (); 340// do_force_map_sync ();
351
352 return spaces;
353 } 341// }
354 342
343 static maptile *load_map_sync (const char *path, maptile *original = 0);//PERL
355 static void emergency_save ();//PERL 344 static void emergency_save ();//PERL
356 345
357 mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; } 346 mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
358 mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; } 347 mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; }
359
360private:
361 void do_load ();//PERL
362}; 348};
363 349
364/* This is used by get_rangevector to determine where the other 350/* This is used by get_rangevector to determine where the other
365 * creature is. get_rangevector takes into account map tiling, 351 * creature is. get_rangevector takes into account map tiling,
366 * so you just can not look the the map coordinates and get the 352 * so you just can not look the the map coordinates and get the

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