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Comparing deliantra/server/include/map.h (file contents):
Revision 1.72 by root, Mon Mar 12 01:13:10 2007 UTC vs.
Revision 1.75 by root, Sat Apr 21 16:56:32 2007 UTC

156 156
157 // return the item volume on this mapspace in cm³ 157 // return the item volume on this mapspace in cm³
158 uint64 volume () const; 158 uint64 volume () const;
159}; 159};
160 160
161/*
162 * Each map is in a given region of the game world and links to a region definiton, so
163 * they have to appear here in the headers, before the mapdef
164 */
165INTERFACE_CLASS (region)
166struct region : zero_initialised
167{
168 shstr ACC (RW, name); /* Shortend name of the region as maps refer to it */
169 region *ACC (RW, parent); /*
170 * Pointer to the region that is a parent of the current
171 * region, if a value isn't defined in the current region
172 * we traverse this series of pointers until it is.
173 */
174 shstr ACC (RW, longname); /* Official title of the region, this might be defined
175 * to be the same as name*/
176 shstr ACC (RW, msg); /* the description of the region */
177 shstr ACC (RW, jailmap); /*where a player that is arrested in this region should be imprisoned. */
178 int ACC (RW, index);
179 uint32 ACC (RW, counter); /* A generic counter for holding temporary data. */
180 sint16 ACC (RW, jailx), ACC (RW, jaily); /* The coodinates in jailmap to which the player should be sent. */
181 bool ACC (RW, fallback); /* whether, in the event of a region not existing,
182 * this should be the one we fall back on as the default */
183
184 static region *default_region ();
185 static region *find (const char *name);
186 static region *find_fuzzy (const char *name);
187 static region *read (object_thawer &f);
188};
189
190typedef object_vector<region, &region::index> regionvec;
191
192extern regionvec regions;
193
194#define for_all_regions(var) \
195 for (unsigned _i = 0; _i < regions.size (); ++_i) \
196 declvar (region *, var, regions [_i])
197
198struct shopitems : zero_initialised 161struct shopitems : zero_initialised
199{ 162{
200 const char *name; /* name of the item in question, null if it is the default item */ 163 const char *name; /* name of the item in question, null if it is the default item */
201 const char *name_pl; /* plural name */ 164 const char *name_pl; /* plural name */
202 int typenum; /* itemtype number we need to match 0 if it is the default price */ 165 int typenum; /* itemtype number we need to match 0 if it is the default price */
248 * be loaded before used. The map,omap and map_ob 211 * be loaded before used. The map,omap and map_ob
249 * arrays will be allocated when the map is loaded */ 212 * arrays will be allocated when the map is loaded */
250 sint16 players; /* How many players are on this map right now */ 213 sint16 players; /* How many players are on this map right now */
251 uint16 ACC (RW, difficulty); /* What level the player should be to play here */ 214 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
252 215
216 bool ACC (RW, active); // wether this map is active or not
253 bool ACC (RW, per_player); 217 bool ACC (RW, per_player);
254 bool ACC (RW, per_party); 218 bool ACC (RW, per_party);
255 bool ACC (RW, outdoor); /* True if an outdoor map */ 219 bool ACC (RW, outdoor); /* True if an outdoor map */
256 bool ACC (RW, nodrop); /* avoid dropping anything on this map */ 220 bool ACC (RW, nodrop); /* avoid dropping anything on this map */
257 uint8 ACC (RW, darkness); /* indicates level of darkness of map */ 221 uint8 ACC (RW, darkness); /* indicates level of darkness of map */

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