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Comparing deliantra/server/include/map.h (file contents):
Revision 1.73 by root, Sat Apr 14 07:23:00 2007 UTC vs.
Revision 1.78 by root, Sun Jul 1 05:00:18 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2002-2005 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2005,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at crossfire@schmorp.de 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24 23
25/* 24/*
26 * The maptile is allocated each time a new map is opened. 25 * The maptile is allocated each time a new map is opened.
27 * It contains pointers (very indirectly) to all objects on the map. 26 * It contains pointers (very indirectly) to all objects on the map.
156 155
157 // return the item volume on this mapspace in cm³ 156 // return the item volume on this mapspace in cm³
158 uint64 volume () const; 157 uint64 volume () const;
159}; 158};
160 159
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 shstr ACC (RW, match); // a perl regex that matches map paths
170 region *ACC (RW, parent); /*
171 * Pointer to the region that is a parent of the current
172 * region, if a value isn't defined in the current region
173 * we traverse this series of pointers until it is.
174 */
175 shstr ACC (RW, longname); /* Official title of the region, this might be defined
176 * to be the same as name*/
177 shstr ACC (RW, msg); /* the description of the region */
178 shstr ACC (RW, jailmap); /*where a player that is arrested in this region should be imprisoned. */
179 int ACC (RW, index);
180 uint32 ACC (RW, counter); /* A generic counter for holding temporary data. */
181 sint16 ACC (RW, jailx), ACC (RW, jaily);/* The coodinates in jailmap to which the player should be sent. */
182 bool ACC (RW, fallback); /* whether, in the event of a region not existing,
183 * this should be the one we fall back on as the default */
184
185 static region *default_region ();
186 static region *find (const char *name);
187 static region *find_fuzzy (const char *name);
188 static region *read (object_thawer &f);
189};
190
191typedef object_vector<region, &region::index> regionvec;
192
193extern regionvec regions;
194
195#define for_all_regions(var) \
196 for (unsigned _i = 0; _i < regions.size (); ++_i) \
197 declvar (region *, var, regions [_i])
198
199struct shopitems : zero_initialised 160struct shopitems : zero_initialised
200{ 161{
201 const char *name; /* name of the item in question, null if it is the default item */ 162 const char *name; /* name of the item in question, null if it is the default item */
202 const char *name_pl; /* plural name */ 163 const char *name_pl; /* plural name */
203 int typenum; /* itemtype number we need to match 0 if it is the default price */ 164 int typenum; /* itemtype number we need to match 0 if it is the default price */
238 double ACC (RW, reset_time); 199 double ACC (RW, reset_time);
239 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map 200 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
240 * should be reset 201 * should be reset
241 */ 202 */
242 bool ACC (RW, dirty); /* if true, something was inserted or removed */ 203 bool ACC (RW, dirty); /* if true, something was inserted or removed */
204 bool ACC (RW, no_reset); // must not reset this map
243 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by 205 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
244 * players entering/exiting map 206 * players entering/exiting map
245 */ 207 */
246 sint32 ACC (RW, timeout); /* swapout is set to this */ 208 sint32 ACC (RW, timeout); /* swapout is set to this */
247 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */ 209 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
249 * be loaded before used. The map,omap and map_ob 211 * be loaded before used. The map,omap and map_ob
250 * arrays will be allocated when the map is loaded */ 212 * arrays will be allocated when the map is loaded */
251 sint16 players; /* How many players are on this map right now */ 213 sint16 players; /* How many players are on this map right now */
252 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 */
253 215
216 bool ACC (RW, active); // wether this map is active or not
254 bool ACC (RW, per_player); 217 bool ACC (RW, per_player);
255 bool ACC (RW, per_party); 218 bool ACC (RW, per_party);
256 bool ACC (RW, outdoor); /* True if an outdoor map */ 219 bool ACC (RW, outdoor); /* True if an outdoor map */
257 bool ACC (RW, nodrop); /* avoid dropping anything on this map */ 220 bool ACC (RW, nodrop); /* avoid dropping anything on this map */
258 uint8 ACC (RW, darkness); /* indicates level of darkness of map */ 221 uint8 ACC (RW, darkness); /* indicates level of darkness of map */
287 MTH void alloc (); 250 MTH void alloc ();
288 // deallocates the mapspaces (and destroys all objects) 251 // deallocates the mapspaces (and destroys all objects)
289 MTH void clear (); 252 MTH void clear ();
290 253
291 MTH void fix_auto_apply (); 254 MTH void fix_auto_apply ();
292 MTH void decay_objects (); 255 MTH void do_decay_objects ();
293 MTH void update_buttons (); 256 MTH void update_buttons ();
294 MTH int change_map_light (int change); 257 MTH int change_map_light (int change);
295 static void change_all_map_light (int change); //PERL 258 static void change_all_map_light (int change); //PERL
296 MTH void set_darkness_map (); 259 MTH void set_darkness_map ();
297 MTH int estimate_difficulty () const; 260 MTH int estimate_difficulty () const;

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