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/cvs/deliantra/server/include/map.h
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Comparing deliantra/server/include/map.h (file contents):
Revision 1.71 by root, Sun Mar 11 02:12:44 2007 UTC vs.
Revision 1.75 by root, Sat Apr 21 16:56:32 2007 UTC

65// all those macros are herewith declared legacy 65// all those macros are herewith declared legacy
66#define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags () 66#define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags ()
67#define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light 67#define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light
68#define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot 68#define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot
69#define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top 69#define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top
70#define GET_MAP_FACE(M,X,Y,L) (M)->at((X),(Y)).faces[L]
71#define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L] 70#define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L]
72#define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block 71#define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block
73#define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow 72#define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow
74#define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on 73#define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on
75#define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off 74#define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off
118 * to extend information about a space. 117 * to extend information about a space.
119 */ 118 */
120struct mapspace 119struct mapspace
121{ 120{
122 object *bot, *top; /* lowest/highest object on this space */ 121 object *bot, *top; /* lowest/highest object on this space */
123 faceidx faces[MAP_LAYERS]; /* faces for the 3 layers */
124 object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */ 122 object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */
125 uint8 flags_; /* flags about this space (see the P_ values above) */ 123 uint8 flags_; /* flags about this space (see the P_ values above) */
126 sint8 light; /* How much light this space provides */ 124 sint8 light; /* How much light this space provides */
127 MoveType move_block; /* What movement types this space blocks */ 125 MoveType move_block; /* What movement types this space blocks */
128 MoveType move_slow; /* What movement types this space slows */ 126 MoveType move_slow; /* What movement types this space slows */
157 } 155 }
158 156
159 // return the item volume on this mapspace in cm³ 157 // return the item volume on this mapspace in cm³
160 uint64 volume () const; 158 uint64 volume () const;
161}; 159};
162
163/*
164 * Each map is in a given region of the game world and links to a region definiton, so
165 * they have to appear here in the headers, before the mapdef
166 */
167INTERFACE_CLASS (region)
168struct region : zero_initialised
169{
170 shstr ACC (RW, name); /* Shortend name of the region as maps refer to it */
171 region *ACC (RW, parent); /*
172 * Pointer to the region that is a parent of the current
173 * region, if a value isn't defined in the current region
174 * we traverse this series of pointers until it is.
175 */
176 shstr ACC (RW, longname); /* Official title of the region, this might be defined
177 * to be the same as name*/
178 shstr ACC (RW, msg); /* the description of the region */
179 shstr ACC (RW, jailmap); /*where a player that is arrested in this region should be imprisoned. */
180 int ACC (RW, index);
181 uint32 ACC (RW, counter); /* A generic counter for holding temporary data. */
182 sint16 ACC (RW, jailx), ACC (RW, jaily); /* The coodinates in jailmap to which the player should be sent. */
183 bool ACC (RW, fallback); /* whether, in the event of a region not existing,
184 * this should be the one we fall back on as the default */
185
186 static region *default_region ();
187 static region *find (const char *name);
188 static region *find_fuzzy (const char *name);
189 static region *read (object_thawer &f);
190};
191
192typedef object_vector<region, &region::index> regionvec;
193
194extern regionvec regions;
195
196#define for_all_regions(var) \
197 for (unsigned _i = 0; _i < regions.size (); ++_i) \
198 declvar (region *, var, regions [_i])
199 160
200struct shopitems : zero_initialised 161struct shopitems : zero_initialised
201{ 162{
202 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 */
203 const char *name_pl; /* plural name */ 164 const char *name_pl; /* plural name */
250 * be loaded before used. The map,omap and map_ob 211 * be loaded before used. The map,omap and map_ob
251 * arrays will be allocated when the map is loaded */ 212 * arrays will be allocated when the map is loaded */
252 sint16 players; /* How many players are on this map right now */ 213 sint16 players; /* How many players are on this map right now */
253 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 */
254 215
216 bool ACC (RW, active); // wether this map is active or not
255 bool ACC (RW, per_player); 217 bool ACC (RW, per_player);
256 bool ACC (RW, per_party); 218 bool ACC (RW, per_party);
257 bool ACC (RW, outdoor); /* True if an outdoor map */ 219 bool ACC (RW, outdoor); /* True if an outdoor map */
258 bool ACC (RW, nodrop); /* avoid dropping anything on this map */ 220 bool ACC (RW, nodrop); /* avoid dropping anything on this map */
259 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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