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Comparing deliantra/server/include/map.h (file contents):
Revision 1.75 by root, Sat Apr 21 16:56:32 2007 UTC vs.
Revision 1.83 by root, Wed Aug 15 04:57:48 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.
30#ifndef MAP_H 29#ifndef MAP_H
31#define MAP_H 30#define MAP_H
32 31
33#include <tr1/unordered_map> 32#include <tr1/unordered_map>
34 33
34#include "region.h"
35#include "cfperl.h" 35#include "cfperl.h"
36 36
37/* We set this size - this is to make magic map work properly on 37/* We set this size - this is to make magic map work properly on
38 * tiled maps. There is no requirement that this matches the 38 * tiled maps. There is no requirement that this matches the
39 * tiled maps size - it just seemed like a reasonable value. 39 * tiled maps size - it just seemed like a reasonable value.
187struct maptile : zero_initialised, attachable 187struct maptile : zero_initialised, attachable
188{ 188{
189 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */ 189 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */
190 struct mapspace *spaces; /* Array of spaces on this map */ 190 struct mapspace *spaces; /* Array of spaces on this map */
191 uint8 *regions; /* region index per mapspace, if != 0 */ 191 uint8 *regions; /* region index per mapspace, if != 0 */
192 struct region **regionmap; /* index to region */ 192 region_ptr *regionmap; /* index to region */
193 193
194 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */ 194 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
195 195
196 shstr ACC (RW, name); /* Name of map as given by its creator */ 196 shstr ACC (RW, name); /* Name of map as given by its creator */
197 struct region *ACC (RW, default_region); /* What jurisdiction in the game world this map is ruled by 197 region_ptr ACC (RW, default_region); /* What jurisdiction in the game world this map is ruled by
198 * points to the struct containing all the properties of 198 * points to the struct containing all the properties of
199 * the region */ 199 * the region */
200 double ACC (RW, reset_time); 200 double ACC (RW, reset_time);
201 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map 201 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
202 * should be reset 202 * should be reset
203 */ 203 */
204 bool ACC (RW, dirty); /* if true, something was inserted or removed */ 204 bool ACC (RW, dirty); /* if true, something was inserted or removed */
205 bool ACC (RW, no_reset); // must not reset this map
205 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by 206 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
206 * players entering/exiting map 207 * players entering/exiting map
207 */ 208 */
208 sint32 ACC (RW, timeout); /* swapout is set to this */ 209 sint32 ACC (RW, timeout); /* swapout is set to this */
209 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */ 210 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
211 * be loaded before used. The map,omap and map_ob 212 * be loaded before used. The map,omap and map_ob
212 * arrays will be allocated when the map is loaded */ 213 * arrays will be allocated when the map is loaded */
213 sint16 players; /* How many players are on this map right now */ 214 sint16 players; /* How many players are on this map right now */
214 uint16 ACC (RW, difficulty); /* What level the player should be to play here */ 215 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
215 216
216 bool ACC (RW, active); // wether this map is active or not
217 bool ACC (RW, per_player); 217 bool ACC (RW, per_player);
218 bool ACC (RW, per_party); 218 bool ACC (RW, per_party);
219 bool ACC (RW, outdoor); /* True if an outdoor map */ 219 bool ACC (RW, outdoor); /* True if an outdoor map */
220 bool ACC (RW, nodrop); /* avoid dropping anything on this map */ 220 bool ACC (RW, nodrop); /* avoid dropping anything on this map */
221 uint8 ACC (RW, darkness); /* indicates level of darkness of map */ 221 uint8 ACC (RW, darkness); /* indicates level of darkness of map */
250 MTH void alloc (); 250 MTH void alloc ();
251 // deallocates the mapspaces (and destroys all objects) 251 // deallocates the mapspaces (and destroys all objects)
252 MTH void clear (); 252 MTH void clear ();
253 253
254 MTH void fix_auto_apply (); 254 MTH void fix_auto_apply ();
255 MTH void decay_objects (); 255 MTH void do_decay_objects ();
256 MTH void update_buttons (); 256 MTH void update_buttons ();
257 MTH int change_map_light (int change); 257 MTH int change_map_light (int change);
258 static void change_all_map_light (int change); //PERL 258 static void change_all_map_light (int change); //PERL
259 MTH void set_darkness_map (); 259 MTH void set_darkness_map ();
260 MTH int estimate_difficulty () const; 260 MTH int estimate_difficulty () const;
261
262 MTH void play_sound (faceidx sound, int x, int y) const;
261 263
262 // set the given flag on all objects in the map 264 // set the given flag on all objects in the map
263 MTH void set_object_flag (int flag, int value = 1); 265 MTH void set_object_flag (int flag, int value = 1);
264 266
265 MTH void link_multipart_objects (); 267 MTH void link_multipart_objects ();

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