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/cvs/deliantra/server/include/region.h
Revision: 1.1
Committed: Thu Apr 19 16:23:47 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Log Message:
- implement "random encounters" by simply populating the
  worldmap randomly by region.
- allow treasurelists to silently forward-reference archetypes
  (should have an extra checkign path for never-defined archetypes)
- fix GT_ENVIRONMENT, which had the semantics of putting treasure
  items _and_ their inventory on the floor, now only puts the
  items themselves on the floor.
- remove warning about generated inventory - some items simply
  can come with an empty inventory.
- do some other minor improvements.

File Contents

# User Rev Content
1 root 1.1 /*
2     * CrossFire, A Multiplayer game
3     *
4     * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5     * Copyright (C) 2002-2005 Mark Wedel & Crossfire Development Team
6     * Copyright (C) 1992 Frank Tore Johansen
7     *
8     * This program is free software; you can redistribute it and/or modify
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
11     * (at your option) any later version.
12     *
13     * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17     *
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
20     * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21     *
22     * The authors can be reached via e-mail at crossfire@schmorp.de
23     */
24    
25     /*
26     * The maptile is allocated each time a new map is opened.
27     * It contains pointers (very indirectly) to all objects on the map.
28     */
29    
30     #ifndef REGION_H
31     #define REGION_H
32    
33     /*
34     * Each map is in a given region of the game world and links to a region definiton, so
35     * they have to appear here in the headers, before the mapdef
36     */
37     INTERFACE_CLASS (region)
38     struct region : zero_initialised
39     {
40     shstr ACC (RW, name); /* Shortend name of the region as maps refer to it */
41     shstr ACC (RW, match); // a perl regex that matches map paths
42     region *ACC (RW, parent); /*
43     * Pointer to the region that is a parent of the current
44     * region, if a value isn't defined in the current region
45     * we traverse this series of pointers until it is.
46     */
47     shstr ACC (RW, longname); /* Official title of the region, this might be defined
48     * to be the same as name*/
49     shstr ACC (RW, msg); /* the description of the region */
50     shstr ACC (RW, jailmap); /*where a player that is arrested in this region should be imprisoned. */
51     int ACC (RW, index);
52     uint32 ACC (RW, counter); /* A generic counter for holding temporary data. */
53     sint16 ACC (RW, jailx), ACC (RW, jaily);/* The coodinates in jailmap to which the player should be sent. */
54     bool ACC (RW, fallback); /* whether, in the event of a region not existing,
55     * this should be the one we fall back on as the default */
56     float treasure_density; // chance of treasure per mapspace
57     treasurelist *treasure; // treasure to generate (mostly monsters)
58    
59     static region *default_region ();
60     static region *find (const char *name);
61     static region *find_fuzzy (const char *name);
62     static region *read (object_thawer &f);
63     };
64    
65     typedef object_vector<region, &region::index> regionvec;
66    
67     extern regionvec regions;
68    
69     #define for_all_regions(var) \
70     for (unsigned _i = 0; _i < regions.size (); ++_i) \
71     declvar (region *, var, regions [_i])
72    
73     #endif
74