1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game |
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. |
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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. |
… | |
… | |
29 | |
28 | |
30 | #ifndef REGION_H |
29 | #ifndef REGION_H |
31 | #define REGION_H |
30 | #define REGION_H |
32 | |
31 | |
33 | /* |
32 | /* |
34 | * Each map is in a given region of the game world and links to a region definiton, so |
33 | * Each map is in a given region of the game world and links to a region definition, so |
35 | * they have to appear here in the headers, before the mapdef |
34 | * they have to appear here in the headers, before the mapdef |
36 | */ |
35 | */ |
37 | INTERFACE_CLASS (region) |
36 | INTERFACE_CLASS (region) |
38 | struct region : zero_initialised |
37 | struct region : zero_initialised, attachable |
39 | { |
38 | { |
40 | shstr ACC (RW, name); /* Shortend name of the region as maps refer to it */ |
39 | 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 |
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42 | region *ACC (RW, parent); /* |
40 | region *ACC (RW, parent); /* |
43 | * Pointer to the region that is a parent of the current |
41 | * Pointer to the region that is a parent of the current |
44 | * region, if a value isn't defined in the current region |
42 | * region, if a value isn't defined in the current region |
45 | * we traverse this series of pointers until it is. |
43 | * we traverse this series of pointers until it is. |
46 | */ |
44 | */ |
… | |
… | |
49 | shstr ACC (RW, msg); /* the description of the region */ |
47 | 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. */ |
48 | shstr ACC (RW, jailmap); /*where a player that is arrested in this region should be imprisoned. */ |
51 | sint16 ACC (RW, jailx), ACC (RW, jaily);/* The coodinates in jailmap to which the player should be sent. */ |
49 | sint16 ACC (RW, jailx), ACC (RW, jaily);/* The coodinates in jailmap to which the player should be sent. */ |
52 | shstr ACC (RW, portalmap); |
50 | shstr ACC (RW, portalmap); |
53 | sint16 ACC (RW, portalx), ACC (RW, portaly); |
51 | sint16 ACC (RW, portalx), ACC (RW, portaly); |
54 | int ACC (RW, index); |
52 | object_vector_index ACC (RW, index); |
55 | uint32 ACC (RW, counter); /* A generic counter for holding temporary data. */ |
53 | uint32 ACC (RW, counter); /* A generic counter for holding temporary data. */ |
56 | bool ACC (RW, fallback); /* whether, in the event of a region not existing, |
54 | bool ACC (RW, fallback); /* whether, in the event of a region not existing, |
57 | * this should be the one we fall back on as the default */ |
55 | * this should be the one we fall back on as the default */ |
58 | float treasure_density; // chance of treasure per mapspace |
56 | float treasure_density; // chance of treasure per mapspace |
59 | treasurelist *treasure; // treasure to generate (mostly monsters) |
57 | treasurelist *treasure; // treasure to generate (mostly monsters) |
… | |
… | |
68 | |
66 | |
69 | extern regionvec regions; |
67 | extern regionvec regions; |
70 | |
68 | |
71 | #define for_all_regions(var) \ |
69 | #define for_all_regions(var) \ |
72 | for (unsigned _i = 0; _i < regions.size (); ++_i) \ |
70 | for (unsigned _i = 0; _i < regions.size (); ++_i) \ |
73 | declvar (region *, var, regions [_i]) |
71 | statementvar (region *, var, regions [_i]) |
74 | |
72 | |
75 | #endif |
73 | #endif |
76 | |
74 | |