/**************************************************************
* FFTacticsMUD : area.cpp *
**************************************************************
* (c) 2002 Damien Dailidenas (Trenton). All rights reserved. *
**************************************************************/
#include "main.h"
#include "mysql/mysql.h"
#include <strstream>
const struct areas area_table[] = {
{},
{ "Orbonne Monastery",
"You are in an elevated section of the church, standing before an alter, \
surrounded by stained glass windows. The floor is covered by a long, ornately \
woven red carpet with gold trim. Light streaks in through the stained glass windows.",
battle_orbonne_monastery },
{}
};
long BATTLE_AREA::size() {
return width * height;
}
void BATTLE_AREA::set_coordinates() {
unsigned int x = 1, y = 1;
long size = this->size(), id;
for(id = 1; id <= size; ++id) {
this->room[id]->x = x;
this->room[id]->y = y;
if(++x > this->width) {
++y;
x = 1;
}
}
return;
}
string BATTLE_AREA::str_weather() {
return (string)weather_table[weather].condition;
}
AREA *get_area(const short id) {
for(AREA *area = area_list; area; area = area->next)
if(area->id == id)
return area;
return NULL;
}
BATTLE_AREA *get_battle_area(const short id) {
for(BATTLE_AREA *area = battle_area_list; area; area = area->next) {
if(area->id == id) {
ostrstream ost;
ost << area->name << " " << area->width << " " << area->height << ends;
log_string(ost.str());
return area;
}
}
return NULL;
}
string AREA::name() {
return (string)area_table[id].name;
}
BATTLE_FUN *AREA::battle() {
return area_table[id].battle;
}