/************************************************************** * 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; }