--- deliantra/server/include/map.h 2006/08/26 08:44:06 1.9 +++ deliantra/server/include/map.h 2006/09/03 00:18:41 1.17 @@ -159,7 +159,7 @@ #define AB_NO_PASS 0x04 /*#define P_PASS_THRU 0x08 *//* */ -#define P_SAFE 0x08 /* If this is set the map is a safe map, +#define P_SAFE 0x08 /* If this is set the map tile is a safe map, * that means, nothing harmful there will be done, * like: bombs, potion usage, alchemy, spells * this was introduced to make shops more safe @@ -228,8 +228,8 @@ uint32 rainfall; /* cumulative rainfall */ uint8 darkness; /* indicates level of darkness of map */ uint8 water; /* 0-100 percentage of water tiles */ - /*Dynamic parts*/ - sint16 realtemp; /* temperature at a given calculation step for this tile*/ + /*Dynamic parts*/ + sint16 realtemp; /* temperature at a given calculation step for this tile*/ }; /* @@ -242,15 +242,15 @@ const char *parent_name; /* * So that parent and child regions can be defined in * any order, we keep hold of the parent_name during - * initialisation, and the children get assigned to their - * parents later. (before runtime on the server though) - * nothing outside the init code should ever use this value. - */ + * initialisation, and the children get assigned to their + * parents later. (before runtime on the server though) + * nothing outside the init code should ever use this value. + */ struct region *parent; /* * Pointer to the region that is a parent of the current * region, if a value isn't defined in the current region - * we traverse this series of pointers until it is. - */ + * we traverse this series of pointers until it is. + */ const char *longname; /* Official title of the region, this might be defined * to be the same as name*/ const char *msg; /* the description of the region */ @@ -267,7 +267,7 @@ const char *name_pl; /* plural name */ int typenum; /* itemtype number we need to match 0 if it is the default price*/ sint8 strength; /* the degree of specialisation the shop has in this item, - * as a percentage from -100 to 100 */ + * as a percentage from -100 to 100 */ int index; /* being the size of the shopitems array.*/ }; @@ -279,33 +279,29 @@ * (or even through the macros), but doing so will completely * break map tiling. */ -struct mapstruct : extendable { - data_type get_dt () const { return DT_MAP; } - +struct mapstruct : zero_initialised, attachable { struct mapstruct *next; /* Next map, linked list */ char *tmpname; /* Name of temporary file */ char *name; /* Name of map as given by its creator */ struct region *region; /* What jurisdiction in the game world this map is ruled by * points to the struct containing all the properties of - * the region */ + * the region */ uint32 reset_time; /* when this map should reset */ uint32 reset_timeout; /* How many seconds must elapse before this map - * should be reset - */ + * should be reset + */ uint32 fixed_resettime:1; /* if true, reset time is not affected by - * players entering/exiting map - */ + * players entering/exiting map + */ uint32 unique:1; /* if set, this is a per player unique map */ - uint32 safe_map:1; /* if set, this map doesn't allow using magic or harmful stuff in any way */ uint32 templatemap:1; /* if set, this is a template map */ uint32 nosmooth:1; /* if set the content of this map has smoothlevel=0 forced*/ sint32 timeout; /* swapout is set to this */ sint32 swap_time; /* When it reaches 0, the map will be swapped out */ sint16 players; /* How many plares are on this level right now */ uint32 in_memory; /* If not true, the map has been freed and must - * be loaded before used. The map,omap and map_ob - * arrays will be allocated when the map is loaded */ - uint8 compressed; /* Compression method used */ + * be loaded before used. The map,omap and map_ob + * arrays will be allocated when the map is loaded */ uint16 difficulty; /* What level the player should be to play here */ uint8 darkness; /* indicates level of darkness of map */