1 | /* |
1 | /* |
2 | * static char *rcsid_define_h = |
2 | * static char *rcsid_define_h = |
3 | * "$Id: map.h,v 1.11 2006/08/27 17:59:26 root Exp $"; |
3 | * "$Id: map.h,v 1.15 2006/08/29 09:35:52 elmex Exp $"; |
4 | */ |
4 | */ |
5 | |
5 | |
6 | /* |
6 | /* |
7 | CrossFire, A Multiplayer game for X-windows |
7 | CrossFire, A Multiplayer game for X-windows |
8 | |
8 | |
… | |
… | |
157 | * arch_blocked and functions that examine the return value. |
157 | * arch_blocked and functions that examine the return value. |
158 | */ |
158 | */ |
159 | |
159 | |
160 | #define AB_NO_PASS 0x04 |
160 | #define AB_NO_PASS 0x04 |
161 | /*#define P_PASS_THRU 0x08 *//* */ |
161 | /*#define P_PASS_THRU 0x08 *//* */ |
162 | #define P_SAFE 0x08 /* If this is set the map is a safe map, |
162 | #define P_SAFE 0x08 /* If this is set the map tile is a safe map, |
163 | * that means, nothing harmful there will be done, |
163 | * that means, nothing harmful there will be done, |
164 | * like: bombs, potion usage, alchemy, spells |
164 | * like: bombs, potion usage, alchemy, spells |
165 | * this was introduced to make shops more safe |
165 | * this was introduced to make shops more safe |
166 | * and propably other maps */ |
166 | * and propably other maps */ |
167 | #define P_IS_ALIVE 0x10 /* something alive is on this space */ |
167 | #define P_IS_ALIVE 0x10 /* something alive is on this space */ |
… | |
… | |
226 | sint8 sky; /* sky conditions */ |
226 | sint8 sky; /* sky conditions */ |
227 | sint32 avgelev; /* average elevation */ |
227 | sint32 avgelev; /* average elevation */ |
228 | uint32 rainfall; /* cumulative rainfall */ |
228 | uint32 rainfall; /* cumulative rainfall */ |
229 | uint8 darkness; /* indicates level of darkness of map */ |
229 | uint8 darkness; /* indicates level of darkness of map */ |
230 | uint8 water; /* 0-100 percentage of water tiles */ |
230 | uint8 water; /* 0-100 percentage of water tiles */ |
231 | /*Dynamic parts*/ |
231 | /*Dynamic parts*/ |
232 | sint16 realtemp; /* temperature at a given calculation step for this tile*/ |
232 | sint16 realtemp; /* temperature at a given calculation step for this tile*/ |
233 | }; |
233 | }; |
234 | |
234 | |
235 | /* |
235 | /* |
236 | * Each map is in a given region of the game world and links to a region definiton, so |
236 | * Each map is in a given region of the game world and links to a region definiton, so |
237 | * they have to appear here in the headers, before the mapdef |
237 | * they have to appear here in the headers, before the mapdef |
… | |
… | |
240 | struct region *next; /* pointer to next region, NULL for the last one */ |
240 | struct region *next; /* pointer to next region, NULL for the last one */ |
241 | const char *name; /* Shortend name of the region as maps refer to it */ |
241 | const char *name; /* Shortend name of the region as maps refer to it */ |
242 | const char *parent_name; /* |
242 | const char *parent_name; /* |
243 | * So that parent and child regions can be defined in |
243 | * So that parent and child regions can be defined in |
244 | * any order, we keep hold of the parent_name during |
244 | * any order, we keep hold of the parent_name during |
245 | * initialisation, and the children get assigned to their |
245 | * initialisation, and the children get assigned to their |
246 | * parents later. (before runtime on the server though) |
246 | * parents later. (before runtime on the server though) |
247 | * nothing outside the init code should ever use this value. |
247 | * nothing outside the init code should ever use this value. |
248 | */ |
248 | */ |
249 | struct region *parent; /* |
249 | struct region *parent; /* |
250 | * Pointer to the region that is a parent of the current |
250 | * Pointer to the region that is a parent of the current |
251 | * region, if a value isn't defined in the current region |
251 | * region, if a value isn't defined in the current region |
252 | * we traverse this series of pointers until it is. |
252 | * we traverse this series of pointers until it is. |
253 | */ |
253 | */ |
254 | const char *longname; /* Official title of the region, this might be defined |
254 | const char *longname; /* Official title of the region, this might be defined |
255 | * to be the same as name*/ |
255 | * to be the same as name*/ |
256 | const char *msg; /* the description of the region */ |
256 | const char *msg; /* the description of the region */ |
257 | uint32 counter; /* A generic counter for holding temporary data. */ |
257 | uint32 counter; /* A generic counter for holding temporary data. */ |
258 | sint8 fallback; /* whether, in the event of a region not existing, |
258 | sint8 fallback; /* whether, in the event of a region not existing, |
… | |
… | |
265 | struct shopitems { |
265 | struct shopitems { |
266 | const char *name; /* name of the item in question, null if it is the default item */ |
266 | const char *name; /* name of the item in question, null if it is the default item */ |
267 | const char *name_pl; /* plural name */ |
267 | const char *name_pl; /* plural name */ |
268 | int typenum; /* itemtype number we need to match 0 if it is the default price*/ |
268 | int typenum; /* itemtype number we need to match 0 if it is the default price*/ |
269 | sint8 strength; /* the degree of specialisation the shop has in this item, |
269 | sint8 strength; /* the degree of specialisation the shop has in this item, |
270 | * as a percentage from -100 to 100 */ |
270 | * as a percentage from -100 to 100 */ |
271 | int index; /* being the size of the shopitems array.*/ |
271 | int index; /* being the size of the shopitems array.*/ |
272 | }; |
272 | }; |
273 | |
273 | |
274 | /* In general, code should always use the macros |
274 | /* In general, code should always use the macros |
275 | * above (or functions in map.c) to access many of the |
275 | * above (or functions in map.c) to access many of the |
… | |
… | |
285 | struct mapstruct *next; /* Next map, linked list */ |
285 | struct mapstruct *next; /* Next map, linked list */ |
286 | char *tmpname; /* Name of temporary file */ |
286 | char *tmpname; /* Name of temporary file */ |
287 | char *name; /* Name of map as given by its creator */ |
287 | char *name; /* Name of map as given by its creator */ |
288 | struct region *region; /* What jurisdiction in the game world this map is ruled by |
288 | struct region *region; /* What jurisdiction in the game world this map is ruled by |
289 | * points to the struct containing all the properties of |
289 | * points to the struct containing all the properties of |
290 | * the region */ |
290 | * the region */ |
291 | uint32 reset_time; /* when this map should reset */ |
291 | uint32 reset_time; /* when this map should reset */ |
292 | uint32 reset_timeout; /* How many seconds must elapse before this map |
292 | uint32 reset_timeout; /* How many seconds must elapse before this map |
293 | * should be reset |
293 | * should be reset |
294 | */ |
294 | */ |
295 | uint32 fixed_resettime:1; /* if true, reset time is not affected by |
295 | uint32 fixed_resettime:1; /* if true, reset time is not affected by |
296 | * players entering/exiting map |
296 | * players entering/exiting map |
297 | */ |
297 | */ |
298 | uint32 unique:1; /* if set, this is a per player unique map */ |
298 | uint32 unique:1; /* if set, this is a per player unique map */ |
299 | uint32 safe_map:1; /* if set, this map doesn't allow using magic or harmful stuff in any way */ |
|
|
300 | uint32 templatemap:1; /* if set, this is a template map */ |
299 | uint32 templatemap:1; /* if set, this is a template map */ |
301 | uint32 nosmooth:1; /* if set the content of this map has smoothlevel=0 forced*/ |
300 | uint32 nosmooth:1; /* if set the content of this map has smoothlevel=0 forced*/ |
302 | sint32 timeout; /* swapout is set to this */ |
301 | sint32 timeout; /* swapout is set to this */ |
303 | sint32 swap_time; /* When it reaches 0, the map will be swapped out */ |
302 | sint32 swap_time; /* When it reaches 0, the map will be swapped out */ |
304 | sint16 players; /* How many plares are on this level right now */ |
303 | sint16 players; /* How many plares are on this level right now */ |
305 | uint32 in_memory; /* If not true, the map has been freed and must |
304 | uint32 in_memory; /* If not true, the map has been freed and must |
306 | * be loaded before used. The map,omap and map_ob |
305 | * be loaded before used. The map,omap and map_ob |
307 | * arrays will be allocated when the map is loaded */ |
306 | * arrays will be allocated when the map is loaded */ |
308 | uint8 compressed; /* Compression method used */ |
|
|
309 | uint16 difficulty; /* What level the player should be to play here */ |
307 | uint16 difficulty; /* What level the player should be to play here */ |
310 | |
308 | |
311 | uint8 darkness; /* indicates level of darkness of map */ |
309 | uint8 darkness; /* indicates level of darkness of map */ |
312 | uint16 width,height; /* Width and height of map. */ |
310 | uint16 width,height; /* Width and height of map. */ |
313 | uint16 enter_x; /* enter_x and enter_y are default entrance location */ |
311 | uint16 enter_x; /* enter_x and enter_y are default entrance location */ |