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Comparing deliantra/server/include/map.h (file contents):
Revision 1.12 by root, Mon Aug 28 14:05:24 2006 UTC vs.
Revision 1.13 by root, Tue Aug 29 08:01:36 2006 UTC

1/* 1/*
2 * static char *rcsid_define_h = 2 * static char *rcsid_define_h =
3 * "$Id: map.h,v 1.12 2006/08/28 14:05:24 root Exp $"; 3 * "$Id: map.h,v 1.13 2006/08/29 08:01:36 root 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
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,
265struct shopitems { 265struct 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 */ 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 */ 300 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*/ 301 uint32 nosmooth:1; /* if set the content of this map has smoothlevel=0 forced*/
302 sint32 timeout; /* swapout is set to this */ 302 sint32 timeout; /* swapout is set to this */
303 sint32 swap_time; /* When it reaches 0, the map will be swapped out */ 303 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 */ 304 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 305 uint32 in_memory; /* If not true, the map has been freed and must
306 * be loaded before used. The map,omap and map_ob 306 * be loaded before used. The map,omap and map_ob
307 * arrays will be allocated when the map is loaded */ 307 * arrays will be allocated when the map is loaded */
308 uint16 difficulty; /* What level the player should be to play here */ 308 uint16 difficulty; /* What level the player should be to play here */
309 309
310 uint8 darkness; /* indicates level of darkness of map */ 310 uint8 darkness; /* indicates level of darkness of map */
311 uint16 width,height; /* Width and height of map. */ 311 uint16 width,height; /* Width and height of map. */
312 uint16 enter_x; /* enter_x and enter_y are default entrance location */ 312 uint16 enter_x; /* enter_x and enter_y are default entrance location */

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