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Comparing deliantra/server/include/map.h (file contents):
Revision 1.8 by elmex, Tue Aug 15 17:35:50 2006 UTC vs.
Revision 1.12 by root, Mon Aug 28 14:05:24 2006 UTC

1/* 1/*
2 * static char *rcsid_define_h = 2 * static char *rcsid_define_h =
3 * "$Id: map.h,v 1.8 2006/08/15 17:35:50 elmex Exp $"; 3 * "$Id: map.h,v 1.12 2006/08/28 14:05:24 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
31 * It contains pointers (very indirectly) to all objects on the map. 31 * It contains pointers (very indirectly) to all objects on the map.
32 */ 32 */
33 33
34#ifndef MAP_H 34#ifndef MAP_H
35#define MAP_H 35#define MAP_H
36
37#include "cfperl.h"
36 38
37/* We set this size - this is to make magic map work properly on 39/* We set this size - this is to make magic map work properly on
38 * tiled maps. There is no requirement that this matches the 40 * tiled maps. There is no requirement that this matches the
39 * tiled maps size - it just seemed like a reasonable value. 41 * tiled maps size - it just seemed like a reasonable value.
40 * Magic map code now always starts out putting the player in the 42 * Magic map code now always starts out putting the player in the
275 * almost certainly break various features. You may think 277 * almost certainly break various features. You may think
276 * it is safe to look at width and height values directly 278 * it is safe to look at width and height values directly
277 * (or even through the macros), but doing so will completely 279 * (or even through the macros), but doing so will completely
278 * break map tiling. 280 * break map tiling.
279 */ 281 */
280struct mapstruct { 282struct mapstruct : attachable<mapstruct> {
283 static data_type get_dt () { return DT_MAP; }
284
281 struct mapstruct *next; /* Next map, linked list */ 285 struct mapstruct *next; /* Next map, linked list */
282 char *tmpname; /* Name of temporary file */ 286 char *tmpname; /* Name of temporary file */
283 char *name; /* Name of map as given by its creator */ 287 char *name; /* Name of map as given by its creator */
284 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
285 * points to the struct containing all the properties of 289 * points to the struct containing all the properties of
299 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 */
300 sint16 players; /* How many plares are on this level right now */ 304 sint16 players; /* How many plares are on this level right now */
301 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
302 * be loaded before used. The map,omap and map_ob 306 * be loaded before used. The map,omap and map_ob
303 * arrays will be allocated when the map is loaded */ 307 * arrays will be allocated when the map is loaded */
304 uint8 compressed; /* Compression method used */
305 uint16 difficulty; /* What level the player should be to play here */ 308 uint16 difficulty; /* What level the player should be to play here */
306 309
307 uint8 darkness; /* indicates level of darkness of map */ 310 uint8 darkness; /* indicates level of darkness of map */
308 uint16 width,height; /* Width and height of map. */ 311 uint16 width,height; /* Width and height of map. */
309 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 */
345 int distance_y; 348 int distance_y;
346 int direction; 349 int direction;
347 object *part; 350 object *part;
348}; 351};
349 352
350extern void (*load_original_map_callback)(mapstruct *map);
351extern void (*load_temporary_map_callback)(mapstruct *map);
352extern void (*clean_temporary_map_callback)(mapstruct *map);
353
354#endif 353#endif

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