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Comparing deliantra/server/include/map.h (file contents):
Revision 1.18 by root, Fri Sep 8 12:56:43 2006 UTC vs.
Revision 1.19 by root, Fri Sep 8 16:51:44 2006 UTC

1/* 1/*
2 * static char *rcsid_define_h = 2 * static char *rcsid_define_h =
3 * "$Id: map.h,v 1.18 2006/09/08 12:56:43 root Exp $"; 3 * "$Id: map.h,v 1.19 2006/09/08 16:51:44 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
278 * almost certainly break various features. You may think 278 * almost certainly break various features. You may think
279 * it is safe to look at width and height values directly 279 * it is safe to look at width and height values directly
280 * (or even through the macros), but doing so will completely 280 * (or even through the macros), but doing so will completely
281 * break map tiling. 281 * break map tiling.
282 */ 282 */
283ACC_CLASS (mapstruct)
283struct mapstruct : zero_initialised, attachable<mapstruct> { 284struct mapstruct : zero_initialised, attachable<mapstruct>
285{
284 struct mapstruct *next; /* Next map, linked list */ 286 struct mapstruct *ACC (RW, next); /* Next map, linked list */
285 char *tmpname; /* Name of temporary file */ 287 char *ACC (RO, tmpname); /* Name of temporary file */
286 char *name; /* Name of map as given by its creator */ 288 char *ACC (RO, name); /* Name of map as given by its creator */
287 struct region *region; /* What jurisdiction in the game world this map is ruled by 289 struct region *ACC (RW, region); /* What jurisdiction in the game world this map is ruled by
288 * points to the struct containing all the properties of 290 * points to the struct containing all the properties of
289 * the region */ 291 * the region */
290 uint32 reset_time; /* when this map should reset */ 292 uint32 ACC (RW, reset_time); /* when this map should reset */
291 uint32 reset_timeout; /* How many seconds must elapse before this map 293 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
292 * should be reset 294 * should be reset
293 */ 295 */
294 uint32 fixed_resettime:1; /* if true, reset time is not affected by 296 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
295 * players entering/exiting map 297 * players entering/exiting map
296 */ 298 */
297 uint32 unique:1; /* if set, this is a per player unique map */ 299 bool ACC (RW, unique); /* if set, this is a per player unique map */
298 uint32 templatemap:1; /* if set, this is a template map */ 300 bool ACC (RW, templatemap); /* if set, this is a template map */
299 uint32 nosmooth:1; /* if set the content of this map has smoothlevel=0 forced*/ 301 bool ACC (RW, nosmooth); /* if set the content of this map has smoothlevel=0 forced*/
300 sint32 timeout; /* swapout is set to this */ 302 sint32 ACC (RW, timeout); /* swapout is set to this */
301 sint32 swap_time; /* When it reaches 0, the map will be swapped out */ 303 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
302 sint16 players; /* How many plares are on this level right now */ 304 sint16 ACC (RW, players); /* How many plares are on this level right now */
303 uint32 in_memory; /* If not true, the map has been freed and must 305 uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must
304 * be loaded before used. The map,omap and map_ob 306 * be loaded before used. The map,omap and map_ob
305 * arrays will be allocated when the map is loaded */ 307 * arrays will be allocated when the map is loaded */
306 uint16 difficulty; /* What level the player should be to play here */ 308 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
307 309
308 uint8 darkness; /* indicates level of darkness of map */ 310 uint8 ACC (RW, darkness); /* indicates level of darkness of map */
309 uint16 width,height; /* Width and height of map. */ 311 uint16 ACC (RO, width), ACC (RO, height); /* Width and height of map. */
310 uint16 enter_x; /* enter_x and enter_y are default entrance location */ 312 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */
311 uint16 enter_y; /* on the map if none are set in the exit */ 313 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */
312 uint32 outdoor:1; /* True if an outdoor map */ 314 bool ACC (RW, outdoor); /* True if an outdoor map */
313 oblinkpt *buttons; /* Linked list of linked lists of buttons */ 315 oblinkpt *buttons; /* Linked list of linked lists of buttons */
314 struct MapSpace *spaces; /* Array of spaces on this map */ 316 struct MapSpace *spaces; /* Array of spaces on this map */
315 sint16 temp; /* base temperature of this tile (F) */ 317 sint16 ACC (RW, temp); /* base temperature of this tile (F) */
316 sint16 pressure; /* barometric pressure (mb) */ 318 sint16 ACC (RW, pressure); /* barometric pressure (mb) */
317 sint8 humid; /* humitidy of this tile */ 319 sint8 ACC (RW, humid); /* humitidy of this tile */
318 sint8 windspeed; /* windspeed of this tile */ 320 sint8 ACC (RW, windspeed); /* windspeed of this tile */
319 sint8 winddir; /* direction of wind */ 321 sint8 ACC (RW, winddir); /* direction of wind */
320 sint8 sky; /* sky conditions */ 322 sint8 ACC (RW, sky); /* sky conditions */
321 int wpartx,wparty; /*Highly fasten conversion between worldmap and weathermap*/ 323 int ACC (RW, wpartx), ACC (RW, wparty); /*Highly fasten conversion between worldmap and weathermap*/
322 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */ 324 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */
323 char *shoprace; /* the preffered race of the local shopkeeper */ 325 char *ACC (RO, shoprace); /* the preffered race of the local shopkeeper */
324 double shopgreed; /* how much our shopkeeper overcharges */ 326 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
325 uint64 shopmin; /* minimum price a shop will trade for */ 327 uint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
326 uint64 shopmax; /* maximum price a shop will offer */ 328 uint64 ACC (RW, shopmax); /* maximum price a shop will offer */
327 char *msg; /* Message map creator may have left */ 329 char *ACC (RO, msg); /* Message map creator may have left */
328 char *maplore; /* Map lore information */ 330 char *ACC (RO, maplore); /* Map lore information */
329 char *tile_path[4]; /* path to adjoining maps */ 331 char *tile_path[4]; /* path to adjoining maps */
330 struct mapstruct *tile_map[4]; /* Next map, linked list */ 332 struct mapstruct *tile_map[4]; /* Next map, linked list */
331 char path[HUGE_BUF]; /* Filename of the map */ 333 char ACC (RW, path)[HUGE_BUF]; /* Filename of the map */
332}; 334};
333 335
334/* This is used by get_rangevector to determine where the other 336/* This is used by get_rangevector to determine where the other
335 * creature is. get_rangevector takes into account map tiling, 337 * creature is. get_rangevector takes into account map tiling,
336 * so you just can not look the the map coordinates and get the 338 * so you just can not look the the map coordinates and get the
347 int direction; 349 int direction;
348 object *part; 350 object *part;
349}; 351};
350 352
351#endif 353#endif
354

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