1 | /* |
1 | /* |
2 | * static char *rcsid_define_h = |
2 | * static char *rcsid_define_h = |
3 | * "$Id: map.h,v 1.14 2006/08/29 09:27:58 elmex 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 | |
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260 | char *jailmap; /*where a player that is arrested in this region should be imprisoned.*/ |
260 | char *jailmap; /*where a player that is arrested in this region should be imprisoned.*/ |
261 | sint16 jailx, jaily; /* The coodinates in jailmap to which the player should be sent. */ |
261 | sint16 jailx, jaily; /* The coodinates in jailmap to which the player should be sent. */ |
262 | }; |
262 | }; |
263 | |
263 | |
264 | |
264 | |
265 | struct shopitems { |
265 | struct shopitems : zero_initialised |
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266 | { |
266 | const char *name; /* name of the item in question, null if it is the default item */ |
267 | const char *name; /* name of the item in question, null if it is the default item */ |
267 | const char *name_pl; /* plural name */ |
268 | const char *name_pl; /* plural name */ |
268 | int typenum; /* itemtype number we need to match 0 if it is the default price*/ |
269 | 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, |
270 | sint8 strength; /* the degree of specialisation the shop has in this item, |
270 | * as a percentage from -100 to 100 */ |
271 | * as a percentage from -100 to 100 */ |
271 | int index; /* being the size of the shopitems array.*/ |
272 | int index; /* being the size of the shopitems array.*/ |
272 | }; |
273 | }; |
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277 | * almost certainly break various features. You may think |
278 | * almost certainly break various features. You may think |
278 | * it is safe to look at width and height values directly |
279 | * it is safe to look at width and height values directly |
279 | * (or even through the macros), but doing so will completely |
280 | * (or even through the macros), but doing so will completely |
280 | * break map tiling. |
281 | * break map tiling. |
281 | */ |
282 | */ |
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283 | ACC_CLASS (mapstruct) |
282 | struct mapstruct : attachable<mapstruct> { |
284 | struct mapstruct : zero_initialised, attachable<mapstruct> |
283 | static data_type get_dt () { return DT_MAP; } |
285 | { |
284 | |
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285 | struct mapstruct *next; /* Next map, linked list */ |
286 | struct mapstruct *ACC (RW, next); /* Next map, linked list */ |
286 | char *tmpname; /* Name of temporary file */ |
287 | char *ACC (RO, tmpname); /* Name of temporary file */ |
287 | char *name; /* Name of map as given by its creator */ |
288 | char *ACC (RO, name); /* Name of map as given by its creator */ |
288 | 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 |
289 | * points to the struct containing all the properties of |
290 | * points to the struct containing all the properties of |
290 | * the region */ |
291 | * the region */ |
291 | uint32 reset_time; /* when this map should reset */ |
292 | uint32 ACC (RW, reset_time); /* when this map should reset */ |
292 | 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 |
293 | * should be reset |
294 | * should be reset |
294 | */ |
295 | */ |
295 | 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 |
296 | * players entering/exiting map |
297 | * players entering/exiting map |
297 | */ |
298 | */ |
298 | 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 */ |
299 | uint32 safe_map:1; /* if set, this map doesn't allow using magic or harmful stuff in any way */ |
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300 | uint32 templatemap:1; /* if set, this is a template map */ |
300 | bool ACC (RW, templatemap); /* if set, this is a template map */ |
301 | 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*/ |
302 | sint32 timeout; /* swapout is set to this */ |
302 | sint32 ACC (RW, timeout); /* swapout is set to this */ |
303 | 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 */ |
304 | 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 */ |
305 | 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 |
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 ACC (RW, difficulty); /* What level the player should be to play here */ |
309 | |
309 | |
310 | uint8 darkness; /* indicates level of darkness of map */ |
310 | uint8 ACC (RW, darkness); /* indicates level of darkness of map */ |
311 | uint16 width,height; /* Width and height of map. */ |
311 | uint16 ACC (RO, width), ACC (RO, height); /* Width and height of map. */ |
312 | 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 */ |
313 | 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 */ |
314 | uint32 outdoor:1; /* True if an outdoor map */ |
314 | bool ACC (RW, outdoor); /* True if an outdoor map */ |
315 | oblinkpt *buttons; /* Linked list of linked lists of buttons */ |
315 | oblinkpt *buttons; /* Linked list of linked lists of buttons */ |
316 | struct MapSpace *spaces; /* Array of spaces on this map */ |
316 | struct MapSpace *spaces; /* Array of spaces on this map */ |
317 | sint16 temp; /* base temperature of this tile (F) */ |
317 | sint16 ACC (RW, temp); /* base temperature of this tile (F) */ |
318 | sint16 pressure; /* barometric pressure (mb) */ |
318 | sint16 ACC (RW, pressure); /* barometric pressure (mb) */ |
319 | sint8 humid; /* humitidy of this tile */ |
319 | sint8 ACC (RW, humid); /* humitidy of this tile */ |
320 | sint8 windspeed; /* windspeed of this tile */ |
320 | sint8 ACC (RW, windspeed); /* windspeed of this tile */ |
321 | sint8 winddir; /* direction of wind */ |
321 | sint8 ACC (RW, winddir); /* direction of wind */ |
322 | sint8 sky; /* sky conditions */ |
322 | sint8 ACC (RW, sky); /* sky conditions */ |
323 | 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*/ |
324 | 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 */ |
325 | char *shoprace; /* the preffered race of the local shopkeeper */ |
325 | char *ACC (RO, shoprace); /* the preffered race of the local shopkeeper */ |
326 | double shopgreed; /* how much our shopkeeper overcharges */ |
326 | double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */ |
327 | uint64 shopmin; /* minimum price a shop will trade for */ |
327 | uint64 ACC (RW, shopmin); /* minimum price a shop will trade for */ |
328 | uint64 shopmax; /* maximum price a shop will offer */ |
328 | uint64 ACC (RW, shopmax); /* maximum price a shop will offer */ |
329 | char *msg; /* Message map creator may have left */ |
329 | char *ACC (RO, msg); /* Message map creator may have left */ |
330 | char *maplore; /* Map lore information */ |
330 | char *ACC (RO, maplore); /* Map lore information */ |
331 | char *tile_path[4]; /* path to adjoining maps */ |
331 | char *tile_path[4]; /* path to adjoining maps */ |
332 | struct mapstruct *tile_map[4]; /* Next map, linked list */ |
332 | struct mapstruct *tile_map[4]; /* Next map, linked list */ |
333 | char path[HUGE_BUF]; /* Filename of the map */ |
333 | char ACC (RW, path)[HUGE_BUF]; /* Filename of the map */ |
334 | }; |
334 | }; |
335 | |
335 | |
336 | /* This is used by get_rangevector to determine where the other |
336 | /* This is used by get_rangevector to determine where the other |
337 | * creature is. get_rangevector takes into account map tiling, |
337 | * creature is. get_rangevector takes into account map tiling, |
338 | * 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 |
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349 | int direction; |
349 | int direction; |
350 | object *part; |
350 | object *part; |
351 | }; |
351 | }; |
352 | |
352 | |
353 | #endif |
353 | #endif |
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354 | |