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Comparing deliantra/server/include/map.h (file contents):
Revision 1.21 by root, Sat Sep 16 22:24:12 2006 UTC vs.
Revision 1.26 by root, Wed Dec 13 02:55:50 2006 UTC

229 229
230/* 230/*
231 * Each map is in a given region of the game world and links to a region definiton, so 231 * Each map is in a given region of the game world and links to a region definiton, so
232 * they have to appear here in the headers, before the mapdef 232 * they have to appear here in the headers, before the mapdef
233 */ 233 */
234struct region 234struct region : zero_initialised
235{ 235{
236 struct region *next; /* pointer to next region, NULL for the last one */ 236 struct region *next; /* pointer to next region, NULL for the last one */
237 const char *name; /* Shortend name of the region as maps refer to it */ 237 const char *name; /* Shortend name of the region as maps refer to it */
238 const char *parent_name; /* 238 const char *parent_name; /*
239 * So that parent and child regions can be defined in 239 * So that parent and child regions can be defined in
255 * this should be the one we fall back on as the default */ 255 * this should be the one we fall back on as the default */
256 char *jailmap; /*where a player that is arrested in this region should be imprisoned. */ 256 char *jailmap; /*where a player that is arrested in this region should be imprisoned. */
257 sint16 jailx, jaily; /* The coodinates in jailmap to which the player should be sent. */ 257 sint16 jailx, jaily; /* The coodinates in jailmap to which the player should be sent. */
258}; 258};
259 259
260
261struct shopitems : zero_initialised 260struct shopitems : zero_initialised
262{ 261{
263 const char *name; /* name of the item in question, null if it is the default item */ 262 const char *name; /* name of the item in question, null if it is the default item */
264 const char *name_pl; /* plural name */ 263 const char *name_pl; /* plural name */
265 int typenum; /* itemtype number we need to match 0 if it is the default price */ 264 int typenum; /* itemtype number we need to match 0 if it is the default price */
295 bool ACC (RW, unique); /* if set, this is a per player unique map */ 294 bool ACC (RW, unique); /* if set, this is a per player unique map */
296 bool ACC (RW, templatemap); /* if set, this is a template map */ 295 bool ACC (RW, templatemap); /* if set, this is a template map */
297 bool ACC (RW, nosmooth); /* if set the content of this map has smoothlevel=0 forced */ 296 bool ACC (RW, nosmooth); /* if set the content of this map has smoothlevel=0 forced */
298 sint32 ACC (RW, timeout); /* swapout is set to this */ 297 sint32 ACC (RW, timeout); /* swapout is set to this */
299 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */ 298 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
300 sint16 ACC (RW, players); /* How many plares are on this level right now */ 299 sint16 ACC (RW, players); /* How many players are on this level right now */
301 uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must 300 uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must
302 * be loaded before used. The map,omap and map_ob 301 * be loaded before used. The map,omap and map_ob
303 * arrays will be allocated when the map is loaded */ 302 * arrays will be allocated when the map is loaded */
304 uint16 ACC (RW, difficulty); /* What level the player should be to play here */ 303 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
305 304
318 sint8 ACC (RW, sky); /* sky conditions */ 317 sint8 ACC (RW, sky); /* sky conditions */
319 int ACC (RW, wpartx), ACC (RW, wparty); /*Highly fasten conversion between worldmap and weathermap */ 318 int ACC (RW, wpartx), ACC (RW, wparty); /*Highly fasten conversion between worldmap and weathermap */
320 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */ 319 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */
321 char *ACC (RO, shoprace); /* the preffered race of the local shopkeeper */ 320 char *ACC (RO, shoprace); /* the preffered race of the local shopkeeper */
322 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */ 321 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
323 uint64 ACC (RW, shopmin); /* minimum price a shop will trade for */ 322 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
324 uint64 ACC (RW, shopmax); /* maximum price a shop will offer */ 323 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */
325 char *ACC (RO, msg); /* Message map creator may have left */ 324 char *ACC (RO, msg); /* Message map creator may have left */
326 char *ACC (RO, maplore); /* Map lore information */ 325 char *ACC (RO, maplore); /* Map lore information */
327 char *tile_path[4]; /* path to adjoining maps */ 326 char *tile_path[4]; /* path to adjoining maps */
328 maptile *tile_map[4]; /* Next map, linked list */ 327 maptile *tile_map[4]; /* Next map, linked list */
329 char ACC (RW, path)[HUGE_BUF]; /* Filename of the map */ 328 char ACC (RW, path)[HUGE_BUF]; /* Filename of the map */
329
330 maptile ();
331 void allocate ();
330}; 332};
331 333
332/* This is used by get_rangevector to determine where the other 334/* This is used by get_rangevector to determine where the other
333 * creature is. get_rangevector takes into account map tiling, 335 * creature is. get_rangevector takes into account map tiling,
334 * so you just can not look the the map coordinates and get the 336 * so you just can not look the the map coordinates and get the
346 int direction; 348 int direction;
347 object *part; 349 object *part;
348}; 350};
349 351
350#endif 352#endif
353

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