1 | /* |
1 | /* |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002-2005,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002-2005,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Crossfire TRT is free software: you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
9 | * it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * (at your option) any later version. |
11 | * (at your option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
… | |
… | |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * |
20 | * |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
22 | */ |
23 | |
23 | |
24 | /* |
24 | /* |
25 | * The maptile is allocated each time a new map is opened. |
25 | * The maptile is allocated each time a new map is opened. |
26 | * It contains pointers (very indirectly) to all objects on the map. |
26 | * It contains pointers (very indirectly) to all objects on the map. |
… | |
… | |
50 | shstr ACC (RW, jailmap); /*where a player that is arrested in this region should be imprisoned. */ |
50 | shstr ACC (RW, jailmap); /*where a player that is arrested in this region should be imprisoned. */ |
51 | sint16 ACC (RW, jailx), ACC (RW, jaily);/* The coodinates in jailmap to which the player should be sent. */ |
51 | sint16 ACC (RW, jailx), ACC (RW, jaily);/* The coodinates in jailmap to which the player should be sent. */ |
52 | shstr ACC (RW, portalmap); |
52 | shstr ACC (RW, portalmap); |
53 | sint16 ACC (RW, portalx), ACC (RW, portaly); |
53 | sint16 ACC (RW, portalx), ACC (RW, portaly); |
54 | object_vector_index ACC (RW, index); |
54 | object_vector_index ACC (RW, index); |
55 | uint32 ACC (RW, counter); /* A generic counter for holding temporary data. */ |
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56 | bool ACC (RW, fallback); /* whether, in the event of a region not existing, |
55 | bool ACC (RW, fallback); /* whether, in the event of a region not existing, |
57 | * this should be the one we fall back on as the default */ |
56 | * this should be the one we fall back on as the default */ |
58 | float treasure_density; // chance of treasure per mapspace |
57 | float treasure_density; // chance of treasure per mapspace |
59 | treasurelist *treasure; // treasure to generate (mostly monsters) |
58 | treasurelist *treasure; // treasure to generate (mostly monsters) |
60 | |
59 | |