version 1.26 | | version 1.27 |
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| | |
/* | | /* |
* static char *rcsid_define_h = | | * static char *rcsid_define_h = |
* "$Id: map.h,v 1.26 2004/02/16 18:05:32 ryo_saeba Exp $"; | | * "$Id: map.h,v 1.27 2005/03/15 21:06:20 ryo_saeba Exp $"; |
*/ | | */ |
| | |
/* | | /* |
| | |
sint16 realtemp; /* temperature at a given calculation step for this tile*/ | | sint16 realtemp; /* temperature at a given calculation step for this tile*/ |
} weathermap_t; | | } weathermap_t; |
| | |
| | /* |
| | * Each map is in a given region of the game world and links to a region definiton, so |
| | * they have to appear here in the headers, before the mapdef |
| | */ |
| | typedef struct regiondef { |
| | struct regiondef *next; /* pointer to next region, NULL for the last one */ |
| | char *name; /* Shortend name of the region as maps refer to it */ |
| | char *parent_name; /* |
| | * So that parent and child regions can be defined in |
| | * any order, we keep hold of the parent_name during |
| | * initialisation, and the children get assigned to their |
| | * parents later. (before runtime on the server though) |
| | * nothing outside the init code should ever use this value. |
| | */ |
| | struct regiondef *parent;/* |
| | * Pointer to the region that is a parent of the current |
| | * region, if a value isn't defined in the current region |
| | * we traverse this series of pointers until it is. |
| | */ |
| | char *longname; /* Official title of the region, this might be defined |
| | * to be the same as name*/ |
| | char *msg; /* the description of the region */ |
| | sint8 fallback; /* whether, in the event of a region not existing, |
| | * this should be the one we fall back on as the default */ |
| | } region; |
| | |
/* In general, code should always use the macros | | /* In general, code should always use the macros |
* above (or functions in map.c) to access many of the | | * above (or functions in map.c) to access many of the |
* values in the map structure. Failure to do this will | | * values in the map structure. Failure to do this will |
| | |
char path[HUGE_BUF]; /* Filename of the map */ | | char path[HUGE_BUF]; /* Filename of the map */ |
char *tmpname; /* Name of temporary file */ | | char *tmpname; /* Name of temporary file */ |
char *name; /* Name of map as given by its creator */ | | char *name; /* Name of map as given by its creator */ |
| | region *region; /* What jurisdiction in the game world this map is ruled by |
| | * points to the struct containing all the properties of |
| | * the region */ |
uint32 reset_time; /* when this map should reset */ | | uint32 reset_time; /* when this map should reset */ |
uint32 reset_timeout; /* How many seconds must elapse before this map | | uint32 reset_timeout; /* How many seconds must elapse before this map |
* should be reset | | * should be reset |