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/* |
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CrossFire, A Multiplayer game for X-windows |
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|
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Copyright (C) 2002-2005 Mark Wedel & Crossfire Development Team |
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Copyright (C) 1992 Frank Tore Johansen |
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|
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This program is free software; you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation; either version 2 of the License, or |
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(at your option) any later version. |
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|
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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|
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You should have received a copy of the GNU General Public License |
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along with this program; if not, write to the Free Software |
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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|
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The authors can be reached via e-mail at crossfire@schmorp.de |
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*/ |
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|
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/* |
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* The maptile is allocated each time a new map is opened. |
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* It contains pointers (very indirectly) to all objects on the map. |
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*/ |
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|
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#ifndef MAP_H |
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#define MAP_H |
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|
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#include "cfperl.h" |
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|
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/* We set this size - this is to make magic map work properly on |
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* tiled maps. There is no requirement that this matches the |
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* tiled maps size - it just seemed like a reasonable value. |
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* Magic map code now always starts out putting the player in the |
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* center of the map - this makes the most sense when dealing |
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* with tiled maps. |
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* We also figure out the magicmap color to use as we process the |
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* spaces - this is more efficient as we already have up to date |
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* map pointers. |
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*/ |
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#define MAGIC_MAP_SIZE 50 |
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#define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2 |
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|
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#define MAP_LAYERS 3 |
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|
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/* options passed to ready_map_name and load_original_map */ |
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#define MAP_FLUSH 0x01 |
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#define MAP_PLAYER_UNIQUE 0x02 |
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#define MAP_BLOCK 0x04 |
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#define MAP_STYLE 0x08 |
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#define MAP_OVERLAY 0x10 |
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|
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/* Values for in_memory below. Should probably be an enumerations */ |
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#define MAP_IN_MEMORY 1 |
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#define MAP_SWAPPED 2 |
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#define MAP_LOADING 3 |
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#define MAP_SAVING 4 |
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|
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/* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should |
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* really be used, as it is multi tile aware. However, there are some cases |
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* where it is known the map is not tiled or the values are known |
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* consistent (eg, op->map, op->x, op->y) |
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*/ |
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// all those macros are herewith declared legacy |
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#define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags () |
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#define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light |
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#define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot |
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#define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top |
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#define GET_MAP_FACE(M,X,Y,L) (M)->at((X),(Y)).faces[L] |
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#define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L] |
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#define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block |
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#define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow |
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#define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on |
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#define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off |
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|
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/* You should really know what you are doing before using this - you |
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* should almost always be using out_of_map instead, which takes into account |
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* map tiling. |
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*/ |
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#define OUT_OF_REAL_MAP(M,X,Y) ((X)<0 || (Y)<0 || (X)>=(M)->width || (Y)>=(M)->height) |
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|
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/* These are used in the MapLook flags element. They are not used in |
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* in the object flags structure. |
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*/ |
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#define P_BLOCKSVIEW 0x01 |
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#define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */ |
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#define P_PLAYER 0x04 /* a player (or something seeing these objects) is on this mapspace */ |
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#define P_SAFE 0x08 /* If this is set the map tile is a safe space, |
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* that means, nothing harmful can be done, |
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* such as: bombs, potion usage, alchemy, spells |
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* this was introduced to make shops safer |
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* but is useful in other situations */ |
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#define P_IS_ALIVE 0x10 /* something alive is on this space */ |
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#define P_NO_CLERIC 0x20 /* no clerical spells cast here */ |
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|
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#define P_NEED_UPDATE 0x80 /* this space is out of date */ |
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|
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/* The following two values are not stored in the MapLook flags, but instead |
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* used in the get_map_flags value - that function is used to return |
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* the flag value, as well as other conditions - using a more general |
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* function that does more of the work can hopefully be used to replace |
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* lots of duplicate checks currently in the code. |
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*/ |
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#define P_OUT_OF_MAP 0x10000 /* This space is outside the map */ |
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#define P_NEW_MAP 0x20000 |
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/* Coordinates passed result in a new tiled map */ |
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|
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/* P_NO_PASS is used for ob_blocked() return value. It needs |
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* to be here to make sure the bits don't match with anything. |
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*/ |
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#define P_NO_PASS 0x80000 |
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|
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/* Instead of having numerous arrays that have information on a |
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* particular space (was map, floor, floor2, map_ob), |
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* have this structure take care of that information. |
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* This puts it all in one place, and should also make it easier |
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* to extend information about a space. |
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*/ |
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struct mapspace |
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{ |
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object *bot, *top; /* lowest/highest object on this space */ |
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New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */ |
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object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */ |
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uint8 flags_; /* flags about this space (see the P_ values above) */ |
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sint8 light; /* How much light this space provides */ |
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MoveType move_block; /* What movement types this space blocks */ |
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MoveType move_slow; /* What movement types this space slows */ |
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MoveType move_on; /* What movement types are activated */ |
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MoveType move_off; /* What movement types are activated */ |
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|
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void update_ (); |
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void update () |
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{ |
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if (flags_ & P_NEED_UPDATE) |
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update_ (); |
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} |
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|
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uint8 flags () |
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{ |
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update (); |
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return flags_; |
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} |
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|
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// maybe only inline quick flags_ checking? |
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object *player () |
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{ |
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// search from the top, because players are usually on top |
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// make usually == always and this non-amortized O(1) |
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// could gte rid of P_PLAYER, too, then |
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if (flags () & P_PLAYER) |
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for (object *op = top; op; op = op->below) |
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if (op->type == PLAYER) |
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return op; |
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|
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return 0; |
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} |
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}; |
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|
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/* |
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* this is an overlay structure of the whole world. It exists as a simple |
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* high level map, which doesn't contain the full data of the underlying map. |
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* in this map, only things such as weather are recorded. By doing so, we |
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* can keep the entire world parameters in memory, and act as a whole on |
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* them at once. We can then, in a separate loop, update the actual world |
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* with the new values we have assigned. |
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*/ |
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|
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struct weathermap_t |
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{ |
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sint16 temp; /* base temperature of this tile (F) */ |
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sint16 pressure; /* barometric pressure (mb) */ |
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sint8 humid; /* humitidy of this tile */ |
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sint8 windspeed; /* windspeed of this tile */ |
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sint8 winddir; /* direction of wind */ |
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sint8 sky; /* sky conditions */ |
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sint32 avgelev; /* average elevation */ |
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uint32 rainfall; /* cumulative rainfall */ |
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uint8 darkness; /* indicates level of darkness of map */ |
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uint8 water; /* 0-100 percentage of water tiles */ |
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/*Dynamic parts */ |
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sint16 realtemp; /* temperature at a given calculation step for this tile */ |
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}; |
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|
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/* |
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* Each map is in a given region of the game world and links to a region definiton, so |
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* they have to appear here in the headers, before the mapdef |
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*/ |
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struct region : zero_initialised |
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{ |
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struct region *next; /* pointer to next region, NULL for the last one */ |
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const char *name; /* Shortend name of the region as maps refer to it */ |
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const char *parent_name; /* |
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* So that parent and child regions can be defined in |
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* any order, we keep hold of the parent_name during |
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* initialisation, and the children get assigned to their |
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* parents later. (before runtime on the server though) |
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* nothing outside the init code should ever use this value. |
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*/ |
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struct region *parent; /* |
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* Pointer to the region that is a parent of the current |
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* region, if a value isn't defined in the current region |
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* we traverse this series of pointers until it is. |
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*/ |
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const char *longname; /* Official title of the region, this might be defined |
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* to be the same as name*/ |
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const char *msg; /* the description of the region */ |
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uint32 counter; /* A generic counter for holding temporary data. */ |
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sint8 fallback; /* whether, in the event of a region not existing, |
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* this should be the one we fall back on as the default */ |
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char *jailmap; /*where a player that is arrested in this region should be imprisoned. */ |
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sint16 jailx, jaily; /* The coodinates in jailmap to which the player should be sent. */ |
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}; |
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|
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struct shopitems : zero_initialised |
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{ |
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const char *name; /* name of the item in question, null if it is the default item */ |
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const char *name_pl; /* plural name */ |
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int typenum; /* itemtype number we need to match 0 if it is the default price */ |
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sint8 strength; /* the degree of specialisation the shop has in this item, |
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* as a percentage from -100 to 100 */ |
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int index; /* being the size of the shopitems array. */ |
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}; |
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|
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/* In general, code should always use the macros |
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* above (or functions in map.c) to access many of the |
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* values in the map structure. Failure to do this will |
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* almost certainly break various features. You may think |
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* it is safe to look at width and height values directly |
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* (or even through the macros), but doing so will completely |
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* break map tiling. |
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*/ |
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INTERFACE_CLASS (maptile) |
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struct maptile : zero_initialised, attachable |
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{ |
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sint32 ACC (RO, width), ACC (RO, height); /* Width and height of map. */ |
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struct mapspace *spaces; /* Array of spaces on this map */ |
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|
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maptile *ACC (RW, next); /* Next map, linked list */ |
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char *ACC (RO, tmpname); /* Name of temporary file */ |
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char *ACC (RO, name); /* Name of map as given by its creator */ |
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struct region *ACC (RW, region); /* What jurisdiction in the game world this map is ruled by |
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* points to the struct containing all the properties of |
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* the region */ |
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uint32 ACC (RW, reset_time); /* when this map should reset */ |
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uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map |
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* should be reset |
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*/ |
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bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by |
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* players entering/exiting map |
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*/ |
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bool ACC (RW, unique); /* if set, this is a per player unique map */ |
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bool ACC (RW, templatemap); /* if set, this is a template map */ |
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bool ACC (RW, nosmooth); /* if set the content of this map has smoothlevel=0 forced */ |
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sint32 ACC (RW, timeout); /* swapout is set to this */ |
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sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */ |
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uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must |
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* be loaded before used. The map,omap and map_ob |
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* arrays will be allocated when the map is loaded */ |
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sint16 ACC (RW, players); /* How many players are on this level right now */ |
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uint16 ACC (RW, difficulty); /* What level the player should be to play here */ |
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|
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uint8 ACC (RW, darkness); /* indicates level of darkness of map */ |
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uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */ |
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uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */ |
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bool ACC (RW, outdoor); /* True if an outdoor map */ |
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oblinkpt *buttons; /* Linked list of linked lists of buttons */ |
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sint16 ACC (RW, temp); /* base temperature of this tile (F) */ |
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sint16 ACC (RW, pressure); /* barometric pressure (mb) */ |
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sint8 ACC (RW, humid); /* humitidy of this tile */ |
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sint8 ACC (RW, windspeed); /* windspeed of this tile */ |
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sint8 ACC (RW, winddir); /* direction of wind */ |
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sint8 ACC (RW, sky); /* sky conditions */ |
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int ACC (RW, worldpartx), ACC (RW, worldparty); /*Highly fasten conversion between worldmap and weathermap */ |
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struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */ |
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char *ACC (RO, shoprace); /* the preffered race of the local shopkeeper */ |
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double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */ |
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sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */ |
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sint64 ACC (RW, shopmax); /* maximum price a shop will offer */ |
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char *ACC (RO, msg); /* Message map creator may have left */ |
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char *ACC (RO, maplore); /* Map lore information */ |
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char *tile_path[4]; /* path to adjoining maps */ |
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maptile *tile_map[4]; /* Next map, linked list */ |
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char ACC (RW, path)[HUGE_BUF]; /* Filename of the map */ |
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|
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maptile (); |
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~maptile (); |
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void do_destroy (); |
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void gather_callbacks (AV *&callbacks, event_type event) const; |
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|
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void allocate (); |
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|
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int size () const { return width * height; } |
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|
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mapspace const &at (uint32 x, uint32 y) const { return spaces [x + width * y]; } |
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mapspace &at (uint32 x, uint32 y) { return spaces [x + width * y]; } |
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}; |
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|
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/* This is used by get_rangevector to determine where the other |
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* creature is. get_rangevector takes into account map tiling, |
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* so you just can not look the the map coordinates and get the |
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* righte value. distance_x/y are distance away, which |
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* can be negative. direction is the crossfire direction scheme |
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* that the creature should head. part is the part of the |
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* monster that is closest. |
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* Note: distance should be always >=0. I changed it to UINT. MT |
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*/ |
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struct rv_vector |
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{ |
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unsigned int distance; |
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int distance_x; |
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int distance_y; |
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int direction; |
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object *part; |
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}; |
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|
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inline mapspace & |
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object::ms () const |
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{ |
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return map->at (x, y); |
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} |
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|
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#endif |
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|