--- deliantra/server/include/map.h 2006/02/21 11:00:07 1.2 +++ deliantra/server/include/map.h 2006/09/08 12:56:43 1.18 @@ -34,6 +34,8 @@ #ifndef MAP_H #define MAP_H +#include "cfperl.h" + /* We set this size - this is to make magic map work properly on * tiled maps. There is no requirement that this matches the * tiled maps size - it just seemed like a reasonable value. @@ -157,6 +159,11 @@ #define AB_NO_PASS 0x04 /*#define P_PASS_THRU 0x08 *//* */ +#define P_SAFE 0x08 /* If this is set the map tile is a safe map, + * that means, nothing harmful there will be done, + * like: bombs, potion usage, alchemy, spells + * this was introduced to make shops more safe + * and propably other maps */ #define P_IS_ALIVE 0x10 /* something alive is on this space */ #define P_NO_CLERIC 0x20 /* no clerical spells cast here */ #define P_NEED_UPDATE 0x40 /* this space is out of date */ @@ -188,7 +195,7 @@ * to extend information about a space. */ -typedef struct MapSpace { +struct MapSpace { object *bottom; /* lowest object on this space */ object *top; /* Highest object on this space */ New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */ @@ -199,7 +206,7 @@ MoveType move_slow; /* What movement types this space slows */ MoveType move_on; /* What movement types are activated */ MoveType move_off; /* What movement types are activated */ -} MapSpace; +}; /* * this is an overlay structure of the whole world. It exists as a simple @@ -210,7 +217,7 @@ * with the new values we have assigned. */ -typedef struct wmapdef { +struct weathermap_t { sint16 temp; /* base temperature of this tile (F) */ sint16 pressure; /* barometric pressure (mb) */ sint8 humid; /* humitidy of this tile */ @@ -221,46 +228,49 @@ uint32 rainfall; /* cumulative rainfall */ uint8 darkness; /* indicates level of darkness of map */ uint8 water; /* 0-100 percentage of water tiles */ - /*Dynamic parts*/ - sint16 realtemp; /* temperature at a given calculation step for this tile*/ -} weathermap_t; + /*Dynamic parts*/ + sint16 realtemp; /* temperature at a given calculation step for this tile*/ +}; /* * 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 */ +struct region { + struct region *next; /* pointer to next region, NULL for the last one */ const char *name; /* Shortend name of the region as maps refer to it */ const 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;/* + * 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 region *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. - */ + * we traverse this series of pointers until it is. + */ const char *longname; /* Official title of the region, this might be defined * to be the same as name*/ const char *msg; /* the description of the region */ uint32 counter; /* A generic counter for holding temporary data. */ sint8 fallback; /* whether, in the event of a region not existing, * this should be the one we fall back on as the default */ -} region; + char *jailmap; /*where a player that is arrested in this region should be imprisoned.*/ + sint16 jailx, jaily; /* The coodinates in jailmap to which the player should be sent. */ +}; -typedef struct shopitem { - const char *name; /* name of the item in question, null if it is the default item */ - const char *name_pl; /* plural name */ +struct shopitems : zero_initialised +{ + const char *name; /* name of the item in question, null if it is the default item */ + const char *name_pl; /* plural name */ int typenum; /* itemtype number we need to match 0 if it is the default price*/ sint8 strength; /* the degree of specialisation the shop has in this item, - * as a percentage from -100 to 100 */ + * as a percentage from -100 to 100 */ int index; /* being the size of the shopitems array.*/ -} shopitems; +}; /* In general, code should always use the macros * above (or functions in map.c) to access many of the @@ -270,30 +280,29 @@ * (or even through the macros), but doing so will completely * break map tiling. */ -typedef struct mapdef { - struct mapdef *next; /* Next map, linked list */ +struct mapstruct : zero_initialised, attachable { + struct mapstruct *next; /* Next map, linked list */ char *tmpname; /* Name of temporary file */ char *name; /* Name of map as given by its creator */ - region *region; /* What jurisdiction in the game world this map is ruled by + struct region *region; /* What jurisdiction in the game world this map is ruled by * points to the struct containing all the properties of - * the region */ + * the region */ uint32 reset_time; /* when this map should reset */ uint32 reset_timeout; /* How many seconds must elapse before this map - * should be reset - */ + * should be reset + */ uint32 fixed_resettime:1; /* if true, reset time is not affected by - * players entering/exiting map - */ + * players entering/exiting map + */ uint32 unique:1; /* if set, this is a per player unique map */ - uint32 template:1; /* if set, this is a template map */ + uint32 templatemap:1; /* if set, this is a template map */ uint32 nosmooth:1; /* if set the content of this map has smoothlevel=0 forced*/ sint32 timeout; /* swapout is set to this */ sint32 swap_time; /* When it reaches 0, the map will be swapped out */ sint16 players; /* How many plares are on this level right now */ uint32 in_memory; /* If not true, the map has been freed and must - * be loaded before used. The map,omap and map_ob - * arrays will be allocated when the map is loaded */ - uint8 compressed; /* Compression method used */ + * be loaded before used. The map,omap and map_ob + * arrays will be allocated when the map is loaded */ uint16 difficulty; /* What level the player should be to play here */ uint8 darkness; /* indicates level of darkness of map */ @@ -302,7 +311,7 @@ uint16 enter_y; /* on the map if none are set in the exit */ uint32 outdoor:1; /* True if an outdoor map */ oblinkpt *buttons; /* Linked list of linked lists of buttons */ - MapSpace *spaces; /* Array of spaces on this map */ + struct MapSpace *spaces; /* Array of spaces on this map */ sint16 temp; /* base temperature of this tile (F) */ sint16 pressure; /* barometric pressure (mb) */ sint8 humid; /* humitidy of this tile */ @@ -310,16 +319,17 @@ sint8 winddir; /* direction of wind */ sint8 sky; /* sky conditions */ int wpartx,wparty; /*Highly fasten conversion between worldmap and weathermap*/ - shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */ + struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */ char *shoprace; /* the preffered race of the local shopkeeper */ double shopgreed; /* how much our shopkeeper overcharges */ uint64 shopmin; /* minimum price a shop will trade for */ uint64 shopmax; /* maximum price a shop will offer */ char *msg; /* Message map creator may have left */ + char *maplore; /* Map lore information */ char *tile_path[4]; /* path to adjoining maps */ - struct mapdef *tile_map[4]; /* Next map, linked list */ + struct mapstruct *tile_map[4]; /* Next map, linked list */ char path[HUGE_BUF]; /* Filename of the map */ -} mapstruct; +}; /* This is used by get_rangevector to determine where the other * creature is. get_rangevector takes into account map tiling, @@ -330,12 +340,12 @@ * monster that is closest. * Note: distance should be always >=0. I changed it to UINT. MT */ -typedef struct rv_vector { +struct rv_vector { unsigned int distance; int distance_x; int distance_y; int direction; object *part; -} rv_vector; +}; #endif