1 | /* |
|
|
2 | * static char *rcsid_define_h = |
|
|
3 | * "$Id: map.h,v 1.2 2006/02/21 11:00:07 root Exp $"; |
|
|
4 | */ |
|
|
5 | |
|
|
6 | /* |
1 | /* |
7 | CrossFire, A Multiplayer game for X-windows |
2 | CrossFire, A Multiplayer game for X-windows |
8 | |
3 | |
9 | Copyright (C) 2002-2005 Mark Wedel & Crossfire Development Team |
4 | Copyright (C) 2002-2005 Mark Wedel & Crossfire Development Team |
10 | Copyright (C) 1992 Frank Tore Johansen |
5 | Copyright (C) 1992 Frank Tore Johansen |
… | |
… | |
21 | |
16 | |
22 | You should have received a copy of the GNU General Public License |
17 | You should have received a copy of the GNU General Public License |
23 | along with this program; if not, write to the Free Software |
18 | along with this program; if not, write to the Free Software |
24 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
25 | |
20 | |
26 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
21 | The authors can be reached via e-mail at crossfire@schmorp.de |
27 | */ |
22 | */ |
28 | |
23 | |
29 | /* |
24 | /* |
30 | * The mapstruct is allocated each time a new map is opened. |
25 | * The maptile is allocated each time a new map is opened. |
31 | * It contains pointers (very indirectly) to all objects on the map. |
26 | * It contains pointers (very indirectly) to all objects on the map. |
32 | */ |
27 | */ |
33 | |
28 | |
34 | #ifndef MAP_H |
29 | #ifndef MAP_H |
35 | #define MAP_H |
30 | #define MAP_H |
|
|
31 | |
|
|
32 | #include "cfperl.h" |
36 | |
33 | |
37 | /* We set this size - this is to make magic map work properly on |
34 | /* We set this size - this is to make magic map work properly on |
38 | * tiled maps. There is no requirement that this matches the |
35 | * tiled maps. There is no requirement that this matches the |
39 | * tiled maps size - it just seemed like a reasonable value. |
36 | * tiled maps size - it just seemed like a reasonable value. |
40 | * Magic map code now always starts out putting the player in the |
37 | * Magic map code now always starts out putting the player in the |
… | |
… | |
45 | * map pointers. |
42 | * map pointers. |
46 | */ |
43 | */ |
47 | #define MAGIC_MAP_SIZE 50 |
44 | #define MAGIC_MAP_SIZE 50 |
48 | #define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2 |
45 | #define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2 |
49 | |
46 | |
50 | |
|
|
51 | #define MAP_LAYERS 4 |
47 | #define MAP_LAYERS 4 |
52 | |
48 | |
53 | /* This is when the map will reset */ |
49 | /* This is when the map will reset */ |
54 | #define MAP_WHEN_RESET(m) ((m)->reset_time) |
50 | #define MAP_WHEN_RESET(m) ((m)->reset_time) |
55 | |
51 | |
… | |
… | |
65 | */ |
61 | */ |
66 | #define MAP_DARKNESS(m) (m)->darkness |
62 | #define MAP_DARKNESS(m) (m)->darkness |
67 | |
63 | |
68 | #define MAP_WIDTH(m) (m)->width |
64 | #define MAP_WIDTH(m) (m)->width |
69 | #define MAP_HEIGHT(m) (m)->height |
65 | #define MAP_HEIGHT(m) (m)->height |
|
|
66 | |
70 | /* Convenient function - total number of spaces is used |
67 | /* Convenient function - total number of spaces is used |
71 | * in many places. |
68 | * in many places. |
72 | */ |
69 | */ |
73 | #define MAP_SIZE(m) ((m)->width * (m)->height) |
70 | #define MAP_SIZE(m) ((m)->width * (m)->height) |
74 | |
71 | |
… | |
… | |
101 | /* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should |
98 | /* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should |
102 | * really be used, as it is multi tile aware. However, there are some cases |
99 | * really be used, as it is multi tile aware. However, there are some cases |
103 | * where it is known the map is not tiled or the values are known |
100 | * where it is known the map is not tiled or the values are known |
104 | * consistent (eg, op->map, op->x, op->y) |
101 | * consistent (eg, op->map, op->x, op->y) |
105 | */ |
102 | */ |
106 | #define GET_MAP_FLAGS(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].flags ) |
103 | // all those macros are herewith declared legacy |
107 | #define SET_MAP_FLAGS(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].flags = C ) |
104 | #define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags |
108 | #define GET_MAP_LIGHT(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].light ) |
105 | #define SET_MAP_FLAGS(M,X,Y,C) (M)->at((X),(Y)).flags = (C) |
109 | #define SET_MAP_LIGHT(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].light = L ) |
106 | #define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light |
110 | |
107 | #define SET_MAP_LIGHT(M,X,Y,L) (M)->at((X),(Y)).light = (L) |
111 | #define GET_MAP_OB(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].bottom ) |
108 | #define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bottom |
112 | #define GET_MAP_TOP(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].top ) |
109 | #define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top |
113 | /* legacy */ |
|
|
114 | #define get_map_ob GET_MAP_OB |
|
|
115 | |
|
|
116 | #define SET_MAP_OB(M,X,Y,tmp) ( (M)->spaces[(X) + (M)->width * (Y)].bottom = (tmp) ) |
110 | #define SET_MAP_OB(M,X,Y,tmp) (M)->at((X),(Y)).bottom = (tmp) |
117 | #define SET_MAP_TOP(M,X,Y,tmp) ( (M)->spaces[(X) + (M)->width * (Y)].top = (tmp) ) |
111 | #define SET_MAP_TOP(M,X,Y,tmp) (M)->at((X),(Y)).top = (tmp) |
118 | #define set_map_ob SET_MAP_OB |
|
|
119 | |
|
|
120 | #define SET_MAP_FACE(M,X,Y,C,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces[L] = C ) |
112 | #define SET_MAP_FACE(M,X,Y,C,L) (M)->at((X),(Y)).faces[L] = (C) |
121 | #define GET_MAP_FACE(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces[L] ) |
113 | #define GET_MAP_FACE(M,X,Y,L) (M)->at((X),(Y)).faces[L] |
122 | |
|
|
123 | #define SET_MAP_FACE_OBJ(M,X,Y,C,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces_obj[L] = C ) |
114 | #define SET_MAP_FACE_OBJ(M,X,Y,C,L) (M)->at((X),(Y)).faces_obj[L] = (C) |
124 | #define GET_MAP_FACE_OBJ(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces_obj[L] ) |
115 | #define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L] |
125 | |
|
|
126 | #define GET_MAP_MOVE_BLOCK(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_block ) |
116 | #define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block |
127 | #define SET_MAP_MOVE_BLOCK(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_block = C ) |
117 | #define SET_MAP_MOVE_BLOCK(M,X,Y,C) (M)->at((X),(Y)).move_block = (C) |
128 | |
|
|
129 | #define GET_MAP_MOVE_SLOW(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_slow ) |
118 | #define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow |
130 | #define SET_MAP_MOVE_SLOW(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_slow = C ) |
119 | #define SET_MAP_MOVE_SLOW(M,X,Y,C) (M)->at((X),(Y)).move_slow = (C) |
131 | |
|
|
132 | #define GET_MAP_MOVE_ON(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_on ) |
120 | #define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on |
133 | #define SET_MAP_MOVE_ON(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_on = C ) |
121 | #define SET_MAP_MOVE_ON(M,X,Y,C) (M)->at((X),(Y)).move_on = (C) |
134 | |
|
|
135 | #define GET_MAP_MOVE_OFF(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_off ) |
122 | #define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off |
136 | #define SET_MAP_MOVE_OFF(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_off = C ) |
123 | #define SET_MAP_MOVE_OFF(M,X,Y,C) (M)->at((X),(Y)).move_off = (C) |
137 | |
124 | |
138 | /* You should really know what you are doing before using this - you |
125 | /* You should really know what you are doing before using this - you |
139 | * should almost always be using out_of_map instead, which takes into account |
126 | * should almost always be using out_of_map instead, which takes into account |
140 | * map tiling. |
127 | * map tiling. |
141 | */ |
128 | */ |
142 | #define OUT_OF_REAL_MAP(M,X,Y) ((X)<0 || (Y)<0 || (X)>=(M)->width || (Y)>=(M)->height) |
129 | #define OUT_OF_REAL_MAP(M,X,Y) ((X)<0 || (Y)<0 || (X)>=(M)->width || (Y)>=(M)->height) |
143 | |
130 | |
144 | /* These are used in the MapLook flags element. They are not used in |
131 | /* These are used in the MapLook flags element. They are not used in |
145 | * in the object flags structure. |
132 | * in the object flags structure. |
146 | */ |
133 | */ |
147 | |
|
|
148 | #define P_BLOCKSVIEW 0x01 |
134 | #define P_BLOCKSVIEW 0x01 |
149 | #define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */ |
135 | #define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */ |
150 | |
136 | #define P_PLAYER 0x04 /* a player (or something seeing these objects) is on this mapspace */ |
151 | /* AB_NO_PASS is used for arch_blocked() return value. It needs |
137 | #define P_SAFE 0x08 /* If this is set the map tile is a safe space, |
152 | * to be here to make sure the bits don't match with anything. |
138 | * that means, nothing harmful can be done, |
153 | * Changed name to have AB_ prefix just to make sure no one |
139 | * such as: bombs, potion usage, alchemy, spells |
154 | * is using the P_NO_PASS. AB_.. should only be used for |
140 | * this was introduced to make shops safer |
155 | * arch_blocked and functions that examine the return value. |
141 | * but is useful in other situations */ |
156 | */ |
|
|
157 | |
|
|
158 | #define AB_NO_PASS 0x04 |
|
|
159 | /*#define P_PASS_THRU 0x08 *//* */ |
|
|
160 | #define P_IS_ALIVE 0x10 /* something alive is on this space */ |
142 | #define P_IS_ALIVE 0x10 /* something alive is on this space */ |
161 | #define P_NO_CLERIC 0x20 /* no clerical spells cast here */ |
143 | #define P_NO_CLERIC 0x20 /* no clerical spells cast here */ |
162 | #define P_NEED_UPDATE 0x40 /* this space is out of date */ |
144 | #define P_NEED_UPDATE 0x40 /* this space is out of date */ |
163 | #define P_NO_ERROR 0x80 /* Purely temporary - if set, update_position |
145 | #define P_NO_ERROR 0x80 /* Purely temporary - if set, update_position |
164 | * does not complain if the flags are different. |
146 | * does not complain if the flags are different. |
165 | */ |
147 | */ |
|
|
148 | |
166 | /* The following two values are not stored in the MapLook flags, but instead |
149 | /* The following two values are not stored in the MapLook flags, but instead |
167 | * used in the get_map_flags value - that function is used to return |
150 | * used in the get_map_flags value - that function is used to return |
168 | * the flag value, as well as other conditions - using a more general |
151 | * the flag value, as well as other conditions - using a more general |
169 | * function that does more of the work can hopefully be used to replace |
152 | * function that does more of the work can hopefully be used to replace |
170 | * lots of duplicate checks currently in the code. |
153 | * lots of duplicate checks currently in the code. |
171 | */ |
154 | */ |
172 | #define P_OUT_OF_MAP 0x100 /* This space is outside the map */ |
155 | #define P_OUT_OF_MAP 0x10000 /* This space is outside the map */ |
173 | #define P_NEW_MAP 0x200 /* Coordinates passed result in a new tiled map */ |
156 | #define P_NEW_MAP 0x20000 |
|
|
157 | /* Coordinates passed result in a new tiled map */ |
174 | |
158 | |
175 | #if 0 |
159 | /* P_NO_PASS is used for ob_blocked() return value. It needs |
176 | /* These go away with new movement code - can't do such simplistic |
160 | * to be here to make sure the bits don't match with anything. |
177 | * checks anymore |
|
|
178 | */ |
161 | */ |
179 | #define P_BLOCKED (P_NO_PASS | P_IS_ALIVE) /* convenience macro */ |
162 | #define P_NO_PASS 0x80000 |
180 | #define P_WALL P_NO_PASS /* Just to match naming of wall function */ |
|
|
181 | #endif |
|
|
182 | |
163 | |
183 | /* Can't use MapCell as that is used in newserver.h |
|
|
184 | * Instead of having numerous arrays that have information on a |
164 | /* Instead of having numerous arrays that have information on a |
185 | * particular space (was map, floor, floor2, map_ob), |
165 | * particular space (was map, floor, floor2, map_ob), |
186 | * have this structure take care of that information. |
166 | * have this structure take care of that information. |
187 | * This puts it all in one place, and should also make it easier |
167 | * This puts it all in one place, and should also make it easier |
188 | * to extend information about a space. |
168 | * to extend information about a space. |
189 | */ |
169 | */ |
190 | |
170 | struct mapspace |
191 | typedef struct MapSpace { |
171 | { |
192 | object *bottom; /* lowest object on this space */ |
172 | object *bottom; /* lowest object on this space */ |
193 | object *top; /* Highest object on this space */ |
173 | object *top; /* Highest object on this space */ |
194 | New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */ |
174 | New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */ |
195 | object *faces_obj[MAP_LAYERS]; /* face objects for the 3 layers */ |
175 | object *faces_obj[MAP_LAYERS]; /* face objects for the 3 layers */ |
196 | uint8 flags; /* flags about this space (see the P_ values above) */ |
176 | uint8 flags; /* flags about this space (see the P_ values above) */ |
197 | sint8 light; /* How much light this space provides */ |
177 | sint8 light; /* How much light this space provides */ |
198 | MoveType move_block; /* What movement types this space blocks */ |
178 | uint8 move_block; /* What movement types this space blocks */ |
199 | MoveType move_slow; /* What movement types this space slows */ |
179 | uint8 move_slow; /* What movement types this space slows */ |
200 | MoveType move_on; /* What movement types are activated */ |
180 | uint8 move_on; /* What movement types are activated */ |
201 | MoveType move_off; /* What movement types are activated */ |
181 | uint8 move_off; /* What movement types are activated */ |
202 | } MapSpace; |
182 | }; |
203 | |
183 | |
204 | /* |
184 | /* |
205 | * this is an overlay structure of the whole world. It exists as a simple |
185 | * this is an overlay structure of the whole world. It exists as a simple |
206 | * high level map, which doesn't contain the full data of the underlying map. |
186 | * high level map, which doesn't contain the full data of the underlying map. |
207 | * in this map, only things such as weather are recorded. By doing so, we |
187 | * in this map, only things such as weather are recorded. By doing so, we |
208 | * can keep the entire world parameters in memory, and act as a whole on |
188 | * can keep the entire world parameters in memory, and act as a whole on |
209 | * them at once. We can then, in a separate loop, update the actual world |
189 | * them at once. We can then, in a separate loop, update the actual world |
210 | * with the new values we have assigned. |
190 | * with the new values we have assigned. |
211 | */ |
191 | */ |
212 | |
192 | |
213 | typedef struct wmapdef { |
193 | struct weathermap_t |
|
|
194 | { |
214 | sint16 temp; /* base temperature of this tile (F) */ |
195 | sint16 temp; /* base temperature of this tile (F) */ |
215 | sint16 pressure; /* barometric pressure (mb) */ |
196 | sint16 pressure; /* barometric pressure (mb) */ |
216 | sint8 humid; /* humitidy of this tile */ |
197 | sint8 humid; /* humitidy of this tile */ |
217 | sint8 windspeed; /* windspeed of this tile */ |
198 | sint8 windspeed; /* windspeed of this tile */ |
218 | sint8 winddir; /* direction of wind */ |
199 | sint8 winddir; /* direction of wind */ |
219 | sint8 sky; /* sky conditions */ |
200 | sint8 sky; /* sky conditions */ |
220 | sint32 avgelev; /* average elevation */ |
201 | sint32 avgelev; /* average elevation */ |
221 | uint32 rainfall; /* cumulative rainfall */ |
202 | uint32 rainfall; /* cumulative rainfall */ |
222 | uint8 darkness; /* indicates level of darkness of map */ |
203 | uint8 darkness; /* indicates level of darkness of map */ |
223 | uint8 water; /* 0-100 percentage of water tiles */ |
204 | uint8 water; /* 0-100 percentage of water tiles */ |
224 | /*Dynamic parts*/ |
205 | /*Dynamic parts */ |
225 | sint16 realtemp; /* temperature at a given calculation step for this tile*/ |
206 | sint16 realtemp; /* temperature at a given calculation step for this tile */ |
226 | } weathermap_t; |
207 | }; |
227 | |
208 | |
228 | /* |
209 | /* |
229 | * Each map is in a given region of the game world and links to a region definiton, so |
210 | * Each map is in a given region of the game world and links to a region definiton, so |
230 | * they have to appear here in the headers, before the mapdef |
211 | * they have to appear here in the headers, before the mapdef |
231 | */ |
212 | */ |
232 | typedef struct regiondef { |
213 | struct region : zero_initialised |
|
|
214 | { |
233 | struct regiondef *next; /* pointer to next region, NULL for the last one */ |
215 | struct region *next; /* pointer to next region, NULL for the last one */ |
234 | const char *name; /* Shortend name of the region as maps refer to it */ |
216 | const char *name; /* Shortend name of the region as maps refer to it */ |
235 | const char *parent_name; /* |
217 | const char *parent_name; /* |
236 | * So that parent and child regions can be defined in |
218 | * So that parent and child regions can be defined in |
237 | * any order, we keep hold of the parent_name during |
219 | * any order, we keep hold of the parent_name during |
238 | * initialisation, and the children get assigned to their |
220 | * initialisation, and the children get assigned to their |
239 | * parents later. (before runtime on the server though) |
221 | * parents later. (before runtime on the server though) |
240 | * nothing outside the init code should ever use this value. |
222 | * nothing outside the init code should ever use this value. |
241 | */ |
223 | */ |
242 | struct regiondef *parent;/* |
224 | struct region *parent; /* |
243 | * Pointer to the region that is a parent of the current |
225 | * Pointer to the region that is a parent of the current |
244 | * region, if a value isn't defined in the current region |
226 | * region, if a value isn't defined in the current region |
245 | * we traverse this series of pointers until it is. |
227 | * we traverse this series of pointers until it is. |
246 | */ |
228 | */ |
247 | const char *longname; /* Official title of the region, this might be defined |
229 | const char *longname; /* Official title of the region, this might be defined |
248 | * to be the same as name*/ |
230 | * to be the same as name*/ |
249 | const char *msg; /* the description of the region */ |
231 | const char *msg; /* the description of the region */ |
250 | uint32 counter; /* A generic counter for holding temporary data. */ |
232 | uint32 counter; /* A generic counter for holding temporary data. */ |
251 | sint8 fallback; /* whether, in the event of a region not existing, |
233 | sint8 fallback; /* whether, in the event of a region not existing, |
252 | * this should be the one we fall back on as the default */ |
234 | * this should be the one we fall back on as the default */ |
253 | } region; |
235 | char *jailmap; /*where a player that is arrested in this region should be imprisoned. */ |
|
|
236 | sint16 jailx, jaily; /* The coodinates in jailmap to which the player should be sent. */ |
|
|
237 | }; |
254 | |
238 | |
255 | |
239 | struct shopitems : zero_initialised |
256 | typedef struct shopitem { |
240 | { |
257 | const char *name; /* name of the item in question, null if it is the default item */ |
241 | const char *name; /* name of the item in question, null if it is the default item */ |
258 | const char *name_pl; /* plural name */ |
242 | const char *name_pl; /* plural name */ |
259 | int typenum; /* itemtype number we need to match 0 if it is the default price*/ |
243 | int typenum; /* itemtype number we need to match 0 if it is the default price */ |
260 | sint8 strength; /* the degree of specialisation the shop has in this item, |
244 | sint8 strength; /* the degree of specialisation the shop has in this item, |
261 | * as a percentage from -100 to 100 */ |
245 | * as a percentage from -100 to 100 */ |
262 | int index; /* being the size of the shopitems array.*/ |
246 | int index; /* being the size of the shopitems array. */ |
263 | } shopitems; |
247 | }; |
264 | |
248 | |
265 | /* In general, code should always use the macros |
249 | /* In general, code should always use the macros |
266 | * above (or functions in map.c) to access many of the |
250 | * above (or functions in map.c) to access many of the |
267 | * values in the map structure. Failure to do this will |
251 | * values in the map structure. Failure to do this will |
268 | * almost certainly break various features. You may think |
252 | * almost certainly break various features. You may think |
269 | * it is safe to look at width and height values directly |
253 | * it is safe to look at width and height values directly |
270 | * (or even through the macros), but doing so will completely |
254 | * (or even through the macros), but doing so will completely |
271 | * break map tiling. |
255 | * break map tiling. |
272 | */ |
256 | */ |
273 | typedef struct mapdef { |
257 | ACC_CLASS (maptile) |
274 | struct mapdef *next; /* Next map, linked list */ |
258 | struct maptile : zero_initialised, attachable<maptile> |
|
|
259 | { |
|
|
260 | sint32 ACC (RO, width), ACC (RO, height); /* Width and height of map. */ |
|
|
261 | struct mapspace *spaces; /* Array of spaces on this map */ |
|
|
262 | |
|
|
263 | maptile *ACC (RW, next); /* Next map, linked list */ |
275 | char *tmpname; /* Name of temporary file */ |
264 | char *ACC (RO, tmpname); /* Name of temporary file */ |
276 | char *name; /* Name of map as given by its creator */ |
265 | char *ACC (RO, name); /* Name of map as given by its creator */ |
277 | region *region; /* What jurisdiction in the game world this map is ruled by |
266 | struct region *ACC (RW, region); /* What jurisdiction in the game world this map is ruled by |
278 | * points to the struct containing all the properties of |
267 | * points to the struct containing all the properties of |
279 | * the region */ |
268 | * the region */ |
280 | uint32 reset_time; /* when this map should reset */ |
269 | uint32 ACC (RW, reset_time); /* when this map should reset */ |
281 | uint32 reset_timeout; /* How many seconds must elapse before this map |
270 | uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map |
282 | * should be reset |
271 | * should be reset |
283 | */ |
272 | */ |
284 | uint32 fixed_resettime:1; /* if true, reset time is not affected by |
273 | bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by |
285 | * players entering/exiting map |
274 | * players entering/exiting map |
286 | */ |
275 | */ |
287 | uint32 unique:1; /* if set, this is a per player unique map */ |
276 | bool ACC (RW, unique); /* if set, this is a per player unique map */ |
288 | uint32 template:1; /* if set, this is a template map */ |
277 | bool ACC (RW, templatemap); /* if set, this is a template map */ |
289 | uint32 nosmooth:1; /* if set the content of this map has smoothlevel=0 forced*/ |
278 | bool ACC (RW, nosmooth); /* if set the content of this map has smoothlevel=0 forced */ |
290 | sint32 timeout; /* swapout is set to this */ |
279 | sint32 ACC (RW, timeout); /* swapout is set to this */ |
291 | sint32 swap_time; /* When it reaches 0, the map will be swapped out */ |
280 | sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */ |
292 | sint16 players; /* How many plares are on this level right now */ |
|
|
293 | uint32 in_memory; /* If not true, the map has been freed and must |
281 | uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must |
294 | * be loaded before used. The map,omap and map_ob |
282 | * be loaded before used. The map,omap and map_ob |
295 | * arrays will be allocated when the map is loaded */ |
283 | * arrays will be allocated when the map is loaded */ |
296 | uint8 compressed; /* Compression method used */ |
284 | sint16 ACC (RW, players); /* How many players are on this level right now */ |
297 | uint16 difficulty; /* What level the player should be to play here */ |
285 | uint16 ACC (RW, difficulty); /* What level the player should be to play here */ |
298 | |
286 | |
299 | uint8 darkness; /* indicates level of darkness of map */ |
287 | uint8 ACC (RW, darkness); /* indicates level of darkness of map */ |
300 | uint16 width,height; /* Width and height of map. */ |
|
|
301 | uint16 enter_x; /* enter_x and enter_y are default entrance location */ |
288 | uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */ |
302 | uint16 enter_y; /* on the map if none are set in the exit */ |
289 | uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */ |
303 | uint32 outdoor:1; /* True if an outdoor map */ |
290 | bool ACC (RW, outdoor); /* True if an outdoor map */ |
304 | oblinkpt *buttons; /* Linked list of linked lists of buttons */ |
291 | oblinkpt *buttons; /* Linked list of linked lists of buttons */ |
305 | MapSpace *spaces; /* Array of spaces on this map */ |
|
|
306 | sint16 temp; /* base temperature of this tile (F) */ |
292 | sint16 ACC (RW, temp); /* base temperature of this tile (F) */ |
307 | sint16 pressure; /* barometric pressure (mb) */ |
293 | sint16 ACC (RW, pressure); /* barometric pressure (mb) */ |
308 | sint8 humid; /* humitidy of this tile */ |
294 | sint8 ACC (RW, humid); /* humitidy of this tile */ |
309 | sint8 windspeed; /* windspeed of this tile */ |
295 | sint8 ACC (RW, windspeed); /* windspeed of this tile */ |
310 | sint8 winddir; /* direction of wind */ |
296 | sint8 ACC (RW, winddir); /* direction of wind */ |
311 | sint8 sky; /* sky conditions */ |
297 | sint8 ACC (RW, sky); /* sky conditions */ |
312 | int wpartx,wparty; /*Highly fasten conversion between worldmap and weathermap*/ |
298 | int ACC (RW, wpartx), ACC (RW, wparty); /*Highly fasten conversion between worldmap and weathermap */ |
313 | shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */ |
299 | struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */ |
314 | char *shoprace; /* the preffered race of the local shopkeeper */ |
300 | char *ACC (RO, shoprace); /* the preffered race of the local shopkeeper */ |
315 | double shopgreed; /* how much our shopkeeper overcharges */ |
301 | double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */ |
316 | uint64 shopmin; /* minimum price a shop will trade for */ |
302 | sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */ |
317 | uint64 shopmax; /* maximum price a shop will offer */ |
303 | sint64 ACC (RW, shopmax); /* maximum price a shop will offer */ |
318 | char *msg; /* Message map creator may have left */ |
304 | char *ACC (RO, msg); /* Message map creator may have left */ |
|
|
305 | char *ACC (RO, maplore); /* Map lore information */ |
319 | char *tile_path[4]; /* path to adjoining maps */ |
306 | char *tile_path[4]; /* path to adjoining maps */ |
320 | struct mapdef *tile_map[4]; /* Next map, linked list */ |
307 | maptile *tile_map[4]; /* Next map, linked list */ |
321 | char path[HUGE_BUF]; /* Filename of the map */ |
308 | char ACC (RW, path)[HUGE_BUF]; /* Filename of the map */ |
322 | } mapstruct; |
309 | |
|
|
310 | maptile (); |
|
|
311 | void allocate (); |
|
|
312 | |
|
|
313 | mapspace const &at (uint32 x, uint32 y) const { return spaces [x + width * y]; } |
|
|
314 | mapspace &at (uint32 x, uint32 y) { return spaces [x + width * y]; } |
|
|
315 | }; |
323 | |
316 | |
324 | /* This is used by get_rangevector to determine where the other |
317 | /* This is used by get_rangevector to determine where the other |
325 | * creature is. get_rangevector takes into account map tiling, |
318 | * creature is. get_rangevector takes into account map tiling, |
326 | * so you just can not look the the map coordinates and get the |
319 | * so you just can not look the the map coordinates and get the |
327 | * righte value. distance_x/y are distance away, which |
320 | * righte value. distance_x/y are distance away, which |
328 | * can be negativbe. direction is the crossfire direction scheme |
321 | * can be negative. direction is the crossfire direction scheme |
329 | * that the creature should head. part is the part of the |
322 | * that the creature should head. part is the part of the |
330 | * monster that is closest. |
323 | * monster that is closest. |
331 | * Note: distance should be always >=0. I changed it to UINT. MT |
324 | * Note: distance should be always >=0. I changed it to UINT. MT |
332 | */ |
325 | */ |
333 | typedef struct rv_vector { |
326 | struct rv_vector |
|
|
327 | { |
334 | unsigned int distance; |
328 | unsigned int distance; |
335 | int distance_x; |
329 | int distance_x; |
336 | int distance_y; |
330 | int distance_y; |
337 | int direction; |
331 | int direction; |
338 | object *part; |
332 | object *part; |
339 | } rv_vector; |
333 | }; |
340 | |
334 | |
341 | #endif |
335 | #endif |
|
|
336 | |