… | |
… | |
16 | |
16 | |
17 | 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 |
18 | along with this program; if not, write to the Free Software |
18 | along with this program; if not, write to the Free Software |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | |
20 | |
21 | The authors can be reached via e-mail at crossfire.de |
21 | The authors can be reached via e-mail at crossfire@schmorp.de |
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. |
… | |
… | |
30 | #define MAP_H |
30 | #define MAP_H |
31 | |
31 | |
32 | #include "cfperl.h" |
32 | #include "cfperl.h" |
33 | |
33 | |
34 | /* 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 |
35 | * tiled maps. There is no requirement that this matches the |
35 | * tiled maps. There is no requirement that this matches the |
36 | * tiled maps size - it just seemed like a reasonable value. |
36 | * tiled maps size - it just seemed like a reasonable value. |
37 | * 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 |
38 | * center of the map - this makes the most sense when dealing |
38 | * center of the map - this makes the most sense when dealing |
39 | * with tiled maps. |
39 | * with tiled maps. |
40 | * We also figure out the magicmap color to use as we process the |
40 | * We also figure out the magicmap color to use as we process the |
… | |
… | |
42 | * map pointers. |
42 | * map pointers. |
43 | */ |
43 | */ |
44 | #define MAGIC_MAP_SIZE 50 |
44 | #define MAGIC_MAP_SIZE 50 |
45 | #define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2 |
45 | #define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2 |
46 | |
46 | |
47 | |
|
|
48 | #define MAP_LAYERS 4 |
47 | #define MAP_LAYERS 3 |
49 | |
|
|
50 | /* This is when the map will reset */ |
|
|
51 | #define MAP_WHEN_RESET(m) ((m)->reset_time) |
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|
52 | |
|
|
53 | #define MAP_RESET_TIMEOUT(m) ((m)->reset_timeout) |
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|
54 | #define MAP_DIFFICULTY(m) ((m)->difficulty) |
|
|
55 | #define MAP_TIMEOUT(m) ((m)->timeout) |
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|
56 | #define MAP_SWAP_TIME(m) ((m)->swap_time) |
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|
57 | #define MAP_OUTDOORS(m) ((m)->outdoor) |
|
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58 | |
|
|
59 | /* mape darkness used to enforce the MAX_DARKNESS value. |
|
|
60 | * but IMO, if it is beyond max value, that should be fixed |
|
|
61 | * on the map or in the code. |
|
|
62 | */ |
|
|
63 | #define MAP_DARKNESS(m) (m)->darkness |
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|
64 | |
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|
65 | #define MAP_WIDTH(m) (m)->width |
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|
66 | #define MAP_HEIGHT(m) (m)->height |
|
|
67 | |
|
|
68 | /* Convenient function - total number of spaces is used |
|
|
69 | * in many places. |
|
|
70 | */ |
|
|
71 | #define MAP_SIZE(m) ((m)->width * (m)->height) |
|
|
72 | |
|
|
73 | #define MAP_ENTER_X(m) (m)->enter_x |
|
|
74 | #define MAP_ENTER_Y(m) (m)->enter_y |
|
|
75 | |
|
|
76 | #define MAP_TEMP(m) (m)->temp |
|
|
77 | #define MAP_PRESSURE(m) (m)->pressure |
|
|
78 | #define MAP_HUMID(m) (m)->humid |
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|
79 | #define MAP_WINDSPEED(m) (m)->windspeed |
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|
80 | #define MAP_WINDDIRECTION(m) (m)->winddir |
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|
81 | #define MAP_SKYCOND(m) (m)->sky |
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82 | #define MAP_WORLDPARTX(m) (m)->wpartx |
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83 | #define MAP_WORLDPARTY(m) (m)->wparty |
|
|
84 | #define MAP_NOSMOOTH(m) (m)->nosmooth |
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|
85 | |
48 | |
86 | /* options passed to ready_map_name and load_original_map */ |
49 | /* options passed to ready_map_name and load_original_map */ |
87 | #define MAP_FLUSH 0x1 |
50 | #define MAP_FLUSH 0x01 |
88 | #define MAP_PLAYER_UNIQUE 0x2 |
51 | #define MAP_PLAYER_UNIQUE 0x02 |
89 | #define MAP_BLOCK 0x4 |
52 | #define MAP_BLOCK 0x04 |
90 | #define MAP_STYLE 0x8 |
53 | #define MAP_STYLE 0x08 |
91 | #define MAP_OVERLAY 0x10 |
54 | #define MAP_OVERLAY 0x10 |
92 | |
55 | |
93 | /* Values for in_memory below. Should probably be an enumerations */ |
56 | /* Values for in_memory below. Should probably be an enumerations */ |
94 | #define MAP_IN_MEMORY 1 |
57 | #define MAP_IN_MEMORY 1 |
95 | #define MAP_SWAPPED 2 |
58 | #define MAP_SWAPPED 2 |
… | |
… | |
99 | /* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should |
62 | /* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should |
100 | * really be used, as it is multi tile aware. However, there are some cases |
63 | * really be used, as it is multi tile aware. However, there are some cases |
101 | * where it is known the map is not tiled or the values are known |
64 | * where it is known the map is not tiled or the values are known |
102 | * consistent (eg, op->map, op->x, op->y) |
65 | * consistent (eg, op->map, op->x, op->y) |
103 | */ |
66 | */ |
104 | #define GET_MAP_FLAGS(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].flags ) |
67 | // all those macros are herewith declared legacy |
105 | #define SET_MAP_FLAGS(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].flags = C ) |
68 | #define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags () |
106 | #define GET_MAP_LIGHT(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].light ) |
69 | #define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light |
107 | #define SET_MAP_LIGHT(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].light = L ) |
70 | #define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot |
108 | |
71 | #define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top |
109 | #define GET_MAP_OB(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].bottom ) |
72 | #define GET_MAP_FACE(M,X,Y,L) (M)->at((X),(Y)).faces[L] |
110 | #define GET_MAP_TOP(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].top ) |
|
|
111 | |
|
|
112 | /* legacy */ |
|
|
113 | #define get_map_ob GET_MAP_OB |
|
|
114 | |
|
|
115 | #define SET_MAP_OB(M,X,Y,tmp) ( (M)->spaces[(X) + (M)->width * (Y)].bottom = (tmp) ) |
|
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116 | #define SET_MAP_TOP(M,X,Y,tmp) ( (M)->spaces[(X) + (M)->width * (Y)].top = (tmp) ) |
|
|
117 | #define set_map_ob SET_MAP_OB |
|
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118 | |
|
|
119 | #define SET_MAP_FACE(M,X,Y,C,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces[L] = C ) |
|
|
120 | #define GET_MAP_FACE(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces[L] ) |
|
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121 | |
|
|
122 | #define SET_MAP_FACE_OBJ(M,X,Y,C,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces_obj[L] = C ) |
|
|
123 | #define GET_MAP_FACE_OBJ(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces_obj[L] ) |
73 | #define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L] |
124 | |
|
|
125 | #define GET_MAP_MOVE_BLOCK(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_block ) |
74 | #define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block |
126 | #define SET_MAP_MOVE_BLOCK(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_block = C ) |
|
|
127 | |
|
|
128 | #define GET_MAP_MOVE_SLOW(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_slow ) |
75 | #define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow |
129 | #define SET_MAP_MOVE_SLOW(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_slow = C ) |
|
|
130 | |
|
|
131 | #define GET_MAP_MOVE_ON(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_on ) |
76 | #define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on |
132 | #define SET_MAP_MOVE_ON(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_on = C ) |
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133 | |
|
|
134 | #define GET_MAP_MOVE_OFF(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_off ) |
77 | #define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off |
135 | #define SET_MAP_MOVE_OFF(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_off = C ) |
|
|
136 | |
78 | |
137 | /* You should really know what you are doing before using this - you |
79 | /* You should really know what you are doing before using this - you |
138 | * should almost always be using out_of_map instead, which takes into account |
80 | * should almost always be using out_of_map instead, which takes into account |
139 | * map tiling. |
81 | * map tiling. |
140 | */ |
82 | */ |
141 | #define OUT_OF_REAL_MAP(M,X,Y) ((X)<0 || (Y)<0 || (X)>=(M)->width || (Y)>=(M)->height) |
83 | #define OUT_OF_REAL_MAP(M,X,Y) ((X)<0 || (Y)<0 || (X)>=(M)->width || (Y)>=(M)->height) |
142 | |
84 | |
143 | /* These are used in the MapLook flags element. They are not used in |
85 | /* These are used in the MapLook flags element. They are not used in |
144 | * in the object flags structure. |
86 | * in the object flags structure. |
145 | */ |
87 | */ |
146 | |
|
|
147 | #define P_BLOCKSVIEW 0x01 |
88 | #define P_BLOCKSVIEW 0x01 |
148 | #define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */ |
89 | #define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */ |
149 | |
90 | #define P_PLAYER 0x04 /* a player (or something seeing these objects) is on this mapspace */ |
150 | /* AB_NO_PASS is used for arch_blocked() return value. It needs |
91 | #define P_SAFE 0x08 /* If this is set the map tile is a safe space, |
151 | * to be here to make sure the bits don't match with anything. |
|
|
152 | * Changed name to have AB_ prefix just to make sure no one |
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153 | * is using the P_NO_PASS. AB_.. should only be used for |
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154 | * arch_blocked and functions that examine the return value. |
|
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155 | */ |
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156 | |
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157 | #define AB_NO_PASS 0x04 |
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158 | |
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159 | /*#define P_PASS_THRU 0x08 *//* */ |
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160 | #define P_SAFE 0x08 |
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161 | /* If this is set the map tile is a safe map, |
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162 | * that means, nothing harmful there will be done, |
92 | * that means, nothing harmful can be done, |
163 | * like: bombs, potion usage, alchemy, spells |
93 | * such as: bombs, potion usage, alchemy, spells |
164 | * this was introduced to make shops more safe |
94 | * this was introduced to make shops safer |
165 | * and propably other maps */ |
95 | * but is useful in other situations */ |
166 | #define P_IS_ALIVE 0x10 /* something alive is on this space */ |
96 | #define P_IS_ALIVE 0x10 /* something alive is on this space */ |
167 | #define P_NO_CLERIC 0x20 /* no clerical spells cast here */ |
97 | #define P_NO_CLERIC 0x20 /* no clerical spells cast here */ |
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98 | |
168 | #define P_NEED_UPDATE 0x40 /* this space is out of date */ |
99 | #define P_NEED_UPDATE 0x80 /* this space is out of date */ |
169 | #define P_NO_ERROR 0x80 /* Purely temporary - if set, update_position |
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170 | * does not complain if the flags are different. |
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171 | */ |
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172 | |
100 | |
173 | /* The following two values are not stored in the MapLook flags, but instead |
101 | /* The following two values are not stored in the MapLook flags, but instead |
174 | * used in the get_map_flags value - that function is used to return |
102 | * used in the get_map_flags value - that function is used to return |
175 | * the flag value, as well as other conditions - using a more general |
103 | * the flag value, as well as other conditions - using a more general |
176 | * function that does more of the work can hopefully be used to replace |
104 | * function that does more of the work can hopefully be used to replace |
177 | * lots of duplicate checks currently in the code. |
105 | * lots of duplicate checks currently in the code. |
178 | */ |
106 | */ |
179 | #define P_OUT_OF_MAP 0x100 /* This space is outside the map */ |
107 | #define P_OUT_OF_MAP 0x10000 /* This space is outside the map */ |
180 | #define P_NEW_MAP 0x200 |
108 | #define P_NEW_MAP 0x20000 |
181 | /* Coordinates passed result in a new tiled map */ |
109 | /* Coordinates passed result in a new tiled map */ |
182 | |
110 | |
183 | /* Can't use MapCell as that is used in newserver.h |
111 | /* P_NO_PASS is used for ob_blocked() return value. It needs |
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|
112 | * to be here to make sure the bits don't match with anything. |
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113 | */ |
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114 | #define P_NO_PASS 0x80000 |
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115 | |
184 | * Instead of having numerous arrays that have information on a |
116 | /* Instead of having numerous arrays that have information on a |
185 | * particular space (was map, floor, floor2, map_ob), |
117 | * particular space (was map, floor, floor2, map_ob), |
186 | * have this structure take care of that information. |
118 | * have this structure take care of that information. |
187 | * This puts it all in one place, and should also make it easier |
119 | * This puts it all in one place, and should also make it easier |
188 | * to extend information about a space. |
120 | * to extend information about a space. |
189 | */ |
121 | */ |
190 | |
|
|
191 | struct MapSpace |
122 | struct mapspace |
192 | { |
123 | { |
193 | object *bottom; /* lowest object on this space */ |
124 | object *bot, *top; /* lowest/highest object on this space */ |
194 | object *top; /* Highest object on this space */ |
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195 | New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */ |
125 | New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */ |
196 | object *faces_obj[MAP_LAYERS]; /* face objects for the 3 layers */ |
126 | object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */ |
197 | uint8 flags; /* flags about this space (see the P_ values above) */ |
127 | uint8 flags_; /* flags about this space (see the P_ values above) */ |
198 | sint8 light; /* How much light this space provides */ |
128 | sint8 light; /* How much light this space provides */ |
199 | MoveType move_block; /* What movement types this space blocks */ |
129 | MoveType move_block; /* What movement types this space blocks */ |
200 | MoveType move_slow; /* What movement types this space slows */ |
130 | MoveType move_slow; /* What movement types this space slows */ |
201 | MoveType move_on; /* What movement types are activated */ |
131 | MoveType move_on; /* What movement types are activated */ |
202 | MoveType move_off; /* What movement types are activated */ |
132 | MoveType move_off; /* What movement types are activated */ |
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133 | |
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134 | void update_ (); |
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135 | void update () |
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136 | { |
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137 | if (flags_ & P_NEED_UPDATE) |
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138 | update_ (); |
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139 | } |
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140 | |
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141 | uint8 flags () |
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142 | { |
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143 | update (); |
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144 | return flags_; |
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145 | } |
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146 | |
|
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147 | // maybe only inline quick flags_ checking? |
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148 | object *player () |
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149 | { |
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150 | // search from the top, because players are usually on top |
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151 | // make usually == always and this non-amortized O(1) |
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152 | // could gte rid of P_PLAYER, too, then |
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153 | if (flags () & P_PLAYER) |
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154 | for (object *op = top; op; op = op->below) |
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155 | if (op->type == PLAYER) |
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156 | return op; |
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157 | |
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158 | return 0; |
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159 | } |
203 | }; |
160 | }; |
204 | |
161 | |
205 | /* |
162 | /* |
206 | * this is an overlay structure of the whole world. It exists as a simple |
163 | * this is an overlay structure of the whole world. It exists as a simple |
207 | * high level map, which doesn't contain the full data of the underlying map. |
164 | * high level map, which doesn't contain the full data of the underlying map. |
… | |
… | |
273 | * almost certainly break various features. You may think |
230 | * almost certainly break various features. You may think |
274 | * it is safe to look at width and height values directly |
231 | * it is safe to look at width and height values directly |
275 | * (or even through the macros), but doing so will completely |
232 | * (or even through the macros), but doing so will completely |
276 | * break map tiling. |
233 | * break map tiling. |
277 | */ |
234 | */ |
278 | ACC_CLASS (maptile) |
235 | INTERFACE_CLASS (maptile) |
279 | struct maptile : zero_initialised, attachable<maptile> |
236 | struct maptile : zero_initialised, attachable |
280 | { |
237 | { |
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238 | sint32 ACC (RO, width), ACC (RO, height); /* Width and height of map. */ |
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239 | struct mapspace *spaces; /* Array of spaces on this map */ |
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240 | |
281 | maptile *ACC (RW, next); /* Next map, linked list */ |
241 | maptile *ACC (RW, next); /* Next map, linked list */ |
282 | char *ACC (RO, tmpname); /* Name of temporary file */ |
242 | char *ACC (RO, tmpname); /* Name of temporary file */ |
283 | char *ACC (RO, name); /* Name of map as given by its creator */ |
243 | char *ACC (RO, name); /* Name of map as given by its creator */ |
284 | struct region *ACC (RW, region); /* What jurisdiction in the game world this map is ruled by |
244 | struct region *ACC (RW, region); /* What jurisdiction in the game world this map is ruled by |
285 | * points to the struct containing all the properties of |
245 | * points to the struct containing all the properties of |
… | |
… | |
294 | bool ACC (RW, unique); /* if set, this is a per player unique map */ |
254 | bool ACC (RW, unique); /* if set, this is a per player unique map */ |
295 | bool ACC (RW, templatemap); /* if set, this is a template map */ |
255 | bool ACC (RW, templatemap); /* if set, this is a template map */ |
296 | bool ACC (RW, nosmooth); /* if set the content of this map has smoothlevel=0 forced */ |
256 | bool ACC (RW, nosmooth); /* if set the content of this map has smoothlevel=0 forced */ |
297 | sint32 ACC (RW, timeout); /* swapout is set to this */ |
257 | sint32 ACC (RW, timeout); /* swapout is set to this */ |
298 | sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */ |
258 | sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */ |
299 | sint16 ACC (RW, players); /* How many players are on this level right now */ |
|
|
300 | uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must |
259 | uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must |
301 | * be loaded before used. The map,omap and map_ob |
260 | * be loaded before used. The map,omap and map_ob |
302 | * arrays will be allocated when the map is loaded */ |
261 | * arrays will be allocated when the map is loaded */ |
|
|
262 | sint16 ACC (RW, players); /* How many players are on this level right now */ |
303 | uint16 ACC (RW, difficulty); /* What level the player should be to play here */ |
263 | uint16 ACC (RW, difficulty); /* What level the player should be to play here */ |
304 | |
264 | |
305 | uint8 ACC (RW, darkness); /* indicates level of darkness of map */ |
265 | uint8 ACC (RW, darkness); /* indicates level of darkness of map */ |
306 | uint16 ACC (RO, width), ACC (RO, height); /* Width and height of map. */ |
|
|
307 | uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */ |
266 | uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */ |
308 | uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */ |
267 | uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */ |
309 | bool ACC (RW, outdoor); /* True if an outdoor map */ |
268 | bool ACC (RW, outdoor); /* True if an outdoor map */ |
310 | oblinkpt *buttons; /* Linked list of linked lists of buttons */ |
269 | oblinkpt *buttons; /* Linked list of linked lists of buttons */ |
311 | struct MapSpace *spaces; /* Array of spaces on this map */ |
|
|
312 | sint16 ACC (RW, temp); /* base temperature of this tile (F) */ |
270 | sint16 ACC (RW, temp); /* base temperature of this tile (F) */ |
313 | sint16 ACC (RW, pressure); /* barometric pressure (mb) */ |
271 | sint16 ACC (RW, pressure); /* barometric pressure (mb) */ |
314 | sint8 ACC (RW, humid); /* humitidy of this tile */ |
272 | sint8 ACC (RW, humid); /* humitidy of this tile */ |
315 | sint8 ACC (RW, windspeed); /* windspeed of this tile */ |
273 | sint8 ACC (RW, windspeed); /* windspeed of this tile */ |
316 | sint8 ACC (RW, winddir); /* direction of wind */ |
274 | sint8 ACC (RW, winddir); /* direction of wind */ |
317 | sint8 ACC (RW, sky); /* sky conditions */ |
275 | sint8 ACC (RW, sky); /* sky conditions */ |
318 | int ACC (RW, wpartx), ACC (RW, wparty); /*Highly fasten conversion between worldmap and weathermap */ |
276 | int ACC (RW, worldpartx), ACC (RW, worldparty); /*Highly fasten conversion between worldmap and weathermap */ |
319 | struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */ |
277 | struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */ |
320 | char *ACC (RO, shoprace); /* the preffered race of the local shopkeeper */ |
278 | char *ACC (RO, shoprace); /* the preffered race of the local shopkeeper */ |
321 | double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */ |
279 | double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */ |
322 | sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */ |
280 | sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */ |
323 | sint64 ACC (RW, shopmax); /* maximum price a shop will offer */ |
281 | sint64 ACC (RW, shopmax); /* maximum price a shop will offer */ |
… | |
… | |
326 | char *tile_path[4]; /* path to adjoining maps */ |
284 | char *tile_path[4]; /* path to adjoining maps */ |
327 | maptile *tile_map[4]; /* Next map, linked list */ |
285 | maptile *tile_map[4]; /* Next map, linked list */ |
328 | char ACC (RW, path)[HUGE_BUF]; /* Filename of the map */ |
286 | char ACC (RW, path)[HUGE_BUF]; /* Filename of the map */ |
329 | |
287 | |
330 | maptile (); |
288 | maptile (); |
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289 | ~maptile (); |
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290 | void do_destroy (); |
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291 | void gather_callbacks (AV *&callbacks, event_type event) const; |
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292 | |
331 | void allocate (); |
293 | MTH void allocate (); |
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294 | |
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295 | MTH int size () const { return width * height; } |
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296 | |
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297 | mapspace const &at (uint32 x, uint32 y) const { return spaces [x + width * y]; } |
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298 | mapspace &at (uint32 x, uint32 y) { return spaces [x + width * y]; } |
332 | }; |
299 | }; |
333 | |
300 | |
334 | /* This is used by get_rangevector to determine where the other |
301 | /* This is used by get_rangevector to determine where the other |
335 | * creature is. get_rangevector takes into account map tiling, |
302 | * creature is. get_rangevector takes into account map tiling, |
336 | * so you just can not look the the map coordinates and get the |
303 | * so you just can not look the the map coordinates and get the |
337 | * righte value. distance_x/y are distance away, which |
304 | * righte value. distance_x/y are distance away, which |
338 | * can be negativbe. direction is the crossfire direction scheme |
305 | * can be negative. direction is the crossfire direction scheme |
339 | * that the creature should head. part is the part of the |
306 | * that the creature should head. part is the part of the |
340 | * monster that is closest. |
307 | * monster that is closest. |
341 | * Note: distance should be always >=0. I changed it to UINT. MT |
308 | * Note: distance should be always >=0. I changed it to UINT. MT |
342 | */ |
309 | */ |
343 | struct rv_vector |
310 | struct rv_vector |
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347 | int distance_y; |
314 | int distance_y; |
348 | int direction; |
315 | int direction; |
349 | object *part; |
316 | object *part; |
350 | }; |
317 | }; |
351 | |
318 | |
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319 | inline mapspace & |
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320 | object::ms () const |
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321 | { |
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322 | return map->at (x, y); |
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323 | } |
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324 | |
352 | #endif |
325 | #endif |
353 | |
326 | |