1 | /* |
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2 | * static char *rcsid_define_h = |
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3 | * "$Id: map.h,v 1.18 2006/09/08 12:56:43 root Exp $"; |
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4 | */ |
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5 | |
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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 |
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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 |
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47 | * map pointers. |
42 | * map pointers. |
48 | */ |
43 | */ |
49 | #define MAGIC_MAP_SIZE 50 |
44 | #define MAGIC_MAP_SIZE 50 |
50 | #define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2 |
45 | #define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2 |
51 | |
46 | |
52 | |
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53 | #define MAP_LAYERS 4 |
47 | #define MAP_LAYERS 3 |
54 | |
48 | |
55 | /* This is when the map will reset */ |
49 | /* This is when the map will reset */ |
56 | #define MAP_WHEN_RESET(m) ((m)->reset_time) |
50 | #define MAP_WHEN_RESET(m) ((m)->reset_time) |
57 | |
51 | |
58 | #define MAP_RESET_TIMEOUT(m) ((m)->reset_timeout) |
52 | #define MAP_RESET_TIMEOUT(m) ((m)->reset_timeout) |
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67 | */ |
61 | */ |
68 | #define MAP_DARKNESS(m) (m)->darkness |
62 | #define MAP_DARKNESS(m) (m)->darkness |
69 | |
63 | |
70 | #define MAP_WIDTH(m) (m)->width |
64 | #define MAP_WIDTH(m) (m)->width |
71 | #define MAP_HEIGHT(m) (m)->height |
65 | #define MAP_HEIGHT(m) (m)->height |
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66 | |
72 | /* Convenient function - total number of spaces is used |
67 | /* Convenient function - total number of spaces is used |
73 | * in many places. |
68 | * in many places. |
74 | */ |
69 | */ |
75 | #define MAP_SIZE(m) ((m)->width * (m)->height) |
70 | #define MAP_SIZE(m) ((m)->width * (m)->height) |
76 | |
71 | |
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103 | /* 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 |
104 | * 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 |
105 | * 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 |
106 | * consistent (eg, op->map, op->x, op->y) |
101 | * consistent (eg, op->map, op->x, op->y) |
107 | */ |
102 | */ |
108 | #define GET_MAP_FLAGS(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].flags ) |
103 | // all those macros are herewith declared legacy |
109 | #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 () |
110 | #define GET_MAP_LIGHT(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].light ) |
105 | #define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light |
111 | #define SET_MAP_LIGHT(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].light = L ) |
106 | #define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bottom |
112 | |
107 | #define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top |
113 | #define GET_MAP_OB(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].bottom ) |
108 | #define GET_MAP_FACE(M,X,Y,L) (M)->at((X),(Y)).faces[L] |
114 | #define GET_MAP_TOP(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].top ) |
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115 | /* legacy */ |
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116 | #define get_map_ob GET_MAP_OB |
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117 | |
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118 | #define SET_MAP_OB(M,X,Y,tmp) ( (M)->spaces[(X) + (M)->width * (Y)].bottom = (tmp) ) |
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119 | #define SET_MAP_TOP(M,X,Y,tmp) ( (M)->spaces[(X) + (M)->width * (Y)].top = (tmp) ) |
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120 | #define set_map_ob SET_MAP_OB |
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121 | |
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122 | #define SET_MAP_FACE(M,X,Y,C,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces[L] = C ) |
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123 | #define GET_MAP_FACE(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces[L] ) |
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124 | |
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125 | #define SET_MAP_FACE_OBJ(M,X,Y,C,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces_obj[L] = C ) |
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126 | #define GET_MAP_FACE_OBJ(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces_obj[L] ) |
109 | #define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L] |
127 | |
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128 | #define GET_MAP_MOVE_BLOCK(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_block ) |
110 | #define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block |
129 | #define SET_MAP_MOVE_BLOCK(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_block = C ) |
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130 | |
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131 | #define GET_MAP_MOVE_SLOW(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_slow ) |
111 | #define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow |
132 | #define SET_MAP_MOVE_SLOW(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_slow = C ) |
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133 | |
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134 | #define GET_MAP_MOVE_ON(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_on ) |
112 | #define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on |
135 | #define SET_MAP_MOVE_ON(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_on = C ) |
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136 | |
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137 | #define GET_MAP_MOVE_OFF(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_off ) |
113 | #define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off |
138 | #define SET_MAP_MOVE_OFF(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_off = C ) |
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139 | |
114 | |
140 | /* You should really know what you are doing before using this - you |
115 | /* You should really know what you are doing before using this - you |
141 | * should almost always be using out_of_map instead, which takes into account |
116 | * should almost always be using out_of_map instead, which takes into account |
142 | * map tiling. |
117 | * map tiling. |
143 | */ |
118 | */ |
144 | #define OUT_OF_REAL_MAP(M,X,Y) ((X)<0 || (Y)<0 || (X)>=(M)->width || (Y)>=(M)->height) |
119 | #define OUT_OF_REAL_MAP(M,X,Y) ((X)<0 || (Y)<0 || (X)>=(M)->width || (Y)>=(M)->height) |
145 | |
120 | |
146 | /* These are used in the MapLook flags element. They are not used in |
121 | /* These are used in the MapLook flags element. They are not used in |
147 | * in the object flags structure. |
122 | * in the object flags structure. |
148 | */ |
123 | */ |
149 | |
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150 | #define P_BLOCKSVIEW 0x01 |
124 | #define P_BLOCKSVIEW 0x01 |
151 | #define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */ |
125 | #define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */ |
152 | |
126 | #define P_PLAYER 0x04 /* a player (or something seeing these objects) is on this mapspace */ |
153 | /* AB_NO_PASS is used for arch_blocked() return value. It needs |
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154 | * to be here to make sure the bits don't match with anything. |
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155 | * Changed name to have AB_ prefix just to make sure no one |
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156 | * is using the P_NO_PASS. AB_.. should only be used for |
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157 | * arch_blocked and functions that examine the return value. |
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158 | */ |
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159 | |
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160 | #define AB_NO_PASS 0x04 |
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161 | /*#define P_PASS_THRU 0x08 *//* */ |
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162 | #define P_SAFE 0x08 /* If this is set the map tile is a safe map, |
127 | #define P_SAFE 0x08 /* If this is set the map tile is a safe space, |
163 | * that means, nothing harmful there will be done, |
128 | * that means, nothing harmful can be done, |
164 | * like: bombs, potion usage, alchemy, spells |
129 | * such as: bombs, potion usage, alchemy, spells |
165 | * this was introduced to make shops more safe |
130 | * this was introduced to make shops safer |
166 | * and propably other maps */ |
131 | * but is useful in other situations */ |
167 | #define P_IS_ALIVE 0x10 /* something alive is on this space */ |
132 | #define P_IS_ALIVE 0x10 /* something alive is on this space */ |
168 | #define P_NO_CLERIC 0x20 /* no clerical spells cast here */ |
133 | #define P_NO_CLERIC 0x20 /* no clerical spells cast here */ |
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134 | |
169 | #define P_NEED_UPDATE 0x40 /* this space is out of date */ |
135 | #define P_NEED_UPDATE 0x80 /* this space is out of date */ |
170 | #define P_NO_ERROR 0x80 /* Purely temporary - if set, update_position |
136 | |
171 | * does not complain if the flags are different. |
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172 | */ |
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173 | /* The following two values are not stored in the MapLook flags, but instead |
137 | /* 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 |
138 | * 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 |
139 | * 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 |
140 | * function that does more of the work can hopefully be used to replace |
177 | * lots of duplicate checks currently in the code. |
141 | * lots of duplicate checks currently in the code. |
178 | */ |
142 | */ |
179 | #define P_OUT_OF_MAP 0x100 /* This space is outside the map */ |
143 | #define P_OUT_OF_MAP 0x10000 /* This space is outside the map */ |
180 | #define P_NEW_MAP 0x200 /* Coordinates passed result in a new tiled map */ |
144 | #define P_NEW_MAP 0x20000 |
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145 | /* Coordinates passed result in a new tiled map */ |
181 | |
146 | |
182 | #if 0 |
147 | /* P_NO_PASS is used for ob_blocked() return value. It needs |
183 | /* These go away with new movement code - can't do such simplistic |
148 | * to be here to make sure the bits don't match with anything. |
184 | * checks anymore |
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185 | */ |
149 | */ |
186 | #define P_BLOCKED (P_NO_PASS | P_IS_ALIVE) /* convenience macro */ |
150 | #define P_NO_PASS 0x80000 |
187 | #define P_WALL P_NO_PASS /* Just to match naming of wall function */ |
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188 | #endif |
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189 | |
151 | |
190 | /* Can't use MapCell as that is used in newserver.h |
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191 | * Instead of having numerous arrays that have information on a |
152 | /* Instead of having numerous arrays that have information on a |
192 | * particular space (was map, floor, floor2, map_ob), |
153 | * particular space (was map, floor, floor2, map_ob), |
193 | * have this structure take care of that information. |
154 | * have this structure take care of that information. |
194 | * This puts it all in one place, and should also make it easier |
155 | * This puts it all in one place, and should also make it easier |
195 | * to extend information about a space. |
156 | * to extend information about a space. |
196 | */ |
157 | */ |
197 | |
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198 | struct MapSpace { |
158 | struct mapspace |
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159 | { |
199 | object *bottom; /* lowest object on this space */ |
160 | object *bottom; /* lowest object on this space */ |
200 | object *top; /* Highest object on this space */ |
161 | object *top; /* Highest object on this space */ |
201 | New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */ |
162 | New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */ |
202 | object *faces_obj[MAP_LAYERS]; /* face objects for the 3 layers */ |
163 | object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */ |
203 | uint8 flags; /* flags about this space (see the P_ values above) */ |
164 | uint8 flags_; /* flags about this space (see the P_ values above) */ |
204 | sint8 light; /* How much light this space provides */ |
165 | sint8 light; /* How much light this space provides */ |
205 | MoveType move_block; /* What movement types this space blocks */ |
166 | MoveType move_block; /* What movement types this space blocks */ |
206 | MoveType move_slow; /* What movement types this space slows */ |
167 | MoveType move_slow; /* What movement types this space slows */ |
207 | MoveType move_on; /* What movement types are activated */ |
168 | MoveType move_on; /* What movement types are activated */ |
208 | MoveType move_off; /* What movement types are activated */ |
169 | MoveType move_off; /* What movement types are activated */ |
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170 | |
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171 | void update_ (); |
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172 | void update () |
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173 | { |
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174 | if (flags_ & P_NEED_UPDATE) |
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175 | update_ (); |
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176 | } |
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177 | |
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178 | uint8 flags () |
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179 | { |
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180 | update (); |
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181 | return flags_; |
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182 | } |
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183 | |
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184 | // maybe only inline quick flags_ checking? |
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185 | object *player () |
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186 | { |
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187 | // search from the top, because players are usually on top |
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188 | // make usually == always and this non-amortized O(1) |
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189 | // could gte rid of P_PLAYER, too, then |
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190 | if (flags () & P_PLAYER) |
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191 | for (object *op = top; op; op = op->below) |
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192 | if (op->type == PLAYER) |
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193 | return op; |
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194 | |
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195 | return 0; |
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196 | } |
209 | }; |
197 | }; |
210 | |
198 | |
211 | /* |
199 | /* |
212 | * this is an overlay structure of the whole world. It exists as a simple |
200 | * this is an overlay structure of the whole world. It exists as a simple |
213 | * high level map, which doesn't contain the full data of the underlying map. |
201 | * high level map, which doesn't contain the full data of the underlying map. |
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215 | * can keep the entire world parameters in memory, and act as a whole on |
203 | * can keep the entire world parameters in memory, and act as a whole on |
216 | * them at once. We can then, in a separate loop, update the actual world |
204 | * them at once. We can then, in a separate loop, update the actual world |
217 | * with the new values we have assigned. |
205 | * with the new values we have assigned. |
218 | */ |
206 | */ |
219 | |
207 | |
220 | struct weathermap_t { |
208 | struct weathermap_t |
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209 | { |
221 | sint16 temp; /* base temperature of this tile (F) */ |
210 | sint16 temp; /* base temperature of this tile (F) */ |
222 | sint16 pressure; /* barometric pressure (mb) */ |
211 | sint16 pressure; /* barometric pressure (mb) */ |
223 | sint8 humid; /* humitidy of this tile */ |
212 | sint8 humid; /* humitidy of this tile */ |
224 | sint8 windspeed; /* windspeed of this tile */ |
213 | sint8 windspeed; /* windspeed of this tile */ |
225 | sint8 winddir; /* direction of wind */ |
214 | sint8 winddir; /* direction of wind */ |
226 | sint8 sky; /* sky conditions */ |
215 | sint8 sky; /* sky conditions */ |
227 | sint32 avgelev; /* average elevation */ |
216 | sint32 avgelev; /* average elevation */ |
228 | uint32 rainfall; /* cumulative rainfall */ |
217 | uint32 rainfall; /* cumulative rainfall */ |
229 | uint8 darkness; /* indicates level of darkness of map */ |
218 | uint8 darkness; /* indicates level of darkness of map */ |
230 | uint8 water; /* 0-100 percentage of water tiles */ |
219 | uint8 water; /* 0-100 percentage of water tiles */ |
231 | /*Dynamic parts*/ |
220 | /*Dynamic parts */ |
232 | sint16 realtemp; /* temperature at a given calculation step for this tile*/ |
221 | sint16 realtemp; /* temperature at a given calculation step for this tile */ |
233 | }; |
222 | }; |
234 | |
223 | |
235 | /* |
224 | /* |
236 | * Each map is in a given region of the game world and links to a region definiton, so |
225 | * Each map is in a given region of the game world and links to a region definiton, so |
237 | * they have to appear here in the headers, before the mapdef |
226 | * they have to appear here in the headers, before the mapdef |
238 | */ |
227 | */ |
239 | struct region { |
228 | struct region : zero_initialised |
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229 | { |
240 | struct region *next; /* pointer to next region, NULL for the last one */ |
230 | struct region *next; /* pointer to next region, NULL for the last one */ |
241 | const char *name; /* Shortend name of the region as maps refer to it */ |
231 | const char *name; /* Shortend name of the region as maps refer to it */ |
242 | const char *parent_name; /* |
232 | const char *parent_name; /* |
243 | * So that parent and child regions can be defined in |
233 | * So that parent and child regions can be defined in |
244 | * any order, we keep hold of the parent_name during |
234 | * any order, we keep hold of the parent_name during |
245 | * initialisation, and the children get assigned to their |
235 | * initialisation, and the children get assigned to their |
246 | * parents later. (before runtime on the server though) |
236 | * parents later. (before runtime on the server though) |
247 | * nothing outside the init code should ever use this value. |
237 | * nothing outside the init code should ever use this value. |
248 | */ |
238 | */ |
249 | struct region *parent; /* |
239 | struct region *parent; /* |
250 | * Pointer to the region that is a parent of the current |
240 | * Pointer to the region that is a parent of the current |
251 | * region, if a value isn't defined in the current region |
241 | * region, if a value isn't defined in the current region |
252 | * we traverse this series of pointers until it is. |
242 | * we traverse this series of pointers until it is. |
253 | */ |
243 | */ |
254 | const char *longname; /* Official title of the region, this might be defined |
244 | const char *longname; /* Official title of the region, this might be defined |
255 | * to be the same as name*/ |
245 | * to be the same as name*/ |
256 | const char *msg; /* the description of the region */ |
246 | const char *msg; /* the description of the region */ |
257 | uint32 counter; /* A generic counter for holding temporary data. */ |
247 | uint32 counter; /* A generic counter for holding temporary data. */ |
258 | sint8 fallback; /* whether, in the event of a region not existing, |
248 | sint8 fallback; /* whether, in the event of a region not existing, |
259 | * this should be the one we fall back on as the default */ |
249 | * this should be the one we fall back on as the default */ |
260 | char *jailmap; /*where a player that is arrested in this region should be imprisoned.*/ |
250 | char *jailmap; /*where a player that is arrested in this region should be imprisoned. */ |
261 | sint16 jailx, jaily; /* The coodinates in jailmap to which the player should be sent. */ |
251 | sint16 jailx, jaily; /* The coodinates in jailmap to which the player should be sent. */ |
262 | }; |
252 | }; |
263 | |
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264 | |
253 | |
265 | struct shopitems : zero_initialised |
254 | struct shopitems : zero_initialised |
266 | { |
255 | { |
267 | const char *name; /* name of the item in question, null if it is the default item */ |
256 | const char *name; /* name of the item in question, null if it is the default item */ |
268 | const char *name_pl; /* plural name */ |
257 | const char *name_pl; /* plural name */ |
269 | int typenum; /* itemtype number we need to match 0 if it is the default price*/ |
258 | int typenum; /* itemtype number we need to match 0 if it is the default price */ |
270 | sint8 strength; /* the degree of specialisation the shop has in this item, |
259 | sint8 strength; /* the degree of specialisation the shop has in this item, |
271 | * as a percentage from -100 to 100 */ |
260 | * as a percentage from -100 to 100 */ |
272 | int index; /* being the size of the shopitems array.*/ |
261 | int index; /* being the size of the shopitems array. */ |
273 | }; |
262 | }; |
274 | |
263 | |
275 | /* In general, code should always use the macros |
264 | /* In general, code should always use the macros |
276 | * above (or functions in map.c) to access many of the |
265 | * above (or functions in map.c) to access many of the |
277 | * values in the map structure. Failure to do this will |
266 | * values in the map structure. Failure to do this will |
278 | * almost certainly break various features. You may think |
267 | * almost certainly break various features. You may think |
279 | * it is safe to look at width and height values directly |
268 | * it is safe to look at width and height values directly |
280 | * (or even through the macros), but doing so will completely |
269 | * (or even through the macros), but doing so will completely |
281 | * break map tiling. |
270 | * break map tiling. |
282 | */ |
271 | */ |
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272 | ACC_CLASS (maptile) |
283 | struct mapstruct : zero_initialised, attachable<mapstruct> { |
273 | struct maptile : zero_initialised, attachable<maptile> |
284 | struct mapstruct *next; /* Next map, linked list */ |
274 | { |
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275 | sint32 ACC (RO, width), ACC (RO, height); /* Width and height of map. */ |
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276 | struct mapspace *spaces; /* Array of spaces on this map */ |
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277 | |
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278 | maptile *ACC (RW, next); /* Next map, linked list */ |
285 | char *tmpname; /* Name of temporary file */ |
279 | char *ACC (RO, tmpname); /* Name of temporary file */ |
286 | char *name; /* Name of map as given by its creator */ |
280 | char *ACC (RO, name); /* Name of map as given by its creator */ |
287 | struct region *region; /* What jurisdiction in the game world this map is ruled by |
281 | struct region *ACC (RW, region); /* What jurisdiction in the game world this map is ruled by |
288 | * points to the struct containing all the properties of |
282 | * points to the struct containing all the properties of |
289 | * the region */ |
283 | * the region */ |
290 | uint32 reset_time; /* when this map should reset */ |
284 | uint32 ACC (RW, reset_time); /* when this map should reset */ |
291 | uint32 reset_timeout; /* How many seconds must elapse before this map |
285 | uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map |
292 | * should be reset |
286 | * should be reset |
293 | */ |
287 | */ |
294 | uint32 fixed_resettime:1; /* if true, reset time is not affected by |
288 | bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by |
295 | * players entering/exiting map |
289 | * players entering/exiting map |
296 | */ |
290 | */ |
297 | uint32 unique:1; /* if set, this is a per player unique map */ |
291 | bool ACC (RW, unique); /* if set, this is a per player unique map */ |
298 | uint32 templatemap:1; /* if set, this is a template map */ |
292 | bool ACC (RW, templatemap); /* if set, this is a template map */ |
299 | uint32 nosmooth:1; /* if set the content of this map has smoothlevel=0 forced*/ |
293 | bool ACC (RW, nosmooth); /* if set the content of this map has smoothlevel=0 forced */ |
300 | sint32 timeout; /* swapout is set to this */ |
294 | sint32 ACC (RW, timeout); /* swapout is set to this */ |
301 | sint32 swap_time; /* When it reaches 0, the map will be swapped out */ |
295 | sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */ |
302 | sint16 players; /* How many plares are on this level right now */ |
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303 | uint32 in_memory; /* If not true, the map has been freed and must |
296 | uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must |
304 | * be loaded before used. The map,omap and map_ob |
297 | * be loaded before used. The map,omap and map_ob |
305 | * arrays will be allocated when the map is loaded */ |
298 | * arrays will be allocated when the map is loaded */ |
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299 | sint16 ACC (RW, players); /* How many players are on this level right now */ |
306 | uint16 difficulty; /* What level the player should be to play here */ |
300 | uint16 ACC (RW, difficulty); /* What level the player should be to play here */ |
307 | |
301 | |
308 | uint8 darkness; /* indicates level of darkness of map */ |
302 | uint8 ACC (RW, darkness); /* indicates level of darkness of map */ |
309 | uint16 width,height; /* Width and height of map. */ |
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310 | uint16 enter_x; /* enter_x and enter_y are default entrance location */ |
303 | uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */ |
311 | uint16 enter_y; /* on the map if none are set in the exit */ |
304 | uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */ |
312 | uint32 outdoor:1; /* True if an outdoor map */ |
305 | bool ACC (RW, outdoor); /* True if an outdoor map */ |
313 | oblinkpt *buttons; /* Linked list of linked lists of buttons */ |
306 | oblinkpt *buttons; /* Linked list of linked lists of buttons */ |
314 | struct MapSpace *spaces; /* Array of spaces on this map */ |
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315 | sint16 temp; /* base temperature of this tile (F) */ |
307 | sint16 ACC (RW, temp); /* base temperature of this tile (F) */ |
316 | sint16 pressure; /* barometric pressure (mb) */ |
308 | sint16 ACC (RW, pressure); /* barometric pressure (mb) */ |
317 | sint8 humid; /* humitidy of this tile */ |
309 | sint8 ACC (RW, humid); /* humitidy of this tile */ |
318 | sint8 windspeed; /* windspeed of this tile */ |
310 | sint8 ACC (RW, windspeed); /* windspeed of this tile */ |
319 | sint8 winddir; /* direction of wind */ |
311 | sint8 ACC (RW, winddir); /* direction of wind */ |
320 | sint8 sky; /* sky conditions */ |
312 | sint8 ACC (RW, sky); /* sky conditions */ |
321 | int wpartx,wparty; /*Highly fasten conversion between worldmap and weathermap*/ |
313 | int ACC (RW, wpartx), ACC (RW, wparty); /*Highly fasten conversion between worldmap and weathermap */ |
322 | struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */ |
314 | struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */ |
323 | char *shoprace; /* the preffered race of the local shopkeeper */ |
315 | char *ACC (RO, shoprace); /* the preffered race of the local shopkeeper */ |
324 | double shopgreed; /* how much our shopkeeper overcharges */ |
316 | double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */ |
325 | uint64 shopmin; /* minimum price a shop will trade for */ |
317 | sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */ |
326 | uint64 shopmax; /* maximum price a shop will offer */ |
318 | sint64 ACC (RW, shopmax); /* maximum price a shop will offer */ |
327 | char *msg; /* Message map creator may have left */ |
319 | char *ACC (RO, msg); /* Message map creator may have left */ |
328 | char *maplore; /* Map lore information */ |
320 | char *ACC (RO, maplore); /* Map lore information */ |
329 | char *tile_path[4]; /* path to adjoining maps */ |
321 | char *tile_path[4]; /* path to adjoining maps */ |
330 | struct mapstruct *tile_map[4]; /* Next map, linked list */ |
322 | maptile *tile_map[4]; /* Next map, linked list */ |
331 | char path[HUGE_BUF]; /* Filename of the map */ |
323 | char ACC (RW, path)[HUGE_BUF]; /* Filename of the map */ |
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324 | |
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325 | maptile (); |
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326 | void allocate (); |
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327 | |
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328 | mapspace const &at (uint32 x, uint32 y) const { return spaces [x + width * y]; } |
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329 | mapspace &at (uint32 x, uint32 y) { return spaces [x + width * y]; } |
332 | }; |
330 | }; |
333 | |
331 | |
334 | /* This is used by get_rangevector to determine where the other |
332 | /* This is used by get_rangevector to determine where the other |
335 | * creature is. get_rangevector takes into account map tiling, |
333 | * creature is. get_rangevector takes into account map tiling, |
336 | * so you just can not look the the map coordinates and get the |
334 | * so you just can not look the the map coordinates and get the |
337 | * righte value. distance_x/y are distance away, which |
335 | * righte value. distance_x/y are distance away, which |
338 | * can be negativbe. direction is the crossfire direction scheme |
336 | * can be negative. direction is the crossfire direction scheme |
339 | * that the creature should head. part is the part of the |
337 | * that the creature should head. part is the part of the |
340 | * monster that is closest. |
338 | * monster that is closest. |
341 | * Note: distance should be always >=0. I changed it to UINT. MT |
339 | * Note: distance should be always >=0. I changed it to UINT. MT |
342 | */ |
340 | */ |
343 | struct rv_vector { |
341 | struct rv_vector |
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342 | { |
344 | unsigned int distance; |
343 | unsigned int distance; |
345 | int distance_x; |
344 | int distance_x; |
346 | int distance_y; |
345 | int distance_y; |
347 | int direction; |
346 | int direction; |
348 | object *part; |
347 | object *part; |
349 | }; |
348 | }; |
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349 | |
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350 | inline mapspace & |
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351 | object::ms () const |
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352 | { |
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353 | return map->at (x, y); |
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354 | } |
350 | |
355 | |
351 | #endif |
356 | #endif |
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357 | |