1 | /* |
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2 | * static char *rcsid_define_h = |
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3 | * "$Id: map.h,v 1.3 2006/02/22 18:53:48 elmex 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 |
… | |
… | |
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-devel@real-time.com |
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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31 | |
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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 |
… | |
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65 | */ |
62 | */ |
66 | #define MAP_DARKNESS(m) (m)->darkness |
63 | #define MAP_DARKNESS(m) (m)->darkness |
67 | |
64 | |
68 | #define MAP_WIDTH(m) (m)->width |
65 | #define MAP_WIDTH(m) (m)->width |
69 | #define MAP_HEIGHT(m) (m)->height |
66 | #define MAP_HEIGHT(m) (m)->height |
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67 | |
70 | /* Convenient function - total number of spaces is used |
68 | /* Convenient function - total number of spaces is used |
71 | * in many places. |
69 | * in many places. |
72 | */ |
70 | */ |
73 | #define MAP_SIZE(m) ((m)->width * (m)->height) |
71 | #define MAP_SIZE(m) ((m)->width * (m)->height) |
74 | |
72 | |
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108 | #define GET_MAP_LIGHT(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].light ) |
106 | #define GET_MAP_LIGHT(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].light ) |
109 | #define SET_MAP_LIGHT(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].light = L ) |
107 | #define SET_MAP_LIGHT(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].light = L ) |
110 | |
108 | |
111 | #define GET_MAP_OB(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].bottom ) |
109 | #define GET_MAP_OB(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].bottom ) |
112 | #define GET_MAP_TOP(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].top ) |
110 | #define GET_MAP_TOP(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].top ) |
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111 | |
113 | /* legacy */ |
112 | /* legacy */ |
114 | #define get_map_ob GET_MAP_OB |
113 | #define get_map_ob GET_MAP_OB |
115 | |
114 | |
116 | #define SET_MAP_OB(M,X,Y,tmp) ( (M)->spaces[(X) + (M)->width * (Y)].bottom = (tmp) ) |
115 | #define SET_MAP_OB(M,X,Y,tmp) ( (M)->spaces[(X) + (M)->width * (Y)].bottom = (tmp) ) |
117 | #define SET_MAP_TOP(M,X,Y,tmp) ( (M)->spaces[(X) + (M)->width * (Y)].top = (tmp) ) |
116 | #define SET_MAP_TOP(M,X,Y,tmp) ( (M)->spaces[(X) + (M)->width * (Y)].top = (tmp) ) |
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144 | /* These are used in the MapLook flags element. They are not used in |
143 | /* These are used in the MapLook flags element. They are not used in |
145 | * in the object flags structure. |
144 | * in the object flags structure. |
146 | */ |
145 | */ |
147 | |
146 | |
148 | #define P_BLOCKSVIEW 0x01 |
147 | #define P_BLOCKSVIEW 0x01 |
149 | #define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */ |
148 | #define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */ |
150 | |
149 | |
151 | /* AB_NO_PASS is used for arch_blocked() return value. It needs |
150 | /* AB_NO_PASS is used for arch_blocked() return value. It needs |
152 | * to be here to make sure the bits don't match with anything. |
151 | * to be here to make sure the bits don't match with anything. |
153 | * Changed name to have AB_ prefix just to make sure no one |
152 | * Changed name to have AB_ prefix just to make sure no one |
154 | * is using the P_NO_PASS. AB_.. should only be used for |
153 | * is using the P_NO_PASS. AB_.. should only be used for |
155 | * arch_blocked and functions that examine the return value. |
154 | * arch_blocked and functions that examine the return value. |
156 | */ |
155 | */ |
157 | |
156 | |
158 | #define AB_NO_PASS 0x04 |
157 | #define AB_NO_PASS 0x04 |
159 | /*#define P_PASS_THRU 0x08 *//* */ |
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, |
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163 | * like: bombs, potion usage, alchemy, spells |
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164 | * this was introduced to make shops more safe |
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165 | * and propably other maps */ |
160 | #define P_IS_ALIVE 0x10 /* something alive is on this space */ |
166 | #define P_IS_ALIVE 0x10 /* something alive is on this space */ |
161 | #define P_NO_CLERIC 0x20 /* no clerical spells cast here */ |
167 | #define P_NO_CLERIC 0x20 /* no clerical spells cast here */ |
162 | #define P_NEED_UPDATE 0x40 /* this space is out of date */ |
168 | #define P_NEED_UPDATE 0x40 /* this space is out of date */ |
163 | #define P_NO_ERROR 0x80 /* Purely temporary - if set, update_position |
169 | #define P_NO_ERROR 0x80 /* Purely temporary - if set, update_position |
164 | * does not complain if the flags are different. |
170 | * does not complain if the flags are different. |
165 | */ |
171 | */ |
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172 | |
166 | /* The following two values are not stored in the MapLook flags, but instead |
173 | /* 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 |
174 | * 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 |
175 | * 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 |
176 | * function that does more of the work can hopefully be used to replace |
170 | * lots of duplicate checks currently in the code. |
177 | * lots of duplicate checks currently in the code. |
171 | */ |
178 | */ |
172 | #define P_OUT_OF_MAP 0x100 /* This space is outside the map */ |
179 | #define P_OUT_OF_MAP 0x100 /* This space is outside the map */ |
173 | #define P_NEW_MAP 0x200 /* Coordinates passed result in a new tiled map */ |
180 | #define P_NEW_MAP 0x200 |
174 | |
181 | /* Coordinates passed result in a new tiled map */ |
175 | #if 0 |
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176 | /* These go away with new movement code - can't do such simplistic |
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177 | * checks anymore |
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178 | */ |
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179 | #define P_BLOCKED (P_NO_PASS | P_IS_ALIVE) /* convenience macro */ |
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180 | #define P_WALL P_NO_PASS /* Just to match naming of wall function */ |
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181 | #endif |
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182 | |
182 | |
183 | /* Can't use MapCell as that is used in newserver.h |
183 | /* Can't use MapCell as that is used in newserver.h |
184 | * Instead of having numerous arrays that have information on a |
184 | * Instead of having numerous arrays that have information on a |
185 | * particular space (was map, floor, floor2, map_ob), |
185 | * particular space (was map, floor, floor2, map_ob), |
186 | * have this structure take care of that information. |
186 | * have this structure take care of that information. |
187 | * This puts it all in one place, and should also make it easier |
187 | * This puts it all in one place, and should also make it easier |
188 | * to extend information about a space. |
188 | * to extend information about a space. |
189 | */ |
189 | */ |
190 | |
190 | |
191 | typedef struct MapSpace { |
191 | struct MapSpace |
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192 | { |
192 | object *bottom; /* lowest object on this space */ |
193 | object *bottom; /* lowest object on this space */ |
193 | object *top; /* Highest object on this space */ |
194 | object *top; /* Highest object on this space */ |
194 | New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */ |
195 | New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */ |
195 | object *faces_obj[MAP_LAYERS]; /* face objects for the 3 layers */ |
196 | object *faces_obj[MAP_LAYERS]; /* face objects for the 3 layers */ |
196 | uint8 flags; /* flags about this space (see the P_ values above) */ |
197 | uint8 flags; /* flags about this space (see the P_ values above) */ |
197 | sint8 light; /* How much light this space provides */ |
198 | sint8 light; /* How much light this space provides */ |
198 | MoveType move_block; /* What movement types this space blocks */ |
199 | MoveType move_block; /* What movement types this space blocks */ |
199 | MoveType move_slow; /* What movement types this space slows */ |
200 | MoveType move_slow; /* What movement types this space slows */ |
200 | MoveType move_on; /* What movement types are activated */ |
201 | MoveType move_on; /* What movement types are activated */ |
201 | MoveType move_off; /* What movement types are activated */ |
202 | MoveType move_off; /* What movement types are activated */ |
202 | } MapSpace; |
203 | }; |
203 | |
204 | |
204 | /* |
205 | /* |
205 | * this is an overlay structure of the whole world. It exists as a simple |
206 | * 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. |
207 | * 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 |
208 | * 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 |
209 | * 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 |
210 | * them at once. We can then, in a separate loop, update the actual world |
210 | * with the new values we have assigned. |
211 | * with the new values we have assigned. |
211 | */ |
212 | */ |
212 | |
213 | |
213 | typedef struct wmapdef { |
214 | struct weathermap_t |
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215 | { |
214 | sint16 temp; /* base temperature of this tile (F) */ |
216 | sint16 temp; /* base temperature of this tile (F) */ |
215 | sint16 pressure; /* barometric pressure (mb) */ |
217 | sint16 pressure; /* barometric pressure (mb) */ |
216 | sint8 humid; /* humitidy of this tile */ |
218 | sint8 humid; /* humitidy of this tile */ |
217 | sint8 windspeed; /* windspeed of this tile */ |
219 | sint8 windspeed; /* windspeed of this tile */ |
218 | sint8 winddir; /* direction of wind */ |
220 | sint8 winddir; /* direction of wind */ |
219 | sint8 sky; /* sky conditions */ |
221 | sint8 sky; /* sky conditions */ |
220 | sint32 avgelev; /* average elevation */ |
222 | sint32 avgelev; /* average elevation */ |
221 | uint32 rainfall; /* cumulative rainfall */ |
223 | uint32 rainfall; /* cumulative rainfall */ |
222 | uint8 darkness; /* indicates level of darkness of map */ |
224 | uint8 darkness; /* indicates level of darkness of map */ |
223 | uint8 water; /* 0-100 percentage of water tiles */ |
225 | uint8 water; /* 0-100 percentage of water tiles */ |
224 | /*Dynamic parts*/ |
226 | /*Dynamic parts */ |
225 | sint16 realtemp; /* temperature at a given calculation step for this tile*/ |
227 | sint16 realtemp; /* temperature at a given calculation step for this tile */ |
226 | } weathermap_t; |
228 | }; |
227 | |
229 | |
228 | /* |
230 | /* |
229 | * Each map is in a given region of the game world and links to a region definiton, so |
231 | * 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 |
232 | * they have to appear here in the headers, before the mapdef |
231 | */ |
233 | */ |
232 | typedef struct regiondef { |
234 | struct region |
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235 | { |
233 | struct regiondef *next; /* pointer to next region, NULL for the last one */ |
236 | 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 */ |
237 | const char *name; /* Shortend name of the region as maps refer to it */ |
235 | const char *parent_name; /* |
238 | const char *parent_name; /* |
236 | * So that parent and child regions can be defined in |
239 | * So that parent and child regions can be defined in |
237 | * any order, we keep hold of the parent_name during |
240 | * any order, we keep hold of the parent_name during |
238 | * initialisation, and the children get assigned to their |
241 | * initialisation, and the children get assigned to their |
239 | * parents later. (before runtime on the server though) |
242 | * parents later. (before runtime on the server though) |
240 | * nothing outside the init code should ever use this value. |
243 | * nothing outside the init code should ever use this value. |
241 | */ |
244 | */ |
242 | struct regiondef *parent;/* |
245 | struct region *parent; /* |
243 | * Pointer to the region that is a parent of the current |
246 | * Pointer to the region that is a parent of the current |
244 | * region, if a value isn't defined in the current region |
247 | * region, if a value isn't defined in the current region |
245 | * we traverse this series of pointers until it is. |
248 | * we traverse this series of pointers until it is. |
246 | */ |
249 | */ |
247 | const char *longname; /* Official title of the region, this might be defined |
250 | const char *longname; /* Official title of the region, this might be defined |
248 | * to be the same as name*/ |
251 | * to be the same as name*/ |
249 | const char *msg; /* the description of the region */ |
252 | const char *msg; /* the description of the region */ |
250 | uint32 counter; /* A generic counter for holding temporary data. */ |
253 | uint32 counter; /* A generic counter for holding temporary data. */ |
251 | sint8 fallback; /* whether, in the event of a region not existing, |
254 | sint8 fallback; /* whether, in the event of a region not existing, |
252 | * this should be the one we fall back on as the default */ |
255 | * this should be the one we fall back on as the default */ |
253 | char *jailmap; /*where a player that is arrested in this region should be imprisoned.*/ |
256 | char *jailmap; /*where a player that is arrested in this region should be imprisoned. */ |
254 | sint16 jailx, jaily; /* The coodinates in jailmap to which the player should be sent. */ |
257 | sint16 jailx, jaily; /* The coodinates in jailmap to which the player should be sent. */ |
255 | } region; |
258 | }; |
256 | |
259 | |
257 | |
260 | |
258 | typedef struct shopitem { |
261 | struct shopitems : zero_initialised |
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262 | { |
259 | const char *name; /* name of the item in question, null if it is the default item */ |
263 | const char *name; /* name of the item in question, null if it is the default item */ |
260 | const char *name_pl; /* plural name */ |
264 | const char *name_pl; /* plural name */ |
261 | int typenum; /* itemtype number we need to match 0 if it is the default price*/ |
265 | int typenum; /* itemtype number we need to match 0 if it is the default price */ |
262 | sint8 strength; /* the degree of specialisation the shop has in this item, |
266 | sint8 strength; /* the degree of specialisation the shop has in this item, |
263 | * as a percentage from -100 to 100 */ |
267 | * as a percentage from -100 to 100 */ |
264 | int index; /* being the size of the shopitems array.*/ |
268 | int index; /* being the size of the shopitems array. */ |
265 | } shopitems; |
269 | }; |
266 | |
270 | |
267 | /* In general, code should always use the macros |
271 | /* In general, code should always use the macros |
268 | * above (or functions in map.c) to access many of the |
272 | * above (or functions in map.c) to access many of the |
269 | * values in the map structure. Failure to do this will |
273 | * values in the map structure. Failure to do this will |
270 | * almost certainly break various features. You may think |
274 | * almost certainly break various features. You may think |
271 | * it is safe to look at width and height values directly |
275 | * it is safe to look at width and height values directly |
272 | * (or even through the macros), but doing so will completely |
276 | * (or even through the macros), but doing so will completely |
273 | * break map tiling. |
277 | * break map tiling. |
274 | */ |
278 | */ |
275 | typedef struct mapdef { |
279 | ACC_CLASS (maptile) |
276 | struct mapdef *next; /* Next map, linked list */ |
280 | struct maptile : zero_initialised, attachable<maptile> |
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281 | { |
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282 | maptile *ACC (RW, next); /* Next map, linked list */ |
277 | char *tmpname; /* Name of temporary file */ |
283 | char *ACC (RO, tmpname); /* Name of temporary file */ |
278 | char *name; /* Name of map as given by its creator */ |
284 | char *ACC (RO, name); /* Name of map as given by its creator */ |
279 | region *region; /* What jurisdiction in the game world this map is ruled by |
285 | struct region *ACC (RW, region); /* What jurisdiction in the game world this map is ruled by |
280 | * points to the struct containing all the properties of |
286 | * points to the struct containing all the properties of |
281 | * the region */ |
287 | * the region */ |
282 | uint32 reset_time; /* when this map should reset */ |
288 | uint32 ACC (RW, reset_time); /* when this map should reset */ |
283 | uint32 reset_timeout; /* How many seconds must elapse before this map |
289 | uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map |
284 | * should be reset |
290 | * should be reset |
285 | */ |
291 | */ |
286 | uint32 fixed_resettime:1; /* if true, reset time is not affected by |
292 | bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by |
287 | * players entering/exiting map |
293 | * players entering/exiting map |
288 | */ |
294 | */ |
289 | uint32 unique:1; /* if set, this is a per player unique map */ |
295 | bool ACC (RW, unique); /* if set, this is a per player unique map */ |
290 | uint32 template:1; /* if set, this is a template map */ |
296 | bool ACC (RW, templatemap); /* if set, this is a template map */ |
291 | uint32 nosmooth:1; /* if set the content of this map has smoothlevel=0 forced*/ |
297 | bool ACC (RW, nosmooth); /* if set the content of this map has smoothlevel=0 forced */ |
292 | sint32 timeout; /* swapout is set to this */ |
298 | sint32 ACC (RW, timeout); /* swapout is set to this */ |
293 | sint32 swap_time; /* When it reaches 0, the map will be swapped out */ |
299 | sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */ |
294 | sint16 players; /* How many plares are on this level right now */ |
300 | sint16 ACC (RW, players); /* How many players are on this level right now */ |
295 | uint32 in_memory; /* If not true, the map has been freed and must |
301 | uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must |
296 | * be loaded before used. The map,omap and map_ob |
302 | * be loaded before used. The map,omap and map_ob |
297 | * arrays will be allocated when the map is loaded */ |
303 | * arrays will be allocated when the map is loaded */ |
298 | uint8 compressed; /* Compression method used */ |
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299 | uint16 difficulty; /* What level the player should be to play here */ |
304 | uint16 ACC (RW, difficulty); /* What level the player should be to play here */ |
300 | |
305 | |
301 | uint8 darkness; /* indicates level of darkness of map */ |
306 | uint8 ACC (RW, darkness); /* indicates level of darkness of map */ |
302 | uint16 width,height; /* Width and height of map. */ |
307 | uint16 ACC (RO, width), ACC (RO, height); /* Width and height of map. */ |
303 | uint16 enter_x; /* enter_x and enter_y are default entrance location */ |
308 | uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */ |
304 | uint16 enter_y; /* on the map if none are set in the exit */ |
309 | uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */ |
305 | uint32 outdoor:1; /* True if an outdoor map */ |
310 | bool ACC (RW, outdoor); /* True if an outdoor map */ |
306 | oblinkpt *buttons; /* Linked list of linked lists of buttons */ |
311 | oblinkpt *buttons; /* Linked list of linked lists of buttons */ |
307 | MapSpace *spaces; /* Array of spaces on this map */ |
312 | struct MapSpace *spaces; /* Array of spaces on this map */ |
308 | sint16 temp; /* base temperature of this tile (F) */ |
313 | sint16 ACC (RW, temp); /* base temperature of this tile (F) */ |
309 | sint16 pressure; /* barometric pressure (mb) */ |
314 | sint16 ACC (RW, pressure); /* barometric pressure (mb) */ |
310 | sint8 humid; /* humitidy of this tile */ |
315 | sint8 ACC (RW, humid); /* humitidy of this tile */ |
311 | sint8 windspeed; /* windspeed of this tile */ |
316 | sint8 ACC (RW, windspeed); /* windspeed of this tile */ |
312 | sint8 winddir; /* direction of wind */ |
317 | sint8 ACC (RW, winddir); /* direction of wind */ |
313 | sint8 sky; /* sky conditions */ |
318 | sint8 ACC (RW, sky); /* sky conditions */ |
314 | int wpartx,wparty; /*Highly fasten conversion between worldmap and weathermap*/ |
319 | int ACC (RW, wpartx), ACC (RW, wparty); /*Highly fasten conversion between worldmap and weathermap */ |
315 | shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */ |
320 | struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */ |
316 | char *shoprace; /* the preffered race of the local shopkeeper */ |
321 | char *ACC (RO, shoprace); /* the preffered race of the local shopkeeper */ |
317 | double shopgreed; /* how much our shopkeeper overcharges */ |
322 | double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */ |
318 | uint64 shopmin; /* minimum price a shop will trade for */ |
323 | uint64 ACC (RW, shopmin); /* minimum price a shop will trade for */ |
319 | uint64 shopmax; /* maximum price a shop will offer */ |
324 | uint64 ACC (RW, shopmax); /* maximum price a shop will offer */ |
320 | char *msg; /* Message map creator may have left */ |
325 | char *ACC (RO, msg); /* Message map creator may have left */ |
321 | char *maplore; /* Map lore information */ |
326 | char *ACC (RO, maplore); /* Map lore information */ |
322 | char *tile_path[4]; /* path to adjoining maps */ |
327 | char *tile_path[4]; /* path to adjoining maps */ |
323 | struct mapdef *tile_map[4]; /* Next map, linked list */ |
328 | maptile *tile_map[4]; /* Next map, linked list */ |
324 | char path[HUGE_BUF]; /* Filename of the map */ |
329 | char ACC (RW, path)[HUGE_BUF]; /* Filename of the map */ |
325 | } mapstruct; |
330 | |
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331 | maptile (); |
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332 | void allocate (); |
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333 | }; |
326 | |
334 | |
327 | /* This is used by get_rangevector to determine where the other |
335 | /* This is used by get_rangevector to determine where the other |
328 | * creature is. get_rangevector takes into account map tiling, |
336 | * creature is. get_rangevector takes into account map tiling, |
329 | * so you just can not look the the map coordinates and get the |
337 | * so you just can not look the the map coordinates and get the |
330 | * righte value. distance_x/y are distance away, which |
338 | * righte value. distance_x/y are distance away, which |
331 | * can be negativbe. direction is the crossfire direction scheme |
339 | * can be negativbe. direction is the crossfire direction scheme |
332 | * that the creature should head. part is the part of the |
340 | * that the creature should head. part is the part of the |
333 | * monster that is closest. |
341 | * monster that is closest. |
334 | * Note: distance should be always >=0. I changed it to UINT. MT |
342 | * Note: distance should be always >=0. I changed it to UINT. MT |
335 | */ |
343 | */ |
336 | typedef struct rv_vector { |
344 | struct rv_vector |
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345 | { |
337 | unsigned int distance; |
346 | unsigned int distance; |
338 | int distance_x; |
347 | int distance_x; |
339 | int distance_y; |
348 | int distance_y; |
340 | int direction; |
349 | int direction; |
341 | object *part; |
350 | object *part; |
342 | } rv_vector; |
351 | }; |
343 | |
352 | |
344 | #endif |
353 | #endif |
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354 | |