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Comparing deliantra/server/include/map.h (file contents):
Revision 1.8 by elmex, Tue Aug 15 17:35:50 2006 UTC vs.
Revision 1.31 by root, Thu Dec 21 01:33:49 2006 UTC

1/*
2 * static char *rcsid_define_h =
3 * "$Id: map.h,v 1.8 2006/08/15 17:35:50 elmex 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 3
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
56#define MAP_RESET_TIMEOUT(m) ((m)->reset_timeout) 52#define MAP_RESET_TIMEOUT(m) ((m)->reset_timeout)
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 GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light
109#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
110 107#define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top
111#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]
112#define GET_MAP_TOP(M,X,Y) ( (M)->spaces[(X) + (M)->width * (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) )
117#define SET_MAP_TOP(M,X,Y,tmp) ( (M)->spaces[(X) + (M)->width * (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 )
121#define GET_MAP_FACE(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (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 )
124#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]
125
126#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
127#define SET_MAP_MOVE_BLOCK(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_block = C )
128
129#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
130#define SET_MAP_MOVE_SLOW(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_slow = C )
131
132#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
133#define SET_MAP_MOVE_ON(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_on = C )
134
135#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
136#define SET_MAP_MOVE_OFF(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_off = C )
137 114
138/* 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
139 * 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
140 * map tiling. 117 * map tiling.
141 */ 118 */
142#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)
143 120
144/* 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
145 * in the object flags structure. 122 * in the object flags structure.
146 */ 123 */
147
148#define P_BLOCKSVIEW 0x01 124#define P_BLOCKSVIEW 0x01
149#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 */
150 126#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
152 * 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
154 * is using the P_NO_PASS. AB_.. should only be used for
155 * arch_blocked and functions that examine the return value.
156 */
157
158#define AB_NO_PASS 0x04
159/*#define P_PASS_THRU 0x08 *//* */
160#define P_SAFE 0x08 /* If this is set the map is a safe map, 127#define P_SAFE 0x08 /* If this is set the map tile is a safe space,
161 * that means, nothing harmful there will be done, 128 * that means, nothing harmful can be done,
162 * like: bombs, potion usage, alchemy, spells 129 * such as: bombs, potion usage, alchemy, spells
163 * this was introduced to make shops more safe 130 * this was introduced to make shops safer
164 * and propably other maps */ 131 * but is useful in other situations */
165#define P_IS_ALIVE 0x10 /* something alive is on this space */ 132#define P_IS_ALIVE 0x10 /* something alive is on this space */
166#define P_NO_CLERIC 0x20 /* no clerical spells cast here */ 133#define P_NO_CLERIC 0x20 /* no clerical spells cast here */
134
167#define P_NEED_UPDATE 0x40 /* this space is out of date */ 135#define P_NEED_UPDATE 0x80 /* this space is out of date */
168#define P_NO_ERROR 0x80 /* Purely temporary - if set, update_position 136
169 * does not complain if the flags are different.
170 */
171/* 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
172 * 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
173 * 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
174 * 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
175 * lots of duplicate checks currently in the code. 141 * lots of duplicate checks currently in the code.
176 */ 142 */
177#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 */
178#define P_NEW_MAP 0x200 /* Coordinates passed result in a new tiled map */ 144#define P_NEW_MAP 0x20000
145 /* Coordinates passed result in a new tiled map */
179 146
180#if 0 147/* P_NO_PASS is used for ob_blocked() return value. It needs
181/* 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.
182 * checks anymore
183 */ 149 */
184#define P_BLOCKED (P_NO_PASS | P_IS_ALIVE) /* convenience macro */ 150#define P_NO_PASS 0x80000
185#define P_WALL P_NO_PASS /* Just to match naming of wall function */
186#endif
187 151
188/* Can't use MapCell as that is used in newserver.h
189 * Instead of having numerous arrays that have information on a 152/* Instead of having numerous arrays that have information on a
190 * particular space (was map, floor, floor2, map_ob), 153 * particular space (was map, floor, floor2, map_ob),
191 * have this structure take care of that information. 154 * have this structure take care of that information.
192 * 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
193 * to extend information about a space. 156 * to extend information about a space.
194 */ 157 */
195
196struct MapSpace { 158struct mapspace
159{
197 object *bottom; /* lowest object on this space */ 160 object *bottom; /* lowest object on this space */
198 object *top; /* Highest object on this space */ 161 object *top; /* Highest object on this space */
199 New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */ 162 New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */
200 object *faces_obj[MAP_LAYERS]; /* face objects for the 3 layers */ 163 object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */
201 uint8 flags; /* flags about this space (see the P_ values above) */ 164 uint8 flags_; /* flags about this space (see the P_ values above) */
202 sint8 light; /* How much light this space provides */ 165 sint8 light; /* How much light this space provides */
203 MoveType move_block; /* What movement types this space blocks */ 166 MoveType move_block; /* What movement types this space blocks */
204 MoveType move_slow; /* What movement types this space slows */ 167 MoveType move_slow; /* What movement types this space slows */
205 MoveType move_on; /* What movement types are activated */ 168 MoveType move_on; /* What movement types are activated */
206 MoveType move_off; /* What movement types are activated */ 169 MoveType move_off; /* What movement types are activated */
170
171 void update_ ();
172 void update ()
173 {
174 if (flags_ & P_NEED_UPDATE)
175 update_ ();
176 }
177
178 uint8 flags ()
179 {
180 update ();
181 return flags_;
182 }
183
184 // maybe only inline quick flags_ checking?
185 object *player ()
186 {
187 // search from the top, because players are usually on top
188 // make usually == always and this non-amortized O(1)
189 // could gte rid of P_PLAYER, too, then
190 if (flags () & P_PLAYER)
191 for (object *op = top; op; op = op->below)
192 if (op->type == PLAYER)
193 return op;
194
195 return 0;
196 }
207}; 197};
208 198
209/* 199/*
210 * 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
211 * 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.
213 * 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
214 * 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
215 * with the new values we have assigned. 205 * with the new values we have assigned.
216 */ 206 */
217 207
218struct weathermap_t { 208struct weathermap_t
209{
219 sint16 temp; /* base temperature of this tile (F) */ 210 sint16 temp; /* base temperature of this tile (F) */
220 sint16 pressure; /* barometric pressure (mb) */ 211 sint16 pressure; /* barometric pressure (mb) */
221 sint8 humid; /* humitidy of this tile */ 212 sint8 humid; /* humitidy of this tile */
222 sint8 windspeed; /* windspeed of this tile */ 213 sint8 windspeed; /* windspeed of this tile */
223 sint8 winddir; /* direction of wind */ 214 sint8 winddir; /* direction of wind */
224 sint8 sky; /* sky conditions */ 215 sint8 sky; /* sky conditions */
225 sint32 avgelev; /* average elevation */ 216 sint32 avgelev; /* average elevation */
226 uint32 rainfall; /* cumulative rainfall */ 217 uint32 rainfall; /* cumulative rainfall */
227 uint8 darkness; /* indicates level of darkness of map */ 218 uint8 darkness; /* indicates level of darkness of map */
228 uint8 water; /* 0-100 percentage of water tiles */ 219 uint8 water; /* 0-100 percentage of water tiles */
229 /*Dynamic parts*/ 220 /*Dynamic parts */
230 sint16 realtemp; /* temperature at a given calculation step for this tile*/ 221 sint16 realtemp; /* temperature at a given calculation step for this tile */
231}; 222};
232 223
233/* 224/*
234 * 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
235 * they have to appear here in the headers, before the mapdef 226 * they have to appear here in the headers, before the mapdef
236 */ 227 */
237struct region { 228struct region : zero_initialised
229{
238 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 */
239 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 */
240 const char *parent_name; /* 232 const char *parent_name; /*
241 * So that parent and child regions can be defined in 233 * So that parent and child regions can be defined in
242 * any order, we keep hold of the parent_name during 234 * any order, we keep hold of the parent_name during
243 * initialisation, and the children get assigned to their 235 * initialisation, and the children get assigned to their
244 * parents later. (before runtime on the server though) 236 * parents later. (before runtime on the server though)
245 * nothing outside the init code should ever use this value. 237 * nothing outside the init code should ever use this value.
246 */ 238 */
247 struct region *parent; /* 239 struct region *parent; /*
248 * Pointer to the region that is a parent of the current 240 * Pointer to the region that is a parent of the current
249 * region, if a value isn't defined in the current region 241 * region, if a value isn't defined in the current region
250 * we traverse this series of pointers until it is. 242 * we traverse this series of pointers until it is.
251 */ 243 */
252 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
253 * to be the same as name*/ 245 * to be the same as name*/
254 const char *msg; /* the description of the region */ 246 const char *msg; /* the description of the region */
255 uint32 counter; /* A generic counter for holding temporary data. */ 247 uint32 counter; /* A generic counter for holding temporary data. */
256 sint8 fallback; /* whether, in the event of a region not existing, 248 sint8 fallback; /* whether, in the event of a region not existing,
257 * 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 */
258 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. */
259 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. */
260}; 252};
261 253
262 254struct shopitems : zero_initialised
263struct shopitems { 255{
264 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 */
265 const char *name_pl; /* plural name */ 257 const char *name_pl; /* plural name */
266 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 */
267 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,
268 * as a percentage from -100 to 100 */ 260 * as a percentage from -100 to 100 */
269 int index; /* being the size of the shopitems array.*/ 261 int index; /* being the size of the shopitems array. */
270}; 262};
271 263
272/* In general, code should always use the macros 264/* In general, code should always use the macros
273 * above (or functions in map.c) to access many of the 265 * above (or functions in map.c) to access many of the
274 * values in the map structure. Failure to do this will 266 * values in the map structure. Failure to do this will
275 * almost certainly break various features. You may think 267 * almost certainly break various features. You may think
276 * it is safe to look at width and height values directly 268 * it is safe to look at width and height values directly
277 * (or even through the macros), but doing so will completely 269 * (or even through the macros), but doing so will completely
278 * break map tiling. 270 * break map tiling.
279 */ 271 */
280struct mapstruct { 272ACC_CLASS (maptile)
281 struct mapstruct *next; /* Next map, linked list */ 273struct maptile : zero_initialised, attachable<maptile>
274{
275 sint32 ACC (RO, width), ACC (RO, height); /* Width and height of map. */
276 struct mapspace *spaces; /* Array of spaces on this map */
277
278 maptile *ACC (RW, next); /* Next map, linked list */
282 char *tmpname; /* Name of temporary file */ 279 char *ACC (RO, tmpname); /* Name of temporary file */
283 char *name; /* Name of map as given by its creator */ 280 char *ACC (RO, name); /* Name of map as given by its creator */
284 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
285 * points to the struct containing all the properties of 282 * points to the struct containing all the properties of
286 * the region */ 283 * the region */
287 uint32 reset_time; /* when this map should reset */ 284 uint32 ACC (RW, reset_time); /* when this map should reset */
288 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
289 * should be reset 286 * should be reset
290 */ 287 */
291 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
292 * players entering/exiting map 289 * players entering/exiting map
293 */ 290 */
294 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 */
295 uint32 safe_map:1; /* if set, this map doesn't allow using magic or harmful stuff in any way */
296 uint32 templatemap:1; /* if set, this is a template map */ 292 bool ACC (RW, templatemap); /* if set, this is a template map */
297 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 */
298 sint32 timeout; /* swapout is set to this */ 294 sint32 ACC (RW, timeout); /* swapout is set to this */
299 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 */
300 sint16 players; /* How many plares are on this level right now */
301 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
302 * be loaded before used. The map,omap and map_ob 297 * be loaded before used. The map,omap and map_ob
303 * arrays will be allocated when the map is loaded */ 298 * arrays will be allocated when the map is loaded */
304 uint8 compressed; /* Compression method used */ 299 sint16 ACC (RW, players); /* How many players are on this level right now */
305 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 */
306 301
307 uint8 darkness; /* indicates level of darkness of map */ 302 uint8 ACC (RW, darkness); /* indicates level of darkness of map */
308 uint16 width,height; /* Width and height of map. */
309 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 */
310 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 */
311 uint32 outdoor:1; /* True if an outdoor map */ 305 bool ACC (RW, outdoor); /* True if an outdoor map */
312 oblinkpt *buttons; /* Linked list of linked lists of buttons */ 306 oblinkpt *buttons; /* Linked list of linked lists of buttons */
313 struct MapSpace *spaces; /* Array of spaces on this map */
314 sint16 temp; /* base temperature of this tile (F) */ 307 sint16 ACC (RW, temp); /* base temperature of this tile (F) */
315 sint16 pressure; /* barometric pressure (mb) */ 308 sint16 ACC (RW, pressure); /* barometric pressure (mb) */
316 sint8 humid; /* humitidy of this tile */ 309 sint8 ACC (RW, humid); /* humitidy of this tile */
317 sint8 windspeed; /* windspeed of this tile */ 310 sint8 ACC (RW, windspeed); /* windspeed of this tile */
318 sint8 winddir; /* direction of wind */ 311 sint8 ACC (RW, winddir); /* direction of wind */
319 sint8 sky; /* sky conditions */ 312 sint8 ACC (RW, sky); /* sky conditions */
320 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 */
321 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 */
322 char *shoprace; /* the preffered race of the local shopkeeper */ 315 char *ACC (RO, shoprace); /* the preffered race of the local shopkeeper */
323 double shopgreed; /* how much our shopkeeper overcharges */ 316 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
324 uint64 shopmin; /* minimum price a shop will trade for */ 317 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
325 uint64 shopmax; /* maximum price a shop will offer */ 318 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */
326 char *msg; /* Message map creator may have left */ 319 char *ACC (RO, msg); /* Message map creator may have left */
327 char *maplore; /* Map lore information */ 320 char *ACC (RO, maplore); /* Map lore information */
328 char *tile_path[4]; /* path to adjoining maps */ 321 char *tile_path[4]; /* path to adjoining maps */
329 struct mapstruct *tile_map[4]; /* Next map, linked list */ 322 maptile *tile_map[4]; /* Next map, linked list */
330 char path[HUGE_BUF]; /* Filename of the map */ 323 char ACC (RW, path)[HUGE_BUF]; /* Filename of the map */
324
325 maptile ();
326 void allocate ();
327
328 mapspace const &at (uint32 x, uint32 y) const { return spaces [x + width * y]; }
329 mapspace &at (uint32 x, uint32 y) { return spaces [x + width * y]; }
331}; 330};
332 331
333/* This is used by get_rangevector to determine where the other 332/* This is used by get_rangevector to determine where the other
334 * creature is. get_rangevector takes into account map tiling, 333 * creature is. get_rangevector takes into account map tiling,
335 * 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
336 * righte value. distance_x/y are distance away, which 335 * righte value. distance_x/y are distance away, which
337 * can be negativbe. direction is the crossfire direction scheme 336 * can be negative. direction is the crossfire direction scheme
338 * that the creature should head. part is the part of the 337 * that the creature should head. part is the part of the
339 * monster that is closest. 338 * monster that is closest.
340 * 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
341 */ 340 */
342struct rv_vector { 341struct rv_vector
342{
343 unsigned int distance; 343 unsigned int distance;
344 int distance_x; 344 int distance_x;
345 int distance_y; 345 int distance_y;
346 int direction; 346 int direction;
347 object *part; 347 object *part;
348}; 348};
349 349
350extern void (*load_original_map_callback)(mapstruct *map); 350inline mapspace &
351extern void (*load_temporary_map_callback)(mapstruct *map); 351object::ms () const
352extern void (*clean_temporary_map_callback)(mapstruct *map); 352{
353 return map->at (x, y);
354}
353 355
354#endif 356#endif
357

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