1 | /* |
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2 | * static char *rcsid_define_h = |
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3 | * "$Id: map.h,v 1.8 2006/08/15 17:35:50 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 |
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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 |
36 | |
31 | |
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32 | #include "cfperl.h" |
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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 |
41 | * center of the map - this makes the most sense when dealing |
38 | * center of the map - this makes the most sense when dealing |
42 | * with tiled maps. |
39 | * with tiled maps. |
43 | * 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 |
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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 | |
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51 | #define MAP_LAYERS 4 |
47 | #define MAP_LAYERS 3 |
52 | |
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53 | /* This is when the map will reset */ |
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54 | #define MAP_WHEN_RESET(m) ((m)->reset_time) |
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55 | |
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56 | #define MAP_RESET_TIMEOUT(m) ((m)->reset_timeout) |
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57 | #define MAP_DIFFICULTY(m) ((m)->difficulty) |
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58 | #define MAP_TIMEOUT(m) ((m)->timeout) |
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59 | #define MAP_SWAP_TIME(m) ((m)->swap_time) |
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60 | #define MAP_OUTDOORS(m) ((m)->outdoor) |
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61 | |
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62 | /* mape darkness used to enforce the MAX_DARKNESS value. |
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63 | * but IMO, if it is beyond max value, that should be fixed |
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64 | * on the map or in the code. |
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65 | */ |
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66 | #define MAP_DARKNESS(m) (m)->darkness |
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67 | |
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68 | #define MAP_WIDTH(m) (m)->width |
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69 | #define MAP_HEIGHT(m) (m)->height |
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70 | /* Convenient function - total number of spaces is used |
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71 | * in many places. |
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72 | */ |
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73 | #define MAP_SIZE(m) ((m)->width * (m)->height) |
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74 | |
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75 | #define MAP_ENTER_X(m) (m)->enter_x |
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76 | #define MAP_ENTER_Y(m) (m)->enter_y |
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77 | |
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78 | #define MAP_TEMP(m) (m)->temp |
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79 | #define MAP_PRESSURE(m) (m)->pressure |
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80 | #define MAP_HUMID(m) (m)->humid |
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81 | #define MAP_WINDSPEED(m) (m)->windspeed |
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82 | #define MAP_WINDDIRECTION(m) (m)->winddir |
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83 | #define MAP_SKYCOND(m) (m)->sky |
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84 | #define MAP_WORLDPARTX(m) (m)->wpartx |
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85 | #define MAP_WORLDPARTY(m) (m)->wparty |
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86 | #define MAP_NOSMOOTH(m) (m)->nosmooth |
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87 | |
48 | |
88 | /* options passed to ready_map_name and load_original_map */ |
49 | /* options passed to ready_map_name and load_original_map */ |
89 | #define MAP_FLUSH 0x1 |
50 | #define MAP_FLUSH 0x01 |
90 | #define MAP_PLAYER_UNIQUE 0x2 |
51 | #define MAP_PLAYER_UNIQUE 0x02 |
91 | #define MAP_BLOCK 0x4 |
52 | #define MAP_BLOCK 0x04 |
92 | #define MAP_STYLE 0x8 |
53 | #define MAP_STYLE 0x08 |
93 | #define MAP_OVERLAY 0x10 |
54 | #define MAP_OVERLAY 0x10 |
94 | |
55 | |
95 | /* Values for in_memory below. Should probably be an enumerations */ |
56 | /* Values for in_memory below. Should probably be an enumerations */ |
96 | #define MAP_IN_MEMORY 1 |
57 | #define MAP_IN_MEMORY 1 |
97 | #define MAP_SWAPPED 2 |
58 | #define MAP_SWAPPED 2 |
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101 | /* 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 |
102 | * 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 |
103 | * 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 |
104 | * consistent (eg, op->map, op->x, op->y) |
65 | * consistent (eg, op->map, op->x, op->y) |
105 | */ |
66 | */ |
106 | #define GET_MAP_FLAGS(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].flags ) |
67 | // all those macros are herewith declared legacy |
107 | #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 () |
108 | #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 |
109 | #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 |
110 | |
71 | #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 ) |
72 | #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 ) |
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113 | /* legacy */ |
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114 | #define get_map_ob GET_MAP_OB |
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115 | |
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116 | #define SET_MAP_OB(M,X,Y,tmp) ( (M)->spaces[(X) + (M)->width * (Y)].bottom = (tmp) ) |
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117 | #define SET_MAP_TOP(M,X,Y,tmp) ( (M)->spaces[(X) + (M)->width * (Y)].top = (tmp) ) |
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118 | #define set_map_ob SET_MAP_OB |
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119 | |
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120 | #define SET_MAP_FACE(M,X,Y,C,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces[L] = C ) |
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121 | #define GET_MAP_FACE(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces[L] ) |
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122 | |
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123 | #define SET_MAP_FACE_OBJ(M,X,Y,C,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces_obj[L] = C ) |
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124 | #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] |
125 | |
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126 | #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 |
127 | #define SET_MAP_MOVE_BLOCK(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_block = C ) |
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128 | |
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129 | #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 |
130 | #define SET_MAP_MOVE_SLOW(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_slow = C ) |
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131 | |
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132 | #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 |
133 | #define SET_MAP_MOVE_ON(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_on = C ) |
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134 | |
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135 | #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 |
136 | #define SET_MAP_MOVE_OFF(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_off = C ) |
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137 | |
78 | |
138 | /* 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 |
139 | * 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 |
140 | * map tiling. |
81 | * map tiling. |
141 | */ |
82 | */ |
142 | #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) |
143 | |
84 | |
144 | /* 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 |
145 | * in the object flags structure. |
86 | * in the object flags structure. |
146 | */ |
87 | */ |
147 | |
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148 | #define P_BLOCKSVIEW 0x01 |
88 | #define P_BLOCKSVIEW 0x01 |
149 | #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 */ |
150 | |
90 | #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 |
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152 | * to be here to make sure the bits don't match with anything. |
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153 | * Changed name to have AB_ prefix just to make sure no one |
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154 | * is using the P_NO_PASS. AB_.. should only be used for |
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155 | * arch_blocked and functions that examine the return value. |
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156 | */ |
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157 | |
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158 | #define AB_NO_PASS 0x04 |
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159 | /*#define P_PASS_THRU 0x08 *//* */ |
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160 | #define P_SAFE 0x08 /* If this is set the map is a safe map, |
91 | #define P_SAFE 0x08 /* If this is set the map tile is a safe space, |
161 | * that means, nothing harmful there will be done, |
92 | * that means, nothing harmful can be done, |
162 | * like: bombs, potion usage, alchemy, spells |
93 | * such as: bombs, potion usage, alchemy, spells |
163 | * this was introduced to make shops more safe |
94 | * this was introduced to make shops safer |
164 | * and propably other maps */ |
95 | * but is useful in other situations */ |
165 | #define P_IS_ALIVE 0x10 /* something alive is on this space */ |
96 | #define P_IS_ALIVE 0x10 /* something alive is on this space */ |
166 | #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 | |
167 | #define P_NEED_UPDATE 0x40 /* this space is out of date */ |
99 | #define P_NEED_UPDATE 0x80 /* this space is out of date */ |
168 | #define P_NO_ERROR 0x80 /* Purely temporary - if set, update_position |
100 | |
169 | * does not complain if the flags are different. |
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170 | */ |
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171 | /* 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 |
172 | * 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 |
173 | * 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 |
174 | * 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 |
175 | * lots of duplicate checks currently in the code. |
105 | * lots of duplicate checks currently in the code. |
176 | */ |
106 | */ |
177 | #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 */ |
178 | #define P_NEW_MAP 0x200 /* Coordinates passed result in a new tiled map */ |
108 | #define P_NEW_MAP 0x20000 |
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109 | /* Coordinates passed result in a new tiled map */ |
179 | |
110 | |
180 | #if 0 |
111 | /* 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 |
112 | * to be here to make sure the bits don't match with anything. |
182 | * checks anymore |
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183 | */ |
113 | */ |
184 | #define P_BLOCKED (P_NO_PASS | P_IS_ALIVE) /* convenience macro */ |
114 | #define P_NO_PASS 0x80000 |
185 | #define P_WALL P_NO_PASS /* Just to match naming of wall function */ |
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186 | #endif |
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187 | |
115 | |
188 | /* Can't use MapCell as that is used in newserver.h |
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189 | * Instead of having numerous arrays that have information on a |
116 | /* Instead of having numerous arrays that have information on a |
190 | * particular space (was map, floor, floor2, map_ob), |
117 | * particular space (was map, floor, floor2, map_ob), |
191 | * have this structure take care of that information. |
118 | * have this structure take care of that information. |
192 | * 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 |
193 | * to extend information about a space. |
120 | * to extend information about a space. |
194 | */ |
121 | */ |
195 | |
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196 | struct MapSpace { |
122 | struct mapspace |
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123 | { |
197 | object *bottom; /* lowest object on this space */ |
124 | object *bot, *top; /* lowest/highest object on this space */ |
198 | object *top; /* Highest object on this space */ |
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199 | New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */ |
125 | New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */ |
200 | object *faces_obj[MAP_LAYERS]; /* face objects for the 3 layers */ |
126 | object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */ |
201 | uint8 flags; /* flags about this space (see the P_ values above) */ |
127 | uint8 flags_; /* flags about this space (see the P_ values above) */ |
202 | sint8 light; /* How much light this space provides */ |
128 | sint8 light; /* How much light this space provides */ |
203 | MoveType move_block; /* What movement types this space blocks */ |
129 | MoveType move_block; /* What movement types this space blocks */ |
204 | MoveType move_slow; /* What movement types this space slows */ |
130 | MoveType move_slow; /* What movement types this space slows */ |
205 | MoveType move_on; /* What movement types are activated */ |
131 | MoveType move_on; /* What movement types are activated */ |
206 | 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 | } |
207 | }; |
160 | }; |
208 | |
161 | |
209 | /* |
162 | /* |
210 | * 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 |
211 | * 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. |
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213 | * can keep the entire world parameters in memory, and act as a whole on |
166 | * 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 |
167 | * them at once. We can then, in a separate loop, update the actual world |
215 | * with the new values we have assigned. |
168 | * with the new values we have assigned. |
216 | */ |
169 | */ |
217 | |
170 | |
218 | struct weathermap_t { |
171 | struct weathermap_t |
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172 | { |
219 | sint16 temp; /* base temperature of this tile (F) */ |
173 | sint16 temp; /* base temperature of this tile (F) */ |
220 | sint16 pressure; /* barometric pressure (mb) */ |
174 | sint16 pressure; /* barometric pressure (mb) */ |
221 | sint8 humid; /* humitidy of this tile */ |
175 | sint8 humid; /* humitidy of this tile */ |
222 | sint8 windspeed; /* windspeed of this tile */ |
176 | sint8 windspeed; /* windspeed of this tile */ |
223 | sint8 winddir; /* direction of wind */ |
177 | sint8 winddir; /* direction of wind */ |
224 | sint8 sky; /* sky conditions */ |
178 | sint8 sky; /* sky conditions */ |
225 | sint32 avgelev; /* average elevation */ |
179 | sint32 avgelev; /* average elevation */ |
226 | uint32 rainfall; /* cumulative rainfall */ |
180 | uint32 rainfall; /* cumulative rainfall */ |
227 | uint8 darkness; /* indicates level of darkness of map */ |
181 | uint8 darkness; /* indicates level of darkness of map */ |
228 | uint8 water; /* 0-100 percentage of water tiles */ |
182 | uint8 water; /* 0-100 percentage of water tiles */ |
229 | /*Dynamic parts*/ |
183 | /*Dynamic parts */ |
230 | sint16 realtemp; /* temperature at a given calculation step for this tile*/ |
184 | sint16 realtemp; /* temperature at a given calculation step for this tile */ |
231 | }; |
185 | }; |
232 | |
186 | |
233 | /* |
187 | /* |
234 | * Each map is in a given region of the game world and links to a region definiton, so |
188 | * 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 |
189 | * they have to appear here in the headers, before the mapdef |
236 | */ |
190 | */ |
237 | struct region { |
191 | struct region : zero_initialised |
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192 | { |
238 | struct region *next; /* pointer to next region, NULL for the last one */ |
193 | 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 */ |
194 | const char *name; /* Shortend name of the region as maps refer to it */ |
240 | const char *parent_name; /* |
195 | const char *parent_name; /* |
241 | * So that parent and child regions can be defined in |
196 | * So that parent and child regions can be defined in |
242 | * any order, we keep hold of the parent_name during |
197 | * any order, we keep hold of the parent_name during |
243 | * initialisation, and the children get assigned to their |
198 | * initialisation, and the children get assigned to their |
244 | * parents later. (before runtime on the server though) |
199 | * parents later. (before runtime on the server though) |
245 | * nothing outside the init code should ever use this value. |
200 | * nothing outside the init code should ever use this value. |
246 | */ |
201 | */ |
247 | struct region *parent; /* |
202 | struct region *parent; /* |
248 | * Pointer to the region that is a parent of the current |
203 | * Pointer to the region that is a parent of the current |
249 | * region, if a value isn't defined in the current region |
204 | * region, if a value isn't defined in the current region |
250 | * we traverse this series of pointers until it is. |
205 | * we traverse this series of pointers until it is. |
251 | */ |
206 | */ |
252 | const char *longname; /* Official title of the region, this might be defined |
207 | const char *longname; /* Official title of the region, this might be defined |
253 | * to be the same as name*/ |
208 | * to be the same as name*/ |
254 | const char *msg; /* the description of the region */ |
209 | const char *msg; /* the description of the region */ |
255 | uint32 counter; /* A generic counter for holding temporary data. */ |
210 | uint32 counter; /* A generic counter for holding temporary data. */ |
256 | sint8 fallback; /* whether, in the event of a region not existing, |
211 | sint8 fallback; /* whether, in the event of a region not existing, |
257 | * this should be the one we fall back on as the default */ |
212 | * 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.*/ |
213 | 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. */ |
214 | sint16 jailx, jaily; /* The coodinates in jailmap to which the player should be sent. */ |
260 | }; |
215 | }; |
261 | |
216 | |
262 | |
217 | struct shopitems : zero_initialised |
263 | struct shopitems { |
218 | { |
264 | const char *name; /* name of the item in question, null if it is the default item */ |
219 | const char *name; /* name of the item in question, null if it is the default item */ |
265 | const char *name_pl; /* plural name */ |
220 | const char *name_pl; /* plural name */ |
266 | int typenum; /* itemtype number we need to match 0 if it is the default price*/ |
221 | 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, |
222 | sint8 strength; /* the degree of specialisation the shop has in this item, |
268 | * as a percentage from -100 to 100 */ |
223 | * as a percentage from -100 to 100 */ |
269 | int index; /* being the size of the shopitems array.*/ |
224 | int index; /* being the size of the shopitems array. */ |
270 | }; |
225 | }; |
271 | |
226 | |
272 | /* In general, code should always use the macros |
227 | /* In general, code should always use the macros |
273 | * above (or functions in map.c) to access many of the |
228 | * above (or functions in map.c) to access many of the |
274 | * values in the map structure. Failure to do this will |
229 | * values in the map structure. Failure to do this will |
275 | * almost certainly break various features. You may think |
230 | * almost certainly break various features. You may think |
276 | * it is safe to look at width and height values directly |
231 | * it is safe to look at width and height values directly |
277 | * (or even through the macros), but doing so will completely |
232 | * (or even through the macros), but doing so will completely |
278 | * break map tiling. |
233 | * break map tiling. |
279 | */ |
234 | */ |
280 | struct mapstruct { |
235 | INTERFACE_CLASS (maptile) |
281 | struct mapstruct *next; /* Next map, linked list */ |
236 | struct maptile : zero_initialised, attachable |
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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 | |
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241 | maptile *ACC (RW, next); /* Next map, linked list */ |
282 | char *tmpname; /* Name of temporary file */ |
242 | char *ACC (RO, tmpname); /* Name of temporary file */ |
283 | char *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 *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 |
286 | * the region */ |
246 | * the region */ |
287 | uint32 reset_time; /* when this map should reset */ |
247 | uint32 ACC (RW, reset_time); /* when this map should reset */ |
288 | uint32 reset_timeout; /* How many seconds must elapse before this map |
248 | uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map |
289 | * should be reset |
249 | * should be reset |
290 | */ |
250 | */ |
291 | uint32 fixed_resettime:1; /* if true, reset time is not affected by |
251 | bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by |
292 | * players entering/exiting map |
252 | * players entering/exiting map |
293 | */ |
253 | */ |
294 | uint32 unique:1; /* if set, this is a per player unique map */ |
254 | 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 */ |
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296 | uint32 templatemap:1; /* if set, this is a template map */ |
255 | 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*/ |
256 | bool ACC (RW, nosmooth); /* if set the content of this map has smoothlevel=0 forced */ |
298 | sint32 timeout; /* swapout is set to this */ |
257 | sint32 ACC (RW, timeout); /* swapout is set to this */ |
299 | sint32 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 */ |
300 | sint16 players; /* How many plares are on this level right now */ |
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301 | uint32 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 |
302 | * be loaded before used. The map,omap and map_ob |
260 | * be loaded before used. The map,omap and map_ob |
303 | * arrays will be allocated when the map is loaded */ |
261 | * arrays will be allocated when the map is loaded */ |
304 | uint8 compressed; /* Compression method used */ |
262 | 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 */ |
263 | uint16 ACC (RW, difficulty); /* What level the player should be to play here */ |
306 | |
264 | |
307 | uint8 darkness; /* indicates level of darkness of map */ |
265 | uint8 ACC (RW, darkness); /* indicates level of darkness of map */ |
308 | uint16 width,height; /* Width and height of map. */ |
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309 | uint16 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 */ |
310 | uint16 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 */ |
311 | uint32 outdoor:1; /* True if an outdoor map */ |
268 | bool ACC (RW, outdoor); /* True if an outdoor map */ |
312 | oblinkpt *buttons; /* Linked list of linked lists of buttons */ |
269 | oblinkpt *buttons; /* Linked list of linked lists of buttons */ |
313 | struct MapSpace *spaces; /* Array of spaces on this map */ |
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314 | sint16 temp; /* base temperature of this tile (F) */ |
270 | sint16 ACC (RW, temp); /* base temperature of this tile (F) */ |
315 | sint16 pressure; /* barometric pressure (mb) */ |
271 | sint16 ACC (RW, pressure); /* barometric pressure (mb) */ |
316 | sint8 humid; /* humitidy of this tile */ |
272 | sint8 ACC (RW, humid); /* humitidy of this tile */ |
317 | sint8 windspeed; /* windspeed of this tile */ |
273 | sint8 ACC (RW, windspeed); /* windspeed of this tile */ |
318 | sint8 winddir; /* direction of wind */ |
274 | sint8 ACC (RW, winddir); /* direction of wind */ |
319 | sint8 sky; /* sky conditions */ |
275 | sint8 ACC (RW, sky); /* sky conditions */ |
320 | int wpartx,wparty; /*Highly fasten conversion between worldmap and weathermap*/ |
276 | int ACC (RW, worldpartx), ACC (RW, worldparty); /*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 */ |
277 | 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 */ |
278 | char *ACC (RO, shoprace); /* the preffered race of the local shopkeeper */ |
323 | double shopgreed; /* how much our shopkeeper overcharges */ |
279 | double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */ |
324 | uint64 shopmin; /* minimum price a shop will trade for */ |
280 | sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */ |
325 | uint64 shopmax; /* maximum price a shop will offer */ |
281 | sint64 ACC (RW, shopmax); /* maximum price a shop will offer */ |
326 | char *msg; /* Message map creator may have left */ |
282 | char *ACC (RO, msg); /* Message map creator may have left */ |
327 | char *maplore; /* Map lore information */ |
283 | char *ACC (RO, maplore); /* Map lore information */ |
328 | char *tile_path[4]; /* path to adjoining maps */ |
284 | char *tile_path[4]; /* path to adjoining maps */ |
329 | struct mapstruct *tile_map[4]; /* Next map, linked list */ |
285 | maptile *tile_map[4]; /* Next map, linked list */ |
330 | char path[HUGE_BUF]; /* Filename of the map */ |
286 | char ACC (RW, path)[HUGE_BUF]; /* Filename of the map */ |
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287 | |
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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 | |
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293 | MTH void allocate (); |
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294 | MTH int size () const { return width * height; } |
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295 | |
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296 | MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0); |
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297 | |
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298 | mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; } |
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299 | mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; } |
331 | }; |
300 | }; |
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301 | |
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302 | #define for_all_maps(var) for (maptile *var = first_map; var; var = var->next) |
332 | |
303 | |
333 | /* This is used by get_rangevector to determine where the other |
304 | /* This is used by get_rangevector to determine where the other |
334 | * creature is. get_rangevector takes into account map tiling, |
305 | * creature is. get_rangevector takes into account map tiling, |
335 | * so you just can not look the the map coordinates and get the |
306 | * so you just can not look the the map coordinates and get the |
336 | * righte value. distance_x/y are distance away, which |
307 | * righte value. distance_x/y are distance away, which |
337 | * can be negativbe. direction is the crossfire direction scheme |
308 | * can be negative. direction is the crossfire direction scheme |
338 | * that the creature should head. part is the part of the |
309 | * that the creature should head. part is the part of the |
339 | * monster that is closest. |
310 | * monster that is closest. |
340 | * Note: distance should be always >=0. I changed it to UINT. MT |
311 | * Note: distance should be always >=0. I changed it to UINT. MT |
341 | */ |
312 | */ |
342 | struct rv_vector { |
313 | struct rv_vector |
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314 | { |
343 | unsigned int distance; |
315 | unsigned int distance; |
344 | int distance_x; |
316 | int distance_x; |
345 | int distance_y; |
317 | int distance_y; |
346 | int direction; |
318 | int direction; |
347 | object *part; |
319 | object *part; |
348 | }; |
320 | }; |
349 | |
321 | |
350 | extern void (*load_original_map_callback)(mapstruct *map); |
322 | inline mapspace & |
351 | extern void (*load_temporary_map_callback)(mapstruct *map); |
323 | object::ms () const |
352 | extern void (*clean_temporary_map_callback)(mapstruct *map); |
324 | { |
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325 | return map->at (x, y); |
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326 | } |
353 | |
327 | |
354 | #endif |
328 | #endif |
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329 | |