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/* Definitions relating to worlds and areas in Xconq.
Copyright (C) 1987, 1988, 1989, 1991, 1992, 1993, 1994, 1995
Stanley T. Shebs.
Xconq is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2, or (at your option)
any later version. See the file COPYING. */
typedef struct a_world {
int circumference; /* number of cells going around the world */
int daylength; /* number of turns in a day */
int yearlength; /* number of turns in a year */
int axialtilt; /* controls extrema of seasons */
int daylight_width; /* width of area that is lit */
int twilight_width; /* width of area that is at least partly lit */
} World;
/* Theoretically, there is no maximum size to Xconq areas, but the minimum
size is set by mystical properties, and is not negotiable. */
#define MINWIDTH 3
#define MINHEIGHT 3
/* An "area" is always basically a rectangular array of positions. The
hex effect can be achieved by interpreting neighborliness and direction
differently, but that's all that's needed - storagewise the rect
array is still the best choice. All of the "layers" are dynamically
allocated as needed, to save (considerable!) space. */
typedef struct a_area {
short width, height; /* size of the area */
short halfheight; /* height / 2 */
short maxdim; /* max of the two dims */
short xwrap; /* true if x coords wrap around */
int numcells; /* number of cells in area */
int latitude, longitude; /* position within whole world */
int cellwidth; /* distance across one cell */
short fullwidth, fullheight; /* size of the area being used for data */
short fullx, fully; /* offset within full area to get data from */
/* Pointers to the various "layers". */
struct a_unit **units; /* pointer to units if any */
char *terrain; /* terrain type at this spot */
char **auxterrain; /* vector of extra types */
char *peopleside; /* the overt side alignment of the locals */
short *features; /* layer of ids of features */
short *elevations; /* layer of elevations */
short constelev; /* a constant elevation */
short avgelev;
short minelev;
short maxelev;
short **materials; /* layer of materials in each cell */
short *temperature; /* layer of cell temperatures */
short consttemp; /* a constant temperature */
short *clouds; /* types of clouds in the layer */
short *cloudbottoms; /* altitudes of clouds of cloud layer */
short *cloudheights; /* heights of clouds in the cloud layer */
short *winds; /* layer of force/dir of winds. */
short constwinds; /* constant wind */
/* These layers are for temporary use in calculations. */
short *tmp1;
short *tmp2;
short *tmp3;
} Area;
/* Named geographical features. */
typedef struct a_feature {
int type; /* index of the general type */
short id; /* which one this is */
char *name; /* the name of the region */
char *typename; /* its category, such as "island" or "bay" */
/* something for syntax? "foo bay" vs "bay of foo" */
struct a_feature *next; /* arranged in a linked list */
/* caches */
int size;
int x, y;
int mindiam;
int maxdiam;
int relabel;
} Feature;
/* Paths. */
typedef struct a_waypoint {
int x, y;
int note;
} Waypoint;
typedef struct a_path {
int numwps;
Waypoint wps[100];
} Path;
/* Use this macro to get a area-spanning layer of the given type. */
#define malloc_area_layer(TYPE) \
((TYPE *) xmalloc(area.width * area.height * sizeof(TYPE)))
#define zero_area_layer(ADDR, TYPE) \
(memset(ADDR, 0, area.width * area.height * sizeof(TYPE)))
/* General 2D malloced area array usage. Names from Lisp. */
#define aref(m,x,y) ((m)[area.width * (y) + (x)])
#define aset(m,x,y,v) ((m)[area.width * (y) + (x)] = (v))
#define aadd(m,x,y,v) ((m)[area.width * (y) + (x)] += (v))
/* The unit is a raw pointer - this macro is used a *lot*. This could
be space-optimized by using a 16-bit unit id. */
#define unit_at(x,y) aref(area.units, x, y)
#define set_unit_at(x,y,u) aset(area.units, x, y, u)
/* Iterate through all units in this cell (but not their occs) . */
#define for_all_stack(x,y,var) \
for ((var) = unit_at((x), (y)); (var) != NULL; (var) = (var)->nexthere)
/* Test if the terrain has been allocated yet. */
#define terrain_defined() (area.terrain != NULL)
/* The terrain at each cell is just the number of the terrain type. */
#define terrain_at(x,y) aref(area.terrain, x, y)
#define set_terrain_at(x,y,t) aset(area.terrain, x, y, t)
/* Auxiliary terrain array of layers. */
#define any_aux_terrain_defined() (area.auxterrain != NULL)
#define aux_terrain_defined(t) \
(any_aux_terrain_defined() && area.auxterrain[t] != NULL)
#define aux_terrain_at(x,y,t) aref(area.auxterrain[t], x, y)
#define set_aux_terrain_at(x,y,t,v) aset(area.auxterrain[t], x, y, v)
/* Not really correct, should finish. */
#define any_borders_at(x,y,b) (aux_terrain_at(x, y, b) != 0)
#define border_at(x,y,dir,t) \
(aux_terrain_defined(t) ? (aux_terrain_at(x, y, t) & (1 << (dir))) : FALSE)
#define any_connections_at(x,y,c) (aux_terrain_at(x, y, c) != 0)
#define connection_at(x,y,dir,t) \
(aux_terrain_defined(t) ? (aux_terrain_at(x, y, t) & (1 << (dir))) : FALSE)
/* Elevation layer. */
#define world_is_flat() (minelev == maxelev)
#define elevations_defined() (area.elevations != NULL)
#define elev_at(x,y) aref(area.elevations, x, y)
#define set_elev_at(x,y,v) aset(area.elevations, x, y, v)
/* Feature layer. */
#define features_defined() (area.features != NULL)
/* The "raw feature" is its "short" identifier. */
#define raw_feature_at(x,y) aref(area.features, x, y)
#define set_raw_feature_at(x,y,f) aset(area.features, x, y, f)
/* Population layer. */
#define people_sides_defined() (area.peopleside != NULL)
#define people_side_at(x,y) aref(area.peopleside, x, y)
#define set_people_side_at(x,y,s) aset(area.peopleside, x, y, s)
/* A cell might be entirely uninhabited, so need an extra value to indicate. */
/* This value is chosen to be well above any possible MAXSIDES, and encodes
in layers as 'X', which is convenient. */
#define NOBODY (60)
#define populated(x,y) (people_side_at(x,y) != NOBODY)
/* Array of material layers. */
#define any_cell_materials_defined() (area.materials != NULL)
#define cell_material_defined(m) (area.materials[m] != NULL)
#define material_at(x,y,m) aref(area.materials[m], x, y)
#define set_material_at(x,y,m,v) aset(area.materials[m], x, y, v)
/* Temperature layer. */
#define temperatures_defined() (area.temperature != NULL)
#define temperature_at(x,y) aref(area.temperature, x, y)
#define set_temperature_at(x,y,v) aset(area.temperature, x, y, v)
/* Clouds layer. */
#define clouds_defined() (area.clouds != NULL)
#define raw_cloud_at(x,y) aref(area.clouds, x, y)
#define set_raw_cloud_at(x,y,v) aset(area.clouds, x, y, v)
#define cloud_bottoms_defined() (area.cloudbottoms != NULL)
#define raw_cloud_bottom_at(x,y) aref(area.cloudbottoms, x, y)
#define set_raw_cloud_bottom_at(x,y,v) aset(area.cloudbottoms, x, y, v)
#define cloud_heights_defined() (area.cloudheights != NULL)
#define raw_cloud_height_at(x,y) aref(area.cloudheights, x, y)
#define set_raw_cloud_height_at(x,y,v) aset(area.cloudheights, x, y, v)
/* Winds layer. */
#define winds_defined() (area.winds != NULL)
#define raw_wind_at(x,y) aref(area.winds, x, y)
#define set_raw_wind_at(x,y,v) aset(area.winds, x, y, v)
#define wind_dir_at(x,y) (raw_wind_at(x, y) & 0x07)
#define wind_force_at(x,y) (raw_wind_at(x, y) >> 3)
#define set_wind_at(x,y,d,f) (set_raw_wind_at(x, y, ((f) << 3) | (d)))
#define CALM (0)
/* Handlers for scratch layers. */
#define tmp1_at(x,y) aref(area.tmp1, x, y)
#define set_tmp1_at(x,y,v) aset(area.tmp1, x, y, v)
#define tmp2_at(x,y) aref(area.tmp2, x, y)
#define set_tmp2_at(x,y,v) aset(area.tmp2, x, y, v)
#define tmp3_at(x,y) aref(area.tmp3, x, y)
#define set_tmp3_at(x,y,v) aset(area.tmp3, x, y, v)
/* This little macro implements wraparound in the x direction. */
/* The stupid add of shifted width is for the benefit of brain-damaged
mod operators that don't handle negative numbers properly. */
#define wrapx(x) (area.xwrap ? (((x) + (area.width << 8)) % area.width) : (x))
/* Constrain y to northern and southern edges. */
#define limit(y) (max(0, min((y), (area.height-1))))
#define interior(y) (max(1, min((y), (area.height-2))))
#define xy_in_dir(x,y,d,nx,ny) \
(nx) = wrapx((x) + dirx[d]); (ny) = (y) + diry[dir];
/* in_area and inside_area are very heavily used; any optimization will likely
speed up Xconq overall. */
/* Test whether x,y is a valid position anywhere in the current area. */
#define in_area(x, y) \
(between(0, (y), area.height-1) && x_in_area(x, y))
#define x_in_area(x, y) \
(area.xwrap ? TRUE : (between(0, (x), area.width-1) && \
between(area.halfheight, \
(x)+(y), \
area.width+area.halfheight-1)))
/* This is true if the given x, y position is a valid position for units. */
/* Does x testing work right for even/odd heights? */
#define inside_area(x, y) \
(between(1, (y), area.height-2) && x_inside_area(x, y))
#define x_inside_area(x, y) \
(area.xwrap ? TRUE : (between(1, (x), area.width-2) && \
between(area.halfheight+1, \
(x)+(y), \
area.width+area.halfheight-2)))
/* Iteration over all valid cell positions in a area. These should be
used carefully, since they don't (can't) have any grouping braces
embedded. */
#define for_all_cells(x,y) \
for (x = 0; x < area.width; ++x) \
for (y = 0; y < area.height; ++y) \
if (x_in_area(x, y))
/* This doesn't generate positions along area edges. Typically more
useful within game. */
#define for_all_interior_cells(x,y) \
for (x = 0; x < area.width; ++x) \
for (y = 1; y < area.height - 1; ++y) \
if (x_inside_area(x, y))
/* Returns the lighting state of a given position. */
/* (should opencode distance call here) */
#define lighting(x,y,snx,sny) \
((world_distance(x, y, snx, sny) < world.daylight_width) ? 2 : \
((world_distance(x, y, snx, sny) < world.twilight_width) ? 1 : 0))
/* True if the given x,y is dark. */
#define night_at(x,y) \
(daynight && lighting((x), (y), (int) sunx, (int) suny) == 0)
/* World-related variables. */
extern World world;
extern Area area;
extern int midturnrestore;
extern int numcelltypes;
extern int numbordtypes;
extern int numconntypes;
extern int numcoattypes;
extern int minelev;
extern int maxelev;
extern int mintemp;
extern int maxtemp;
extern int minwindforce;
extern int maxwindforce;
extern int any_materials_in_terrain;
extern int any_temp_variation;
extern int any_temp_variation_in_layer;
extern int any_wind_variation;
extern int any_wind_variation_in_layer;
extern int any_clouds;
/* World-related functions. */
extern void init_world PARAMS ((void));
extern int set_world_circumference PARAMS ((int circum, int warn));
extern int set_area_shape PARAMS ((int width, int height, int warn));
extern int valid_area_shape PARAMS ((int width, int height, int warn));
extern void check_area_shape PARAMS ((void));
extern void calculate_world_globals PARAMS ((void));
extern void count_terrain_subtypes PARAMS ((void));
extern void final_init_world PARAMS ((void));
extern void allocate_area_terrain PARAMS ((void));
extern void allocate_area_aux_terrain PARAMS ((int t));
extern void allocate_area_scratch PARAMS ((int n));
extern void allocate_area_elevations PARAMS ((void));
extern void allocate_area_temperatures PARAMS ((void));
extern void allocate_area_people_sides PARAMS ((void));
extern void allocate_area_material PARAMS ((int m));
extern void allocate_area_clouds PARAMS ((void));
extern void allocate_area_cloud_altitudes PARAMS ((void));
extern void allocate_area_cloud_bottoms PARAMS ((void));
extern void allocate_area_cloud_heights PARAMS ((void));
extern void allocate_area_winds PARAMS ((void));
extern int fn_terrain_at PARAMS ((int x, int y));
extern int fn_aux_terrain_at PARAMS ((int x, int y));
extern int fn_feature_at PARAMS ((int x, int y));
extern int fn_elevation_at PARAMS ((int x, int y));
extern int fn_people_side_at PARAMS ((int x, int y));
extern int fn_material_at PARAMS ((int x, int y));
extern int fn_temperature_at PARAMS ((int x, int y));
extern int fn_raw_cloud_at PARAMS ((int x, int y));
extern int fn_raw_cloud_bottom_at PARAMS ((int x, int y));
extern int fn_raw_cloud_height_at PARAMS ((int x, int y));
extern int fn_raw_wind_at PARAMS ((int x, int y));
extern void fn_set_terrain_at PARAMS ((int x, int y, int val));
extern void fn_set_aux_terrain_at PARAMS ((int x, int y, int val));
extern void fn_set_people_side_at PARAMS ((int x, int y, int val));
extern void fn_set_raw_feature_at PARAMS ((int x, int y, int val));
extern void fn_set_elevation_at PARAMS ((int x, int y, int val));
extern void fn_set_material_at PARAMS ((int x, int y, int val));
extern void fn_set_temperature_at PARAMS ((int x, int y, int val));
extern void fn_set_raw_wind_at PARAMS ((int x, int y, int val));
extern void fn_set_raw_cloud_at PARAMS ((int x, int y, int val));
extern void fn_set_raw_cloud_bottom_at PARAMS ((int x, int y, int val));
extern void fn_set_raw_cloud_height_at PARAMS ((int x, int y, int val));
extern void change_terrain_type PARAMS ((int x, int y, int t2));
extern int search_around PARAMS ((int x0, int y0, int maxdist,
int (*pred)(int, int),
int *rxp, int *ryp, int incr));
extern int search_and_apply PARAMS ((int x0, int y0, int maxdist,
int (*pred)(int, int),
int *rxp, int *ryp, int incr,
void (*fn)(int, int), int num));
extern void apply_to_area PARAMS ((int x0, int y0, int dist,
void (*fn)(int, int)));
extern void apply_to_area_plus_edge PARAMS ((int x0, int y0, int dist,
void (*fn)(int, int)));
extern void apply_to_ring PARAMS ((int x0, int y0, int distmin, int distmax,
void (*fn)(int, int)));
extern void apply_to_hexagon PARAMS ((int x0, int y0, int w2, int h2,
void (*fn)(int, int)));
extern void apply_to_path PARAMS ((int fx, int fy, int tx, int ty,
int (*dirtest)(int x, int y, int dir),
int (*dirsort)(int x, int y, int *dirchoices, int numchoices),
int (*fn)(int x, int y, int dir, int j, int numchoices),
int shortest));
#if 0
int find_path PARAMS ((int fx, int fy, int tx, int ty,
int (*chooser)(int, int, int, int, int *),
int maxwps, Waypoint *waypoints, int *numwpsp));
#endif
#if 0
extern int border_at PARAMS ((int x, int y, int dir, int t));
#endif
extern void set_border_at PARAMS ((int x, int y, int dir, int t, int onoff));
#if 0
extern int connection_at PARAMS ((int x, int y, int dir, int t));
#endif
extern void set_connection_at PARAMS ((int x, int y, int dir, int t, int onoff));
extern void patch_linear_terrain PARAMS ((int t));
extern void init_features PARAMS ((void));
extern Feature *create_feature PARAMS ((char *typename, char *name));
extern Feature *find_feature PARAMS ((int fid));
extern Feature *feature_at PARAMS ((int x, int y));
extern void set_feature_type_name PARAMS ((Feature *feature, char *typename));
extern void set_feature_name PARAMS ((Feature *feature, char *name));
extern void destroy_feature PARAMS ((Feature *feature));
extern void renumber_features PARAMS ((void));
extern void compute_all_feature_centroids PARAMS ((void));
extern void compute_feature_centroid PARAMS ((Feature *feature));
extern int point_in_dir PARAMS ((int x, int y, int dir, int *xp, int *yp));
extern int interior_point_in_dir PARAMS ((int x, int y, int dir,
int *xp, int *yp));
extern int point_in_dir_n PARAMS ((int x, int y, int dir, int n,
int *xp, int *yp));
extern int interior_point_in_dir_n PARAMS ((int x, int y, int dir, int n,
int *xp, int *yp));
extern int random_point PARAMS ((int *xp, int *yp));
extern int random_edge_point PARAMS ((int *xp, int *yp));
extern int random_point_near PARAMS ((int cx, int cy, int radius,
int *xp, int *yp));
extern int random_point_in_area PARAMS ((int cx, int cy, int rx, int ry,
int *xp, int *yp));
extern void terrain_subtype_warning PARAMS ((char *context, int t));
extern int approx_dir PARAMS ((int dx, int dy));
extern int hextant PARAMS ((int dx, int dy));
extern int distance PARAMS ((int x1, int y1, int x2, int y2));
extern int world_distance PARAMS ((int x1, int y1, int x2, int y2));
extern int closest_dir PARAMS ((int x, int y));
#ifdef DESIGNERS
extern void paint_cell PARAMS ((Side *side, int x, int y, int r, int t));
extern void paint_border PARAMS ((Side *side, int x, int y, int dir,
int t, int mode));
extern void paint_connection PARAMS ((Side *side, int x, int y, int dir,
int t, int mode));
extern void paint_coating PARAMS ((Side *side, int x, int y, int r,
int t, int depth));
extern void paint_people PARAMS ((Side *side, int x, int y, int r, int s));
extern void paint_feature PARAMS ((Side *side, int x, int y, int r, int f));
extern void paint_elevation PARAMS ((Side *side, int x, int y, int r,
int elev));
extern void paint_temperature PARAMS ((Side *side, int x, int y, int r,
int temp));
extern void paint_material PARAMS ((Side *side, int x, int y, int r,
int m, int amt));
extern void paint_clouds PARAMS ((Side *side, int x, int y, int r,
int cloudtype, int bot, int hgt));
extern void paint_winds PARAMS ((Side *side, int x, int y, int r,
int dir, int force));
#endif /* DESIGNERS */
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