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root |
1.1 |
/* |
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pippijn |
1.53 |
* CrossFire, A Multiplayer game for X-windows |
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* |
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* Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
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* Copyright (C) 2002-2005 Mark Wedel & Crossfire Development Team |
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* Copyright (C) 1992 Frank Tore Johansen |
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* |
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* This program is free software; you can redistribute it and/or modify |
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* it under the terms of the GNU General Public License as published by |
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* the Free Software Foundation; either version 2 of the License, or |
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* (at your option) any later version. |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the GNU General Public License |
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* along with this program; if not, write to the Free Software |
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* Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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* |
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* The authors can be reached via e-mail at crossfire@schmorp.de |
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*/ |
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root |
1.1 |
|
25 |
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/* |
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root |
1.21 |
* The maptile is allocated each time a new map is opened. |
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root |
1.1 |
* It contains pointers (very indirectly) to all objects on the map. |
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*/ |
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#ifndef MAP_H |
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#define MAP_H |
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root |
1.40 |
#include <tr1/unordered_map> |
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root |
1.9 |
#include "cfperl.h" |
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root |
1.1 |
/* We set this size - this is to make magic map work properly on |
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root |
1.34 |
* tiled maps. There is no requirement that this matches the |
39 |
root |
1.1 |
* tiled maps size - it just seemed like a reasonable value. |
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* Magic map code now always starts out putting the player in the |
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* center of the map - this makes the most sense when dealing |
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* with tiled maps. |
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* We also figure out the magicmap color to use as we process the |
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* spaces - this is more efficient as we already have up to date |
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* map pointers. |
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*/ |
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#define MAGIC_MAP_SIZE 50 |
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#define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2 |
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root |
1.31 |
#define MAP_LAYERS 3 |
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root |
1.1 |
|
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/* Values for in_memory below. Should probably be an enumerations */ |
53 |
root |
1.47 |
enum { |
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MAP_IN_MEMORY, |
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MAP_SWAPPED, |
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MAP_LOADING, |
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MAP_SAVING, |
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}; |
59 |
root |
1.1 |
|
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/* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should |
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* really be used, as it is multi tile aware. However, there are some cases |
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* where it is known the map is not tiled or the values are known |
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* consistent (eg, op->map, op->x, op->y) |
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*/ |
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root |
1.29 |
// all those macros are herewith declared legacy |
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root |
1.30 |
#define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags () |
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root |
1.29 |
#define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light |
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root |
1.34 |
#define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot |
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root |
1.29 |
#define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top |
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#define GET_MAP_FACE(M,X,Y,L) (M)->at((X),(Y)).faces[L] |
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#define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L] |
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#define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block |
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#define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow |
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#define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on |
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#define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off |
76 |
root |
1.1 |
|
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/* You should really know what you are doing before using this - you |
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* should almost always be using out_of_map instead, which takes into account |
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* map tiling. |
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*/ |
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root |
1.56 |
#define OUT_OF_REAL_MAP(M,X,Y) (!(IN_RANGE_EXC ((X), 0, (M)->width) && IN_RANGE_EXC ((Y), 0, (M)->height))) |
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root |
1.1 |
|
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/* These are used in the MapLook flags element. They are not used in |
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* in the object flags structure. |
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*/ |
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#define P_BLOCKSVIEW 0x01 |
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root |
1.20 |
#define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */ |
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root |
1.29 |
#define P_PLAYER 0x04 /* a player (or something seeing these objects) is on this mapspace */ |
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#define P_SAFE 0x08 /* If this is set the map tile is a safe space, |
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* that means, nothing harmful can be done, |
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* such as: bombs, potion usage, alchemy, spells |
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* this was introduced to make shops safer |
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* but is useful in other situations */ |
94 |
root |
1.20 |
#define P_IS_ALIVE 0x10 /* something alive is on this space */ |
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#define P_NO_CLERIC 0x20 /* no clerical spells cast here */ |
96 |
root |
1.30 |
|
97 |
root |
1.45 |
#define P_UPTODATE 0x80 /* this space is up to date */ |
98 |
root |
1.20 |
|
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root |
1.1 |
/* The following two values are not stored in the MapLook flags, but instead |
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* used in the get_map_flags value - that function is used to return |
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* the flag value, as well as other conditions - using a more general |
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* function that does more of the work can hopefully be used to replace |
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* lots of duplicate checks currently in the code. |
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*/ |
105 |
root |
1.29 |
#define P_OUT_OF_MAP 0x10000 /* This space is outside the map */ |
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#define P_NEW_MAP 0x20000 |
107 |
root |
1.20 |
/* Coordinates passed result in a new tiled map */ |
108 |
root |
1.1 |
|
109 |
root |
1.29 |
/* P_NO_PASS is used for ob_blocked() return value. It needs |
110 |
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* to be here to make sure the bits don't match with anything. |
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*/ |
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#define P_NO_PASS 0x80000 |
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/* Instead of having numerous arrays that have information on a |
115 |
root |
1.1 |
* particular space (was map, floor, floor2, map_ob), |
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* have this structure take care of that information. |
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* This puts it all in one place, and should also make it easier |
118 |
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* to extend information about a space. |
119 |
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*/ |
120 |
root |
1.29 |
struct mapspace |
121 |
root |
1.20 |
{ |
122 |
root |
1.34 |
object *bot, *top; /* lowest/highest object on this space */ |
123 |
root |
1.55 |
facetile *faces[MAP_LAYERS]; /* faces for the 3 layers */ |
124 |
root |
1.30 |
object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */ |
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uint8 flags_; /* flags about this space (see the P_ values above) */ |
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root |
1.20 |
sint8 light; /* How much light this space provides */ |
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root |
1.30 |
MoveType move_block; /* What movement types this space blocks */ |
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MoveType move_slow; /* What movement types this space slows */ |
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MoveType move_on; /* What movement types are activated */ |
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MoveType move_off; /* What movement types are activated */ |
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void update_ (); |
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void update () |
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{ |
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root |
1.45 |
if (!(flags_ & P_UPTODATE)) |
136 |
root |
1.30 |
update_ (); |
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} |
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139 |
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uint8 flags () |
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{ |
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update (); |
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return flags_; |
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} |
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// maybe only inline quick flags_ checking? |
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object *player () |
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{ |
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root |
1.31 |
// search from the top, because players are usually on top |
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// make usually == always and this non-amortized O(1) |
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// could gte rid of P_PLAYER, too, then |
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root |
1.30 |
if (flags () & P_PLAYER) |
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root |
1.31 |
for (object *op = top; op; op = op->below) |
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root |
1.30 |
if (op->type == PLAYER) |
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return op; |
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return 0; |
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} |
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elmex |
1.6 |
}; |
159 |
root |
1.1 |
|
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/* |
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* Each map is in a given region of the game world and links to a region definiton, so |
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* they have to appear here in the headers, before the mapdef |
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*/ |
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root |
1.43 |
INTERFACE_CLASS (region) |
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root |
1.26 |
struct region : zero_initialised |
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root |
1.20 |
{ |
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root |
1.43 |
struct region *ACC (RW, next); /* pointer to next region, NULL for the last one */ |
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char *ACC (RW, name); /* Shortend name of the region as maps refer to it */ |
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char *ACC (RW, parent_name); /* |
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* So that parent and child regions can be defined in |
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* any order, we keep hold of the parent_name during |
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* initialisation, and the children get assigned to their |
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* parents later. (before runtime on the server though) |
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* nothing outside the init code should ever use this value. |
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*/ |
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struct region *ACC (RW, parent); /* |
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* Pointer to the region that is a parent of the current |
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* region, if a value isn't defined in the current region |
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* we traverse this series of pointers until it is. |
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*/ |
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char *ACC (RW, longname); /* Official title of the region, this might be defined |
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* to be the same as name*/ |
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char *ACC (RW, msg); /* the description of the region */ |
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uint32 ACC (RW, counter); /* A generic counter for holding temporary data. */ |
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sint8 ACC (RW, fallback); /* whether, in the event of a region not existing, |
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* this should be the one we fall back on as the default */ |
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char *ACC (RW, jailmap); /*where a player that is arrested in this region should be imprisoned. */ |
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sint16 ACC (RW, jailx), ACC (RW, jaily); /* The coodinates in jailmap to which the player should be sent. */ |
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elmex |
1.6 |
}; |
190 |
root |
1.1 |
|
191 |
root |
1.18 |
struct shopitems : zero_initialised |
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{ |
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root |
1.20 |
const char *name; /* name of the item in question, null if it is the default item */ |
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const char *name_pl; /* plural name */ |
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int typenum; /* itemtype number we need to match 0 if it is the default price */ |
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sint8 strength; /* the degree of specialisation the shop has in this item, |
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* as a percentage from -100 to 100 */ |
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int index; /* being the size of the shopitems array. */ |
199 |
elmex |
1.6 |
}; |
200 |
root |
1.1 |
|
201 |
root |
1.40 |
// map I/O, what to load/save |
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enum { |
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IO_HEADER = 0x01, // the "arch map" pseudo object |
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IO_OBJECTS = 0x02, // the non-unique objects |
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IO_UNIQUES = 0x04, // unique objects |
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}; |
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208 |
root |
1.1 |
/* In general, code should always use the macros |
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* above (or functions in map.c) to access many of the |
210 |
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* values in the map structure. Failure to do this will |
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* almost certainly break various features. You may think |
212 |
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* it is safe to look at width and height values directly |
213 |
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* (or even through the macros), but doing so will completely |
214 |
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* break map tiling. |
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*/ |
216 |
root |
1.32 |
INTERFACE_CLASS (maptile) |
217 |
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struct maptile : zero_initialised, attachable |
218 |
root |
1.19 |
{ |
219 |
root |
1.40 |
sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */ |
220 |
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struct mapspace *spaces; /* Array of spaces on this map */ |
221 |
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222 |
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tstamp ACC (RW, last_access); /* last time this map was accessed somehow */ |
223 |
root |
1.29 |
|
224 |
root |
1.40 |
shstr ACC (RW, name); /* Name of map as given by its creator */ |
225 |
root |
1.20 |
struct region *ACC (RW, region); /* What jurisdiction in the game world this map is ruled by |
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* points to the struct containing all the properties of |
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* the region */ |
228 |
root |
1.40 |
double ACC (RW, reset_time); |
229 |
root |
1.19 |
uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map |
230 |
root |
1.20 |
* should be reset |
231 |
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*/ |
232 |
root |
1.44 |
bool ACC (RW, dirty); /* if true, something was inserted or removed */ |
233 |
root |
1.20 |
bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by |
234 |
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* players entering/exiting map |
235 |
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*/ |
236 |
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sint32 ACC (RW, timeout); /* swapout is set to this */ |
237 |
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sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */ |
238 |
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uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must |
239 |
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* be loaded before used. The map,omap and map_ob |
240 |
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* arrays will be allocated when the map is loaded */ |
241 |
root |
1.42 |
sint16 players; /* How many players are on this map right now */ |
242 |
root |
1.20 |
uint16 ACC (RW, difficulty); /* What level the player should be to play here */ |
243 |
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244 |
root |
1.40 |
bool ACC (RW, per_player); |
245 |
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bool ACC (RW, per_party); |
246 |
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bool ACC (RW, outdoor); /* True if an outdoor map */ |
247 |
root |
1.58 |
bool ACC (RW, nodrop); /* avoid dropping anything on this map */ |
248 |
root |
1.20 |
uint8 ACC (RW, darkness); /* indicates level of darkness of map */ |
249 |
root |
1.40 |
|
250 |
root |
1.20 |
uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */ |
251 |
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uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */ |
252 |
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oblinkpt *buttons; /* Linked list of linked lists of buttons */ |
253 |
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sint16 ACC (RW, temp); /* base temperature of this tile (F) */ |
254 |
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sint16 ACC (RW, pressure); /* barometric pressure (mb) */ |
255 |
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sint8 ACC (RW, humid); /* humitidy of this tile */ |
256 |
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sint8 ACC (RW, windspeed); /* windspeed of this tile */ |
257 |
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sint8 ACC (RW, winddir); /* direction of wind */ |
258 |
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sint8 ACC (RW, sky); /* sky conditions */ |
259 |
root |
1.34 |
int ACC (RW, worldpartx), ACC (RW, worldparty); /*Highly fasten conversion between worldmap and weathermap */ |
260 |
root |
1.20 |
struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */ |
261 |
root |
1.40 |
shstr ACC (RW, shoprace); /* the preffered race of the local shopkeeper */ |
262 |
root |
1.20 |
double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */ |
263 |
pippijn |
1.24 |
sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */ |
264 |
pippijn |
1.25 |
sint64 ACC (RW, shopmax); /* maximum price a shop will offer */ |
265 |
root |
1.40 |
shstr ACC (RW, msg); /* Message map creator may have left */ |
266 |
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shstr ACC (RW, maplore); /* Map lore information */ |
267 |
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shstr ACC (RW, tile_path[4]); /* path to adjoining maps */ |
268 |
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maptile *ACC (RW, tile_map[4]); /* Next map, linked list */ |
269 |
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shstr ACC (RW, path); /* Filename of the map */ |
270 |
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271 |
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MTH void activate (); |
272 |
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MTH void deactivate (); |
273 |
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274 |
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// allocates all (empty) mapspace |
275 |
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MTH void alloc (); |
276 |
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// deallocates the mapspaces (and destroys all objects) |
277 |
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MTH void clear (); |
278 |
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279 |
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MTH void fix_auto_apply (); |
280 |
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MTH void decay_objects (); |
281 |
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MTH void update_buttons (); |
282 |
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MTH int change_map_light (int change); |
283 |
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static void change_all_map_light (int change); //PERL |
284 |
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MTH void set_darkness_map (); |
285 |
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MTH int estimate_difficulty () const; |
286 |
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287 |
root |
1.46 |
// set the given flag on all objects in the map |
288 |
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MTH void set_object_flag (int flag, int value = 1); |
289 |
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290 |
root |
1.40 |
MTH void link_multipart_objects (); |
291 |
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MTH void clear_unique_items (); |
292 |
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293 |
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MTH void clear_header (); |
294 |
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MTH void clear_links_to (maptile *m); |
295 |
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296 |
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// loas the header pseudo-object |
297 |
root |
1.51 |
bool _load_header (object_thawer &thawer); |
298 |
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MTH bool _load_header (const char *path); |
299 |
root |
1.40 |
|
300 |
|
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// load objects into the map |
301 |
root |
1.51 |
bool _load_objects (object_thawer &thawer); |
302 |
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MTH bool _load_objects (const char *path, bool skip_header = true); |
303 |
root |
1.40 |
|
304 |
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// save objects into the given file (uses IO_ flags) |
305 |
root |
1.51 |
bool _save_objects (object_freezer &freezer, int flags); |
306 |
|
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MTH bool _save_objects (const char *path, int flags); |
307 |
root |
1.40 |
|
308 |
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// save the header pseudo object _only_ |
309 |
root |
1.51 |
bool _save_header (object_freezer &freezer); |
310 |
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MTH bool _save_header (const char *path); |
311 |
root |
1.23 |
|
312 |
|
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maptile (); |
313 |
root |
1.40 |
maptile (int w, int h); |
314 |
root |
1.32 |
~maptile (); |
315 |
root |
1.40 |
|
316 |
root |
1.32 |
void do_destroy (); |
317 |
|
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void gather_callbacks (AV *&callbacks, event_type event) const; |
318 |
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319 |
root |
1.36 |
MTH int size () const { return width * height; } |
320 |
root |
1.29 |
|
321 |
root |
1.36 |
MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0); |
322 |
root |
1.34 |
|
323 |
root |
1.46 |
MTH void touch () { last_access = runtime; } |
324 |
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|
325 |
root |
1.47 |
// find the map that is at coordinate x|y relative to this map |
326 |
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// TODO: need a better way than passing by reference |
327 |
|
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// TODO: make perl interface |
328 |
|
|
maptile *xy_find (sint16 &x, sint16 &y); |
329 |
|
|
|
330 |
|
|
// like xy_find, but also loads the map |
331 |
|
|
maptile *xy_load (sint16 &x, sint16 &y); |
332 |
|
|
|
333 |
|
|
void do_load_sync ();//PERL |
334 |
|
|
|
335 |
|
|
// make sure the map is loaded |
336 |
|
|
MTH void load_sync () |
337 |
|
|
{ |
338 |
|
|
if (!spaces) |
339 |
|
|
do_load_sync (); |
340 |
|
|
} |
341 |
root |
1.40 |
|
342 |
root |
1.51 |
void make_map_floor (char **layout, char *floorstyle, random_map_params *RP); |
343 |
|
|
bool generate_random_map (random_map_params *RP); |
344 |
|
|
|
345 |
root |
1.47 |
static maptile *find_sync (const char *path, maptile *original = 0);//PERL |
346 |
root |
1.50 |
// async prefetch |
347 |
|
|
static maptile *find_async (const char *path, maptile *original = 0);//PERL |
348 |
root |
1.39 |
|
349 |
root |
1.37 |
mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; } |
350 |
|
|
mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; } |
351 |
elmex |
1.6 |
}; |
352 |
root |
1.1 |
|
353 |
|
|
/* This is used by get_rangevector to determine where the other |
354 |
|
|
* creature is. get_rangevector takes into account map tiling, |
355 |
|
|
* so you just can not look the the map coordinates and get the |
356 |
|
|
* righte value. distance_x/y are distance away, which |
357 |
root |
1.29 |
* can be negative. direction is the crossfire direction scheme |
358 |
root |
1.1 |
* that the creature should head. part is the part of the |
359 |
|
|
* monster that is closest. |
360 |
|
|
* Note: distance should be always >=0. I changed it to UINT. MT |
361 |
|
|
*/ |
362 |
root |
1.20 |
struct rv_vector |
363 |
|
|
{ |
364 |
|
|
unsigned int distance; |
365 |
|
|
int distance_x; |
366 |
|
|
int distance_y; |
367 |
|
|
int direction; |
368 |
|
|
object *part; |
369 |
elmex |
1.6 |
}; |
370 |
root |
1.1 |
|
371 |
root |
1.52 |
//TODO: these should be refactored into things like xy_normalise |
372 |
|
|
// and so on. |
373 |
|
|
int get_map_flags(maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny); |
374 |
|
|
int ob_blocked(const object *ob, maptile *m, sint16 x, sint16 y); |
375 |
|
|
int out_of_map(maptile *m, int x, int y); |
376 |
|
|
maptile *get_map_from_coord(maptile *m, sint16 *x, sint16 *y); |
377 |
|
|
void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags); |
378 |
|
|
void get_rangevector_from_mapcoord(const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags); |
379 |
|
|
int on_same_map(const object *op1, const object *op2); |
380 |
|
|
|
381 |
|
|
// adjust map, x and y for tiled maps and return true if the position is valid at all |
382 |
|
|
inline bool |
383 |
|
|
xy_normalise (maptile *&map, sint16 &x, sint16 &y) |
384 |
|
|
{ |
385 |
|
|
// when in range, do a quick return, otherwise go the slow route |
386 |
|
|
return |
387 |
|
|
(IN_RANGE_EXC (x, 0, map->width) && IN_RANGE_EXC (y, 0, map->height)) |
388 |
|
|
|| !(get_map_flags (map, &map, x, y, &x, &y) & P_OUT_OF_MAP); |
389 |
|
|
} |
390 |
|
|
|
391 |
root |
1.31 |
inline mapspace & |
392 |
|
|
object::ms () const |
393 |
|
|
{ |
394 |
|
|
return map->at (x, y); |
395 |
|
|
} |
396 |
|
|
|
397 |
root |
1.1 |
#endif |
398 |
root |
1.22 |
|