--- deliantra/server/include/map.h 2008/07/14 16:42:49 1.96 +++ deliantra/server/include/map.h 2008/12/23 00:39:48 1.100 @@ -65,7 +65,6 @@ */ // all those macros are herewith declared legacy #define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags () -#define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light #define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot #define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top #define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L] @@ -112,46 +111,52 @@ * This puts it all in one place, and should also make it easier * to extend information about a space. */ +INTERFACE_CLASS (mapspace) struct mapspace { - object *bot, *top; /* lowest/highest object on this space */ - object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */ + object *ACC (RW, bot); + object *ACC (RW, top); /* lowest/highest object on this space */ + object *ACC (RW, faces_obj[MAP_LAYERS]);/* face objects for the 3 layers */ uint8 flags_; /* flags about this space (see the P_ values above) */ - sint8 light; /* How much light this space provides */ - MoveType move_block; /* What movement types this space blocks */ - MoveType move_slow; /* What movement types this space slows */ - MoveType move_on; /* What movement types are activated */ - MoveType move_off; /* What movement types are activated */ + sint8 ACC (RW, light); /* How much light this space provides */ + MoveType ACC (RW, move_block); /* What movement types this space blocks */ + MoveType ACC (RW, move_slow); /* What movement types this space slows */ + MoveType ACC (RW, move_on); /* What movement types are activated */ + MoveType ACC (RW, move_off); /* What movement types are activated */ void update_ (); - void update () + MTH void update () { if (!(flags_ & P_UPTODATE)) update_ (); } - uint8 flags () + MTH uint8 flags () { update (); return flags_; } + + MTH void invalidate () + { + flags_ = 0; + } - // maybe only inline quick flags_ checking? - object *player () + MTH object *player () { - // search from the top, because players are usually on top - // make usually == always and this non-amortized O(1) - // could gte rid of P_PLAYER, too, then + object *op; + if (flags () & P_PLAYER) - for (object *op = top; op; op = op->below) - if (op->type == PLAYER) - return op; + for (op = top; op->type != PLAYER; op = op->below) + ; + else + op = 0; - return 0; + return op; } // return the item volume on this mapspace in cm³ - uint64 volume () const; + MTH uint64 volume () const; bool blocks (MoveType mt) const { @@ -335,8 +340,7 @@ static maptile *find_style_sync (const char *dir, const char *file = 0);//PERL object *pick_random_object (rand_gen &gen = rndm) const; - mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; } - mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; } + mapspace &at (uint32 x, uint32 y) const { return spaces [x * height + y]; } }; /* This is used by get_rangevector to determine where the other