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Comparing deliantra/server/include/map.h (file contents):
Revision 1.29 by root, Wed Dec 20 09:14:22 2006 UTC vs.
Revision 1.43 by root, Sun Dec 31 10:28:36 2006 UTC

27 */ 27 */
28 28
29#ifndef MAP_H 29#ifndef MAP_H
30#define MAP_H 30#define MAP_H
31 31
32#include <tr1/unordered_map>
33
32#include "cfperl.h" 34#include "cfperl.h"
33 35
34/* We set this size - this is to make magic map work properly on 36/* We set this size - this is to make magic map work properly on
35 * tiled maps. There is no requirement that this matches the 37 * tiled maps. There is no requirement that this matches the
36 * tiled maps size - it just seemed like a reasonable value. 38 * tiled maps size - it just seemed like a reasonable value.
37 * Magic map code now always starts out putting the player in the 39 * Magic map code now always starts out putting the player in the
38 * center of the map - this makes the most sense when dealing 40 * center of the map - this makes the most sense when dealing
39 * with tiled maps. 41 * with tiled maps.
40 * We also figure out the magicmap color to use as we process the 42 * We also figure out the magicmap color to use as we process the
42 * map pointers. 44 * map pointers.
43 */ 45 */
44#define MAGIC_MAP_SIZE 50 46#define MAGIC_MAP_SIZE 50
45#define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2 47#define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2
46 48
47#define MAP_LAYERS 4 49#define MAP_LAYERS 3
48
49/* This is when the map will reset */
50#define MAP_WHEN_RESET(m) ((m)->reset_time)
51
52#define MAP_RESET_TIMEOUT(m) ((m)->reset_timeout)
53#define MAP_DIFFICULTY(m) ((m)->difficulty)
54#define MAP_TIMEOUT(m) ((m)->timeout)
55#define MAP_SWAP_TIME(m) ((m)->swap_time)
56#define MAP_OUTDOORS(m) ((m)->outdoor)
57
58/* mape darkness used to enforce the MAX_DARKNESS value.
59 * but IMO, if it is beyond max value, that should be fixed
60 * on the map or in the code.
61 */
62#define MAP_DARKNESS(m) (m)->darkness
63
64#define MAP_WIDTH(m) (m)->width
65#define MAP_HEIGHT(m) (m)->height
66
67/* Convenient function - total number of spaces is used
68 * in many places.
69 */
70#define MAP_SIZE(m) ((m)->width * (m)->height)
71
72#define MAP_ENTER_X(m) (m)->enter_x
73#define MAP_ENTER_Y(m) (m)->enter_y
74
75#define MAP_TEMP(m) (m)->temp
76#define MAP_PRESSURE(m) (m)->pressure
77#define MAP_HUMID(m) (m)->humid
78#define MAP_WINDSPEED(m) (m)->windspeed
79#define MAP_WINDDIRECTION(m) (m)->winddir
80#define MAP_SKYCOND(m) (m)->sky
81#define MAP_WORLDPARTX(m) (m)->wpartx
82#define MAP_WORLDPARTY(m) (m)->wparty
83#define MAP_NOSMOOTH(m) (m)->nosmooth
84 50
85/* options passed to ready_map_name and load_original_map */ 51/* options passed to ready_map_name and load_original_map */
86#define MAP_FLUSH 0x1 52#define MAP_FLUSH 0x01
87#define MAP_PLAYER_UNIQUE 0x2 53#define MAP_PLAYER_UNIQUE 0x02
88#define MAP_BLOCK 0x4 54#define MAP_BLOCK 0x04
89#define MAP_STYLE 0x8 55#define MAP_STYLE 0x08
90#define MAP_OVERLAY 0x10 56#define MAP_OVERLAY 0x10
91 57
92/* Values for in_memory below. Should probably be an enumerations */ 58/* Values for in_memory below. Should probably be an enumerations */
93#define MAP_IN_MEMORY 1 59#define MAP_IN_MEMORY 1
94#define MAP_SWAPPED 2 60#define MAP_SWAPPED 2
99 * really be used, as it is multi tile aware. However, there are some cases 65 * really be used, as it is multi tile aware. However, there are some cases
100 * where it is known the map is not tiled or the values are known 66 * where it is known the map is not tiled or the values are known
101 * consistent (eg, op->map, op->x, op->y) 67 * consistent (eg, op->map, op->x, op->y)
102 */ 68 */
103// all those macros are herewith declared legacy 69// all those macros are herewith declared legacy
104#define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags 70#define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags ()
105#define SET_MAP_FLAGS(M,X,Y,C) (M)->at((X),(Y)).flags = (C)
106#define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light 71#define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light
107#define SET_MAP_LIGHT(M,X,Y,L) (M)->at((X),(Y)).light = (L)
108#define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bottom 72#define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot
109#define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top 73#define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top
110#define SET_MAP_OB(M,X,Y,tmp) (M)->at((X),(Y)).bottom = (tmp)
111#define SET_MAP_TOP(M,X,Y,tmp) (M)->at((X),(Y)).top = (tmp)
112#define SET_MAP_FACE(M,X,Y,C,L) (M)->at((X),(Y)).faces[L] = (C)
113#define GET_MAP_FACE(M,X,Y,L) (M)->at((X),(Y)).faces[L] 74#define GET_MAP_FACE(M,X,Y,L) (M)->at((X),(Y)).faces[L]
114#define SET_MAP_FACE_OBJ(M,X,Y,C,L) (M)->at((X),(Y)).faces_obj[L] = (C)
115#define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L] 75#define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L]
116#define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block 76#define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block
117#define SET_MAP_MOVE_BLOCK(M,X,Y,C) (M)->at((X),(Y)).move_block = (C)
118#define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow 77#define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow
119#define SET_MAP_MOVE_SLOW(M,X,Y,C) (M)->at((X),(Y)).move_slow = (C)
120#define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on 78#define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on
121#define SET_MAP_MOVE_ON(M,X,Y,C) (M)->at((X),(Y)).move_on = (C)
122#define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off 79#define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off
123#define SET_MAP_MOVE_OFF(M,X,Y,C) (M)->at((X),(Y)).move_off = (C)
124 80
125/* You should really know what you are doing before using this - you 81/* You should really know what you are doing before using this - you
126 * should almost always be using out_of_map instead, which takes into account 82 * should almost always be using out_of_map instead, which takes into account
127 * map tiling. 83 * map tiling.
128 */ 84 */
139 * such as: bombs, potion usage, alchemy, spells 95 * such as: bombs, potion usage, alchemy, spells
140 * this was introduced to make shops safer 96 * this was introduced to make shops safer
141 * but is useful in other situations */ 97 * but is useful in other situations */
142#define P_IS_ALIVE 0x10 /* something alive is on this space */ 98#define P_IS_ALIVE 0x10 /* something alive is on this space */
143#define P_NO_CLERIC 0x20 /* no clerical spells cast here */ 99#define P_NO_CLERIC 0x20 /* no clerical spells cast here */
100
144#define P_NEED_UPDATE 0x40 /* this space is out of date */ 101#define P_NEED_UPDATE 0x80 /* this space is out of date */
145#define P_NO_ERROR 0x80 /* Purely temporary - if set, update_position
146 * does not complain if the flags are different.
147 */
148 102
149/* The following two values are not stored in the MapLook flags, but instead 103/* The following two values are not stored in the MapLook flags, but instead
150 * used in the get_map_flags value - that function is used to return 104 * used in the get_map_flags value - that function is used to return
151 * the flag value, as well as other conditions - using a more general 105 * the flag value, as well as other conditions - using a more general
152 * function that does more of the work can hopefully be used to replace 106 * function that does more of the work can hopefully be used to replace
167 * This puts it all in one place, and should also make it easier 121 * This puts it all in one place, and should also make it easier
168 * to extend information about a space. 122 * to extend information about a space.
169 */ 123 */
170struct mapspace 124struct mapspace
171{ 125{
172 object *bottom; /* lowest object on this space */ 126 object *bot, *top; /* lowest/highest object on this space */
173 object *top; /* Highest object on this space */
174 New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */ 127 New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */
175 object *faces_obj[MAP_LAYERS]; /* face objects for the 3 layers */ 128 object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */
176 uint8 flags; /* flags about this space (see the P_ values above) */ 129 uint8 flags_; /* flags about this space (see the P_ values above) */
177 sint8 light; /* How much light this space provides */ 130 sint8 light; /* How much light this space provides */
178 uint8 move_block; /* What movement types this space blocks */ 131 MoveType move_block; /* What movement types this space blocks */
179 uint8 move_slow; /* What movement types this space slows */ 132 MoveType move_slow; /* What movement types this space slows */
180 uint8 move_on; /* What movement types are activated */ 133 MoveType move_on; /* What movement types are activated */
181 uint8 move_off; /* What movement types are activated */ 134 MoveType move_off; /* What movement types are activated */
182};
183 135
184/* 136 void update_ ();
185 * this is an overlay structure of the whole world. It exists as a simple 137 void update ()
186 * high level map, which doesn't contain the full data of the underlying map. 138 {
187 * in this map, only things such as weather are recorded. By doing so, we 139 if (flags_ & P_NEED_UPDATE)
188 * can keep the entire world parameters in memory, and act as a whole on 140 update_ ();
189 * them at once. We can then, in a separate loop, update the actual world 141 }
190 * with the new values we have assigned.
191 */
192 142
193struct weathermap_t 143 uint8 flags ()
194{ 144 {
195 sint16 temp; /* base temperature of this tile (F) */ 145 update ();
196 sint16 pressure; /* barometric pressure (mb) */ 146 return flags_;
197 sint8 humid; /* humitidy of this tile */ 147 }
198 sint8 windspeed; /* windspeed of this tile */ 148
199 sint8 winddir; /* direction of wind */ 149 // maybe only inline quick flags_ checking?
200 sint8 sky; /* sky conditions */ 150 object *player ()
201 sint32 avgelev; /* average elevation */ 151 {
202 uint32 rainfall; /* cumulative rainfall */ 152 // search from the top, because players are usually on top
203 uint8 darkness; /* indicates level of darkness of map */ 153 // make usually == always and this non-amortized O(1)
204 uint8 water; /* 0-100 percentage of water tiles */ 154 // could gte rid of P_PLAYER, too, then
205 /*Dynamic parts */ 155 if (flags () & P_PLAYER)
206 sint16 realtemp; /* temperature at a given calculation step for this tile */ 156 for (object *op = top; op; op = op->below)
157 if (op->type == PLAYER)
158 return op;
159
160 return 0;
161 }
207}; 162};
208 163
209/* 164/*
210 * Each map is in a given region of the game world and links to a region definiton, so 165 * Each map is in a given region of the game world and links to a region definiton, so
211 * they have to appear here in the headers, before the mapdef 166 * they have to appear here in the headers, before the mapdef
212 */ 167 */
168INTERFACE_CLASS (region)
213struct region : zero_initialised 169struct region : zero_initialised
214{ 170{
215 struct region *next; /* pointer to next region, NULL for the last one */ 171 struct region *ACC (RW, next); /* pointer to next region, NULL for the last one */
216 const char *name; /* Shortend name of the region as maps refer to it */ 172 char *ACC (RW, name); /* Shortend name of the region as maps refer to it */
217 const char *parent_name; /* 173 char *ACC (RW, parent_name); /*
218 * So that parent and child regions can be defined in 174 * So that parent and child regions can be defined in
219 * any order, we keep hold of the parent_name during 175 * any order, we keep hold of the parent_name during
220 * initialisation, and the children get assigned to their 176 * initialisation, and the children get assigned to their
221 * parents later. (before runtime on the server though) 177 * parents later. (before runtime on the server though)
222 * nothing outside the init code should ever use this value. 178 * nothing outside the init code should ever use this value.
223 */ 179 */
224 struct region *parent; /* 180 struct region *ACC (RW, parent); /*
225 * Pointer to the region that is a parent of the current 181 * Pointer to the region that is a parent of the current
226 * region, if a value isn't defined in the current region 182 * region, if a value isn't defined in the current region
227 * we traverse this series of pointers until it is. 183 * we traverse this series of pointers until it is.
228 */ 184 */
229 const char *longname; /* Official title of the region, this might be defined 185 char *ACC (RW, longname); /* Official title of the region, this might be defined
230 * to be the same as name*/ 186 * to be the same as name*/
231 const char *msg; /* the description of the region */ 187 char *ACC (RW, msg); /* the description of the region */
232 uint32 counter; /* A generic counter for holding temporary data. */ 188 uint32 ACC (RW, counter); /* A generic counter for holding temporary data. */
233 sint8 fallback; /* whether, in the event of a region not existing, 189 sint8 ACC (RW, fallback); /* whether, in the event of a region not existing,
234 * this should be the one we fall back on as the default */ 190 * this should be the one we fall back on as the default */
235 char *jailmap; /*where a player that is arrested in this region should be imprisoned. */ 191 char *ACC (RW, jailmap); /*where a player that is arrested in this region should be imprisoned. */
236 sint16 jailx, jaily; /* The coodinates in jailmap to which the player should be sent. */ 192 sint16 ACC (RW, jailx), ACC (RW, jaily); /* The coodinates in jailmap to which the player should be sent. */
237}; 193};
238 194
239struct shopitems : zero_initialised 195struct shopitems : zero_initialised
240{ 196{
241 const char *name; /* name of the item in question, null if it is the default item */ 197 const char *name; /* name of the item in question, null if it is the default item */
242 const char *name_pl; /* plural name */ 198 const char *name_pl; /* plural name */
243 int typenum; /* itemtype number we need to match 0 if it is the default price */ 199 int typenum; /* itemtype number we need to match 0 if it is the default price */
244 sint8 strength; /* the degree of specialisation the shop has in this item, 200 sint8 strength; /* the degree of specialisation the shop has in this item,
245 * as a percentage from -100 to 100 */ 201 * as a percentage from -100 to 100 */
246 int index; /* being the size of the shopitems array. */ 202 int index; /* being the size of the shopitems array. */
203};
204
205// map I/O, what to load/save
206enum {
207 IO_HEADER = 0x01, // the "arch map" pseudo object
208 IO_OBJECTS = 0x02, // the non-unique objects
209 IO_UNIQUES = 0x04, // unique objects
247}; 210};
248 211
249/* In general, code should always use the macros 212/* In general, code should always use the macros
250 * above (or functions in map.c) to access many of the 213 * above (or functions in map.c) to access many of the
251 * values in the map structure. Failure to do this will 214 * values in the map structure. Failure to do this will
252 * almost certainly break various features. You may think 215 * almost certainly break various features. You may think
253 * it is safe to look at width and height values directly 216 * it is safe to look at width and height values directly
254 * (or even through the macros), but doing so will completely 217 * (or even through the macros), but doing so will completely
255 * break map tiling. 218 * break map tiling.
256 */ 219 */
257ACC_CLASS (maptile) 220INTERFACE_CLASS (maptile)
258struct maptile : zero_initialised, attachable<maptile> 221struct maptile : zero_initialised, attachable
259{ 222{
260 sint32 ACC (RO, width), ACC (RO, height); /* Width and height of map. */ 223 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */
261 struct mapspace *spaces; /* Array of spaces on this map */ 224 struct mapspace *spaces; /* Array of spaces on this map */
262 225
263 maptile *ACC (RW, next); /* Next map, linked list */ 226 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
264 char *ACC (RO, tmpname); /* Name of temporary file */ 227
265 char *ACC (RO, name); /* Name of map as given by its creator */ 228 shstr ACC (RW, name); /* Name of map as given by its creator */
266 struct region *ACC (RW, region); /* What jurisdiction in the game world this map is ruled by 229 struct region *ACC (RW, region); /* What jurisdiction in the game world this map is ruled by
267 * points to the struct containing all the properties of 230 * points to the struct containing all the properties of
268 * the region */ 231 * the region */
269 uint32 ACC (RW, reset_time); /* when this map should reset */ 232 double ACC (RW, reset_time);
270 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map 233 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
271 * should be reset 234 * should be reset
272 */ 235 */
273 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by 236 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
274 * players entering/exiting map 237 * players entering/exiting map
275 */ 238 */
276 bool ACC (RW, unique); /* if set, this is a per player unique map */
277 bool ACC (RW, templatemap); /* if set, this is a template map */
278 bool ACC (RW, nosmooth); /* if set the content of this map has smoothlevel=0 forced */
279 sint32 ACC (RW, timeout); /* swapout is set to this */ 239 sint32 ACC (RW, timeout); /* swapout is set to this */
280 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */ 240 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
281 uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must 241 uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must
282 * be loaded before used. The map,omap and map_ob 242 * be loaded before used. The map,omap and map_ob
283 * arrays will be allocated when the map is loaded */ 243 * arrays will be allocated when the map is loaded */
284 sint16 ACC (RW, players); /* How many players are on this level right now */ 244 sint16 players; /* How many players are on this map right now */
285 uint16 ACC (RW, difficulty); /* What level the player should be to play here */ 245 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
286 246
247 bool ACC (RW, per_player);
248 bool ACC (RW, per_party);
249 bool ACC (RW, outdoor); /* True if an outdoor map */
287 uint8 ACC (RW, darkness); /* indicates level of darkness of map */ 250 uint8 ACC (RW, darkness); /* indicates level of darkness of map */
251
288 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */ 252 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */
289 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */ 253 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */
290 bool ACC (RW, outdoor); /* True if an outdoor map */
291 oblinkpt *buttons; /* Linked list of linked lists of buttons */ 254 oblinkpt *buttons; /* Linked list of linked lists of buttons */
292 sint16 ACC (RW, temp); /* base temperature of this tile (F) */ 255 sint16 ACC (RW, temp); /* base temperature of this tile (F) */
293 sint16 ACC (RW, pressure); /* barometric pressure (mb) */ 256 sint16 ACC (RW, pressure); /* barometric pressure (mb) */
294 sint8 ACC (RW, humid); /* humitidy of this tile */ 257 sint8 ACC (RW, humid); /* humitidy of this tile */
295 sint8 ACC (RW, windspeed); /* windspeed of this tile */ 258 sint8 ACC (RW, windspeed); /* windspeed of this tile */
296 sint8 ACC (RW, winddir); /* direction of wind */ 259 sint8 ACC (RW, winddir); /* direction of wind */
297 sint8 ACC (RW, sky); /* sky conditions */ 260 sint8 ACC (RW, sky); /* sky conditions */
298 int ACC (RW, wpartx), ACC (RW, wparty); /*Highly fasten conversion between worldmap and weathermap */ 261 int ACC (RW, worldpartx), ACC (RW, worldparty); /*Highly fasten conversion between worldmap and weathermap */
299 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */ 262 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */
300 char *ACC (RO, shoprace); /* the preffered race of the local shopkeeper */ 263 shstr ACC (RW, shoprace); /* the preffered race of the local shopkeeper */
301 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */ 264 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
302 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */ 265 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
303 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */ 266 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */
304 char *ACC (RO, msg); /* Message map creator may have left */ 267 shstr ACC (RW, msg); /* Message map creator may have left */
305 char *ACC (RO, maplore); /* Map lore information */ 268 shstr ACC (RW, maplore); /* Map lore information */
306 char *tile_path[4]; /* path to adjoining maps */ 269 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */
307 maptile *tile_map[4]; /* Next map, linked list */ 270 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */
308 char ACC (RW, path)[HUGE_BUF]; /* Filename of the map */ 271 shstr ACC (RW, path); /* Filename of the map */
272
273 MTH void activate ();
274 MTH void deactivate ();
275
276 // allocates all (empty) mapspace
277 MTH void alloc ();
278 // deallocates the mapspaces (and destroys all objects)
279 MTH void clear ();
280
281 MTH void fix_auto_apply ();
282 MTH void decay_objects ();
283 MTH void update_buttons ();
284 MTH int change_map_light (int change);
285 static void change_all_map_light (int change); //PERL
286 MTH void set_darkness_map ();
287 MTH int estimate_difficulty () const;
288
289 MTH void link_multipart_objects ();
290 MTH void clear_unique_items ();
291
292 MTH void clear_header ();
293 MTH void clear_links_to (maptile *m);
294
295 // loas the header pseudo-object
296 bool load_header (object_thawer &thawer);
297 MTH bool load_header (const char *path);
298
299 // load objects into the map
300 bool load_objects (object_thawer &thawer);
301 MTH bool load_objects (const char *path, bool skip_header = true);
302
303 // save objects into the given file (uses IO_ flags)
304 bool save_objects (object_freezer &freezer, int flags);
305 MTH bool save_objects (const char *path, int flags);
306
307 // save the header pseudo object _only_
308 bool save_header (object_freezer &freezer);
309 MTH bool save_header (const char *path);
309 310
310 maptile (); 311 maptile ();
311 void allocate (); 312 maptile (int w, int h);
313 ~maptile ();
312 314
315 void do_destroy ();
316 void gather_callbacks (AV *&callbacks, event_type event) const;
317
318 MTH int size () const { return width * height; }
319
320 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
321
322// static maptile *find_map (const char *path, maptile *origin);//PERL
323//
324// // load a map relative to this one
325// maptile *find_map (const char *path)
326// {
327// return find_map (path, this);
328// }
329//
330// // customise this map for the given player
331// // might return this or a completely new map
332// maptile *customise_for (object *op);
333//
334// void do_force_map_sync ();//PERL
335//
336// // make sure the map is loaded
337// MTH void force_map_sync ()
338// {
339// if (in_memory != MAP_IN_MEMORY)
340// do_force_map_sync ();
341// }
342
343 static maptile *load_map_sync (const char *path, maptile *original = 0);//PERL
344 static void emergency_save ();//PERL
345
313 mapspace const &at (uint32 x, uint32 y) const { return spaces [x + width * y]; } 346 mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
314 mapspace &at (uint32 x, uint32 y) { return spaces [x + width * y]; } 347 mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; }
315}; 348};
316 349
317/* This is used by get_rangevector to determine where the other 350/* This is used by get_rangevector to determine where the other
318 * creature is. get_rangevector takes into account map tiling, 351 * creature is. get_rangevector takes into account map tiling,
319 * so you just can not look the the map coordinates and get the 352 * so you just can not look the the map coordinates and get the
330 int distance_y; 363 int distance_y;
331 int direction; 364 int direction;
332 object *part; 365 object *part;
333}; 366};
334 367
368inline mapspace &
369object::ms () const
370{
371 return map->at (x, y);
372}
373
335#endif 374#endif
336 375

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