--- deliantra/server/include/map.h 2006/12/11 18:41:32 1.25 +++ deliantra/server/include/map.h 2007/01/18 16:19:34 1.54 @@ -1,25 +1,26 @@ /* - CrossFire, A Multiplayer game for X-windows - - Copyright (C) 2002-2005 Mark Wedel & Crossfire Development Team - Copyright (C) 1992 Frank Tore Johansen - - This program 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 of the License, or - (at your option) any later version. - - This program is distributed in the hope that it will be useful, - but WITHOUT ANY WARRANTY; without even the implied warranty of - MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - GNU General Public License for more details. - - You should have received a copy of the GNU General Public License - along with this program; if not, write to the Free Software - Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. - - The authors can be reached via e-mail at crossfire-devel@real-time.com -*/ + * CrossFire, A Multiplayer game for X-windows + * + * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team + * Copyright (C) 2002-2005 Mark Wedel & Crossfire Development Team + * Copyright (C) 1992 Frank Tore Johansen + * + * This program 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 of the License, or + * (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. + * + * The authors can be reached via e-mail at crossfire@schmorp.de + */ /* * The maptile is allocated each time a new map is opened. @@ -29,10 +30,12 @@ #ifndef MAP_H #define MAP_H +#include + #include "cfperl.h" /* We set this size - this is to make magic map work properly on - * tiled maps. There is no requirement that this matches the + * tiled maps. There is no requirement that this matches the * tiled maps size - it just seemed like a reasonable value. * Magic map code now always starts out putting the player in the * center of the map - this makes the most sense when dealing @@ -44,131 +47,61 @@ #define MAGIC_MAP_SIZE 50 #define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2 - -#define MAP_LAYERS 4 - -/* This is when the map will reset */ -#define MAP_WHEN_RESET(m) ((m)->reset_time) - -#define MAP_RESET_TIMEOUT(m) ((m)->reset_timeout) -#define MAP_DIFFICULTY(m) ((m)->difficulty) -#define MAP_TIMEOUT(m) ((m)->timeout) -#define MAP_SWAP_TIME(m) ((m)->swap_time) -#define MAP_OUTDOORS(m) ((m)->outdoor) - -/* mape darkness used to enforce the MAX_DARKNESS value. - * but IMO, if it is beyond max value, that should be fixed - * on the map or in the code. - */ -#define MAP_DARKNESS(m) (m)->darkness - -#define MAP_WIDTH(m) (m)->width -#define MAP_HEIGHT(m) (m)->height - -/* Convenient function - total number of spaces is used - * in many places. - */ -#define MAP_SIZE(m) ((m)->width * (m)->height) - -#define MAP_ENTER_X(m) (m)->enter_x -#define MAP_ENTER_Y(m) (m)->enter_y - -#define MAP_TEMP(m) (m)->temp -#define MAP_PRESSURE(m) (m)->pressure -#define MAP_HUMID(m) (m)->humid -#define MAP_WINDSPEED(m) (m)->windspeed -#define MAP_WINDDIRECTION(m) (m)->winddir -#define MAP_SKYCOND(m) (m)->sky -#define MAP_WORLDPARTX(m) (m)->wpartx -#define MAP_WORLDPARTY(m) (m)->wparty -#define MAP_NOSMOOTH(m) (m)->nosmooth +#define MAP_LAYERS 3 /* options passed to ready_map_name and load_original_map */ -#define MAP_FLUSH 0x1 -#define MAP_PLAYER_UNIQUE 0x2 -#define MAP_BLOCK 0x4 -#define MAP_STYLE 0x8 +#define MAP_FLUSH 0x01 +#define MAP_PLAYER_UNIQUE 0x02 +#define MAP_BLOCK 0x04 +#define MAP_STYLE 0x08 #define MAP_OVERLAY 0x10 /* Values for in_memory below. Should probably be an enumerations */ -#define MAP_IN_MEMORY 1 -#define MAP_SWAPPED 2 -#define MAP_LOADING 3 -#define MAP_SAVING 4 +enum { + MAP_IN_MEMORY, + MAP_SWAPPED, + MAP_LOADING, + MAP_SAVING, +}; /* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should * really be used, as it is multi tile aware. However, there are some cases * where it is known the map is not tiled or the values are known * consistent (eg, op->map, op->x, op->y) */ -#define GET_MAP_FLAGS(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].flags ) -#define SET_MAP_FLAGS(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].flags = C ) -#define GET_MAP_LIGHT(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].light ) -#define SET_MAP_LIGHT(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].light = L ) - -#define GET_MAP_OB(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].bottom ) -#define GET_MAP_TOP(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].top ) - -/* legacy */ -#define get_map_ob GET_MAP_OB - -#define SET_MAP_OB(M,X,Y,tmp) ( (M)->spaces[(X) + (M)->width * (Y)].bottom = (tmp) ) -#define SET_MAP_TOP(M,X,Y,tmp) ( (M)->spaces[(X) + (M)->width * (Y)].top = (tmp) ) -#define set_map_ob SET_MAP_OB - -#define SET_MAP_FACE(M,X,Y,C,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces[L] = C ) -#define GET_MAP_FACE(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces[L] ) - -#define SET_MAP_FACE_OBJ(M,X,Y,C,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces_obj[L] = C ) -#define GET_MAP_FACE_OBJ(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces_obj[L] ) - -#define GET_MAP_MOVE_BLOCK(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_block ) -#define SET_MAP_MOVE_BLOCK(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_block = C ) - -#define GET_MAP_MOVE_SLOW(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_slow ) -#define SET_MAP_MOVE_SLOW(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_slow = C ) - -#define GET_MAP_MOVE_ON(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_on ) -#define SET_MAP_MOVE_ON(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_on = C ) - -#define GET_MAP_MOVE_OFF(M,X,Y) ( (M)->spaces[(X) + (M)->width * (Y)].move_off ) -#define SET_MAP_MOVE_OFF(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_off = C ) +// 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(M,X,Y,L) (M)->at((X),(Y)).faces[L] +#define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L] +#define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block +#define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow +#define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on +#define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off /* You should really know what you are doing before using this - you * should almost always be using out_of_map instead, which takes into account * map tiling. */ -#define OUT_OF_REAL_MAP(M,X,Y) ((X)<0 || (Y)<0 || (X)>=(M)->width || (Y)>=(M)->height) +#define OUT_OF_REAL_MAP(M,X,Y) !(IN_RANGE_EXC ((X), 0, (M)->width) && IN_RANGE_EXC ((Y), 0, (M)->height)) /* These are used in the MapLook flags element. They are not used in * in the object flags structure. */ - #define P_BLOCKSVIEW 0x01 #define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */ - -/* AB_NO_PASS is used for arch_blocked() return value. It needs - * to be here to make sure the bits don't match with anything. - * Changed name to have AB_ prefix just to make sure no one - * is using the P_NO_PASS. AB_.. should only be used for - * arch_blocked and functions that examine the return value. - */ - -#define AB_NO_PASS 0x04 - - /*#define P_PASS_THRU 0x08 *//* */ -#define P_SAFE 0x08 - /* If this is set the map tile is a safe map, - * that means, nothing harmful there will be done, - * like: bombs, potion usage, alchemy, spells - * this was introduced to make shops more safe - * and propably other maps */ +#define P_PLAYER 0x04 /* a player (or something seeing these objects) is on this mapspace */ +#define P_SAFE 0x08 /* If this is set the map tile is a safe space, + * that means, nothing harmful can be done, + * such as: bombs, potion usage, alchemy, spells + * this was introduced to make shops safer + * but is useful in other situations */ #define P_IS_ALIVE 0x10 /* something alive is on this space */ #define P_NO_CLERIC 0x20 /* no clerical spells cast here */ -#define P_NEED_UPDATE 0x40 /* this space is out of date */ -#define P_NO_ERROR 0x80 /* Purely temporary - if set, update_position - * does not complain if the flags are different. - */ + +#define P_UPTODATE 0x80 /* this space is up to date */ /* The following two values are not stored in the MapLook flags, but instead * used in the get_map_flags value - that function is used to return @@ -176,88 +109,92 @@ * function that does more of the work can hopefully be used to replace * lots of duplicate checks currently in the code. */ -#define P_OUT_OF_MAP 0x100 /* This space is outside the map */ -#define P_NEW_MAP 0x200 +#define P_OUT_OF_MAP 0x10000 /* This space is outside the map */ +#define P_NEW_MAP 0x20000 /* Coordinates passed result in a new tiled map */ -/* Can't use MapCell as that is used in newserver.h - * Instead of having numerous arrays that have information on a +/* P_NO_PASS is used for ob_blocked() return value. It needs + * to be here to make sure the bits don't match with anything. + */ +#define P_NO_PASS 0x80000 + +/* Instead of having numerous arrays that have information on a * particular space (was map, floor, floor2, map_ob), * have this structure take care of that information. * This puts it all in one place, and should also make it easier * to extend information about a space. */ - -struct MapSpace +struct mapspace { - object *bottom; /* lowest object on this space */ - object *top; /* Highest object on this space */ + object *bot, *top; /* lowest/highest object on this space */ New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */ - object *faces_obj[MAP_LAYERS]; /* face objects for the 3 layers */ - uint8 flags; /* flags about this space (see the P_ values above) */ + object *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 */ -}; -/* - * this is an overlay structure of the whole world. It exists as a simple - * high level map, which doesn't contain the full data of the underlying map. - * in this map, only things such as weather are recorded. By doing so, we - * can keep the entire world parameters in memory, and act as a whole on - * them at once. We can then, in a separate loop, update the actual world - * with the new values we have assigned. - */ + void update_ (); + void update () + { + if (!(flags_ & P_UPTODATE)) + update_ (); + } + + uint8 flags () + { + update (); + return flags_; + } + + // maybe only inline quick flags_ checking? + 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 + if (flags () & P_PLAYER) + for (object *op = top; op; op = op->below) + if (op->type == PLAYER) + return op; -struct weathermap_t -{ - sint16 temp; /* base temperature of this tile (F) */ - sint16 pressure; /* barometric pressure (mb) */ - sint8 humid; /* humitidy of this tile */ - sint8 windspeed; /* windspeed of this tile */ - sint8 winddir; /* direction of wind */ - sint8 sky; /* sky conditions */ - sint32 avgelev; /* average elevation */ - uint32 rainfall; /* cumulative rainfall */ - uint8 darkness; /* indicates level of darkness of map */ - uint8 water; /* 0-100 percentage of water tiles */ - /*Dynamic parts */ - sint16 realtemp; /* temperature at a given calculation step for this tile */ + return 0; + } }; /* * Each map is in a given region of the game world and links to a region definiton, so * they have to appear here in the headers, before the mapdef */ -struct region +INTERFACE_CLASS (region) +struct region : zero_initialised { - struct region *next; /* pointer to next region, NULL for the last one */ - const char *name; /* Shortend name of the region as maps refer to it */ - const char *parent_name; /* - * So that parent and child regions can be defined in - * any order, we keep hold of the parent_name during - * initialisation, and the children get assigned to their - * parents later. (before runtime on the server though) - * nothing outside the init code should ever use this value. - */ - struct region *parent; /* - * Pointer to the region that is a parent of the current - * region, if a value isn't defined in the current region - * we traverse this series of pointers until it is. - */ - const char *longname; /* Official title of the region, this might be defined - * to be the same as name*/ - const char *msg; /* the description of the region */ - uint32 counter; /* A generic counter for holding temporary data. */ - sint8 fallback; /* whether, in the event of a region not existing, - * this should be the one we fall back on as the default */ - char *jailmap; /*where a player that is arrested in this region should be imprisoned. */ - sint16 jailx, jaily; /* The coodinates in jailmap to which the player should be sent. */ + struct region *ACC (RW, next); /* pointer to next region, NULL for the last one */ + char *ACC (RW, name); /* Shortend name of the region as maps refer to it */ + char *ACC (RW, parent_name); /* + * So that parent and child regions can be defined in + * any order, we keep hold of the parent_name during + * initialisation, and the children get assigned to their + * parents later. (before runtime on the server though) + * nothing outside the init code should ever use this value. + */ + struct region *ACC (RW, parent); /* + * Pointer to the region that is a parent of the current + * region, if a value isn't defined in the current region + * we traverse this series of pointers until it is. + */ + char *ACC (RW, longname); /* Official title of the region, this might be defined + * to be the same as name*/ + char *ACC (RW, msg); /* the description of the region */ + uint32 ACC (RW, counter); /* A generic counter for holding temporary data. */ + sint8 ACC (RW, fallback); /* whether, in the event of a region not existing, + * this should be the one we fall back on as the default */ + char *ACC (RW, jailmap); /*where a player that is arrested in this region should be imprisoned. */ + sint16 ACC (RW, jailx), ACC (RW, jaily); /* The coodinates in jailmap to which the player should be sent. */ }; - struct shopitems : zero_initialised { const char *name; /* name of the item in question, null if it is the default item */ @@ -268,6 +205,13 @@ int index; /* being the size of the shopitems array. */ }; +// map I/O, what to load/save +enum { + IO_HEADER = 0x01, // the "arch map" pseudo object + IO_OBJECTS = 0x02, // the non-unique objects + IO_UNIQUES = 0x04, // unique objects +}; + /* In general, code should always use the macros * above (or functions in map.c) to access many of the * values in the map structure. Failure to do this will @@ -276,67 +220,147 @@ * (or even through the macros), but doing so will completely * break map tiling. */ -ACC_CLASS (maptile) -struct maptile : zero_initialised, attachable +INTERFACE_CLASS (maptile) +struct maptile : zero_initialised, attachable { - maptile *ACC (RW, next); /* Next map, linked list */ - char *ACC (RO, tmpname); /* Name of temporary file */ - char *ACC (RO, name); /* Name of map as given by its creator */ + sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */ + struct mapspace *spaces; /* Array of spaces on this map */ + + tstamp ACC (RW, last_access); /* last time this map was accessed somehow */ + + shstr ACC (RW, name); /* Name of map as given by its creator */ struct region *ACC (RW, region); /* What jurisdiction in the game world this map is ruled by * points to the struct containing all the properties of * the region */ - uint32 ACC (RW, reset_time); /* when this map should reset */ + double ACC (RW, reset_time); uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map * should be reset */ + bool ACC (RW, dirty); /* if true, something was inserted or removed */ bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by * players entering/exiting map */ - bool ACC (RW, unique); /* if set, this is a per player unique map */ - bool ACC (RW, templatemap); /* if set, this is a template map */ - bool ACC (RW, nosmooth); /* if set the content of this map has smoothlevel=0 forced */ sint32 ACC (RW, timeout); /* swapout is set to this */ sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */ - sint16 ACC (RW, players); /* How many players are on this level right now */ uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must * be loaded before used. The map,omap and map_ob * arrays will be allocated when the map is loaded */ + sint16 players; /* How many players are on this map right now */ uint16 ACC (RW, difficulty); /* What level the player should be to play here */ + bool ACC (RW, per_player); + bool ACC (RW, per_party); + bool ACC (RW, outdoor); /* True if an outdoor map */ uint8 ACC (RW, darkness); /* indicates level of darkness of map */ - uint16 ACC (RO, width), ACC (RO, height); /* Width and height of map. */ + uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */ uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */ - bool ACC (RW, outdoor); /* True if an outdoor map */ oblinkpt *buttons; /* Linked list of linked lists of buttons */ - struct MapSpace *spaces; /* Array of spaces on this map */ sint16 ACC (RW, temp); /* base temperature of this tile (F) */ sint16 ACC (RW, pressure); /* barometric pressure (mb) */ sint8 ACC (RW, humid); /* humitidy of this tile */ sint8 ACC (RW, windspeed); /* windspeed of this tile */ sint8 ACC (RW, winddir); /* direction of wind */ sint8 ACC (RW, sky); /* sky conditions */ - int ACC (RW, wpartx), ACC (RW, wparty); /*Highly fasten conversion between worldmap and weathermap */ + int ACC (RW, worldpartx), ACC (RW, worldparty); /*Highly fasten conversion between worldmap and weathermap */ struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */ - char *ACC (RO, shoprace); /* the preffered race of the local shopkeeper */ + shstr ACC (RW, shoprace); /* the preffered race of the local shopkeeper */ double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */ sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */ sint64 ACC (RW, shopmax); /* maximum price a shop will offer */ - char *ACC (RO, msg); /* Message map creator may have left */ - char *ACC (RO, maplore); /* Map lore information */ - char *tile_path[4]; /* path to adjoining maps */ - maptile *tile_map[4]; /* Next map, linked list */ - char ACC (RW, path)[HUGE_BUF]; /* Filename of the map */ + shstr ACC (RW, msg); /* Message map creator may have left */ + shstr ACC (RW, maplore); /* Map lore information */ + shstr ACC (RW, tile_path[4]); /* path to adjoining maps */ + maptile *ACC (RW, tile_map[4]); /* Next map, linked list */ + shstr ACC (RW, path); /* Filename of the map */ + + MTH void activate (); + MTH void deactivate (); + + // allocates all (empty) mapspace + MTH void alloc (); + // deallocates the mapspaces (and destroys all objects) + MTH void clear (); + + MTH void fix_auto_apply (); + MTH void decay_objects (); + MTH void update_buttons (); + MTH int change_map_light (int change); + static void change_all_map_light (int change); //PERL + MTH void set_darkness_map (); + MTH int estimate_difficulty () const; + + // set the given flag on all objects in the map + MTH void set_object_flag (int flag, int value = 1); + + MTH void link_multipart_objects (); + MTH void clear_unique_items (); + + MTH void clear_header (); + MTH void clear_links_to (maptile *m); + + // loas the header pseudo-object + bool _load_header (object_thawer &thawer); + MTH bool _load_header (const char *path); + + // load objects into the map + bool _load_objects (object_thawer &thawer); + MTH bool _load_objects (const char *path, bool skip_header = true); + + // save objects into the given file (uses IO_ flags) + bool _save_objects (object_freezer &freezer, int flags); + MTH bool _save_objects (const char *path, int flags); + + // save the header pseudo object _only_ + bool _save_header (object_freezer &freezer); + MTH bool _save_header (const char *path); maptile (); - void allocate (); + maptile (int w, int h); + ~maptile (); + + void do_destroy (); + void gather_callbacks (AV *&callbacks, event_type event) const; + + MTH int size () const { return width * height; } + + MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0); + + MTH void touch () { last_access = runtime; } + + // find the map that is at coordinate x|y relative to this map + // TODO: need a better way than passing by reference + // TODO: make perl interface + maptile *xy_find (sint16 &x, sint16 &y); + + // like xy_find, but also loads the map + maptile *xy_load (sint16 &x, sint16 &y); + + void do_load_sync ();//PERL + + // make sure the map is loaded + MTH void load_sync () + { + if (!spaces) + do_load_sync (); + } + + void make_map_floor (char **layout, char *floorstyle, random_map_params *RP); + bool generate_random_map (random_map_params *RP); + + static maptile *find_sync (const char *path, maptile *original = 0);//PERL + // async prefetch + static maptile *find_async (const char *path, maptile *original = 0);//PERL + + mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; } + mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; } }; /* This is used by get_rangevector to determine where the other * creature is. get_rangevector takes into account map tiling, * so you just can not look the the map coordinates and get the * righte value. distance_x/y are distance away, which - * can be negativbe. direction is the crossfire direction scheme + * can be negative. direction is the crossfire direction scheme * that the creature should head. part is the part of the * monster that is closest. * Note: distance should be always >=0. I changed it to UINT. MT @@ -350,5 +374,31 @@ object *part; }; +//TODO: these should be refactored into things like xy_normalise +// and so on. +int get_map_flags(maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny); +int ob_blocked(const object *ob, maptile *m, sint16 x, sint16 y); +int out_of_map(maptile *m, int x, int y); +maptile *get_map_from_coord(maptile *m, sint16 *x, sint16 *y); +void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags); +void get_rangevector_from_mapcoord(const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags); +int on_same_map(const object *op1, const object *op2); + +// adjust map, x and y for tiled maps and return true if the position is valid at all +inline bool +xy_normalise (maptile *&map, sint16 &x, sint16 &y) +{ + // when in range, do a quick return, otherwise go the slow route + return + (IN_RANGE_EXC (x, 0, map->width) && IN_RANGE_EXC (y, 0, map->height)) + || !(get_map_flags (map, &map, x, y, &x, &y) & P_OUT_OF_MAP); +} + +inline mapspace & +object::ms () const +{ + return map->at (x, y); +} + #endif