ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/include/map.h
(Generate patch)

Comparing deliantra/server/include/map.h (file contents):
Revision 1.33 by root, Mon Dec 25 14:43:23 2006 UTC vs.
Revision 1.52 by root, Mon Jan 15 00:40:49 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
3 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002-2005 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2002-2005 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
6 7
7 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
27 */ 28 */
28 29
29#ifndef MAP_H 30#ifndef MAP_H
30#define MAP_H 31#define MAP_H
31 32
33#include <tr1/unordered_map>
34
32#include "cfperl.h" 35#include "cfperl.h"
33 36
34/* We set this size - this is to make magic map work properly on 37/* We set this size - this is to make magic map work properly on
35 * tiled maps. There is no requirement that this matches the 38 * tiled maps. There is no requirement that this matches the
36 * tiled maps size - it just seemed like a reasonable value. 39 * tiled maps size - it just seemed like a reasonable value.
37 * Magic map code now always starts out putting the player in the 40 * Magic map code now always starts out putting the player in the
38 * center of the map - this makes the most sense when dealing 41 * center of the map - this makes the most sense when dealing
39 * with tiled maps. 42 * with tiled maps.
40 * We also figure out the magicmap color to use as we process the 43 * We also figure out the magicmap color to use as we process the
44#define MAGIC_MAP_SIZE 50 47#define MAGIC_MAP_SIZE 50
45#define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2 48#define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2
46 49
47#define MAP_LAYERS 3 50#define MAP_LAYERS 3
48 51
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/* Convenient function - total number of spaces is used
65 * in many places.
66 */
67#define MAP_SIZE(m) ((m)->width * (m)->height)
68
69#define MAP_ENTER_X(m) (m)->enter_x
70#define MAP_ENTER_Y(m) (m)->enter_y
71
72#define MAP_TEMP(m) (m)->temp
73#define MAP_PRESSURE(m) (m)->pressure
74#define MAP_HUMID(m) (m)->humid
75#define MAP_WINDSPEED(m) (m)->windspeed
76#define MAP_WINDDIRECTION(m) (m)->winddir
77#define MAP_SKYCOND(m) (m)->sky
78#define MAP_WORLDPARTX(m) (m)->wpartx
79#define MAP_WORLDPARTY(m) (m)->wparty
80#define MAP_NOSMOOTH(m) (m)->nosmooth
81
82/* options passed to ready_map_name and load_original_map */ 52/* options passed to ready_map_name and load_original_map */
83#define MAP_FLUSH 0x1 53#define MAP_FLUSH 0x01
84#define MAP_PLAYER_UNIQUE 0x2 54#define MAP_PLAYER_UNIQUE 0x02
85#define MAP_BLOCK 0x4 55#define MAP_BLOCK 0x04
86#define MAP_STYLE 0x8 56#define MAP_STYLE 0x08
87#define MAP_OVERLAY 0x10 57#define MAP_OVERLAY 0x10
88 58
89/* Values for in_memory below. Should probably be an enumerations */ 59/* Values for in_memory below. Should probably be an enumerations */
90#define MAP_IN_MEMORY 1 60enum {
91#define MAP_SWAPPED 2 61 MAP_IN_MEMORY,
92#define MAP_LOADING 3 62 MAP_SWAPPED,
93#define MAP_SAVING 4 63 MAP_LOADING,
64 MAP_SAVING,
65};
94 66
95/* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should 67/* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should
96 * really be used, as it is multi tile aware. However, there are some cases 68 * really be used, as it is multi tile aware. However, there are some cases
97 * where it is known the map is not tiled or the values are known 69 * where it is known the map is not tiled or the values are known
98 * consistent (eg, op->map, op->x, op->y) 70 * consistent (eg, op->map, op->x, op->y)
99 */ 71 */
100// all those macros are herewith declared legacy 72// all those macros are herewith declared legacy
101#define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags () 73#define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags ()
102#define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light 74#define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light
103#define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bottom 75#define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot
104#define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top 76#define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top
105#define GET_MAP_FACE(M,X,Y,L) (M)->at((X),(Y)).faces[L] 77#define GET_MAP_FACE(M,X,Y,L) (M)->at((X),(Y)).faces[L]
106#define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L] 78#define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L]
107#define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block 79#define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block
108#define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow 80#define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow
127 * this was introduced to make shops safer 99 * this was introduced to make shops safer
128 * but is useful in other situations */ 100 * but is useful in other situations */
129#define P_IS_ALIVE 0x10 /* something alive is on this space */ 101#define P_IS_ALIVE 0x10 /* something alive is on this space */
130#define P_NO_CLERIC 0x20 /* no clerical spells cast here */ 102#define P_NO_CLERIC 0x20 /* no clerical spells cast here */
131 103
132#define P_NEED_UPDATE 0x80 /* this space is out of date */ 104#define P_UPTODATE 0x80 /* this space is up to date */
133 105
134/* The following two values are not stored in the MapLook flags, but instead 106/* The following two values are not stored in the MapLook flags, but instead
135 * used in the get_map_flags value - that function is used to return 107 * used in the get_map_flags value - that function is used to return
136 * the flag value, as well as other conditions - using a more general 108 * the flag value, as well as other conditions - using a more general
137 * function that does more of the work can hopefully be used to replace 109 * function that does more of the work can hopefully be used to replace
152 * This puts it all in one place, and should also make it easier 124 * This puts it all in one place, and should also make it easier
153 * to extend information about a space. 125 * to extend information about a space.
154 */ 126 */
155struct mapspace 127struct mapspace
156{ 128{
157 object *bottom; /* lowest object on this space */ 129 object *bot, *top; /* lowest/highest object on this space */
158 object *top; /* Highest object on this space */
159 New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */ 130 New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */
160 object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */ 131 object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */
161 uint8 flags_; /* flags about this space (see the P_ values above) */ 132 uint8 flags_; /* flags about this space (see the P_ values above) */
162 sint8 light; /* How much light this space provides */ 133 sint8 light; /* How much light this space provides */
163 MoveType move_block; /* What movement types this space blocks */ 134 MoveType move_block; /* What movement types this space blocks */
166 MoveType move_off; /* What movement types are activated */ 137 MoveType move_off; /* What movement types are activated */
167 138
168 void update_ (); 139 void update_ ();
169 void update () 140 void update ()
170 { 141 {
171 if (flags_ & P_NEED_UPDATE) 142 if (!(flags_ & P_UPTODATE))
172 update_ (); 143 update_ ();
173 } 144 }
174 145
175 uint8 flags () 146 uint8 flags ()
176 { 147 {
192 return 0; 163 return 0;
193 } 164 }
194}; 165};
195 166
196/* 167/*
197 * this is an overlay structure of the whole world. It exists as a simple
198 * high level map, which doesn't contain the full data of the underlying map.
199 * in this map, only things such as weather are recorded. By doing so, we
200 * can keep the entire world parameters in memory, and act as a whole on
201 * them at once. We can then, in a separate loop, update the actual world
202 * with the new values we have assigned.
203 */
204
205struct weathermap_t
206{
207 sint16 temp; /* base temperature of this tile (F) */
208 sint16 pressure; /* barometric pressure (mb) */
209 sint8 humid; /* humitidy of this tile */
210 sint8 windspeed; /* windspeed of this tile */
211 sint8 winddir; /* direction of wind */
212 sint8 sky; /* sky conditions */
213 sint32 avgelev; /* average elevation */
214 uint32 rainfall; /* cumulative rainfall */
215 uint8 darkness; /* indicates level of darkness of map */
216 uint8 water; /* 0-100 percentage of water tiles */
217 /*Dynamic parts */
218 sint16 realtemp; /* temperature at a given calculation step for this tile */
219};
220
221/*
222 * Each map is in a given region of the game world and links to a region definiton, so 168 * Each map is in a given region of the game world and links to a region definiton, so
223 * they have to appear here in the headers, before the mapdef 169 * they have to appear here in the headers, before the mapdef
224 */ 170 */
171INTERFACE_CLASS (region)
225struct region : zero_initialised 172struct region : zero_initialised
226{ 173{
227 struct region *next; /* pointer to next region, NULL for the last one */ 174 struct region *ACC (RW, next); /* pointer to next region, NULL for the last one */
228 const char *name; /* Shortend name of the region as maps refer to it */ 175 char *ACC (RW, name); /* Shortend name of the region as maps refer to it */
229 const char *parent_name; /* 176 char *ACC (RW, parent_name); /*
230 * So that parent and child regions can be defined in 177 * So that parent and child regions can be defined in
231 * any order, we keep hold of the parent_name during 178 * any order, we keep hold of the parent_name during
232 * initialisation, and the children get assigned to their 179 * initialisation, and the children get assigned to their
233 * parents later. (before runtime on the server though) 180 * parents later. (before runtime on the server though)
234 * nothing outside the init code should ever use this value. 181 * nothing outside the init code should ever use this value.
235 */ 182 */
236 struct region *parent; /* 183 struct region *ACC (RW, parent); /*
237 * Pointer to the region that is a parent of the current 184 * Pointer to the region that is a parent of the current
238 * region, if a value isn't defined in the current region 185 * region, if a value isn't defined in the current region
239 * we traverse this series of pointers until it is. 186 * we traverse this series of pointers until it is.
240 */ 187 */
241 const char *longname; /* Official title of the region, this might be defined 188 char *ACC (RW, longname); /* Official title of the region, this might be defined
242 * to be the same as name*/ 189 * to be the same as name*/
243 const char *msg; /* the description of the region */ 190 char *ACC (RW, msg); /* the description of the region */
244 uint32 counter; /* A generic counter for holding temporary data. */ 191 uint32 ACC (RW, counter); /* A generic counter for holding temporary data. */
245 sint8 fallback; /* whether, in the event of a region not existing, 192 sint8 ACC (RW, fallback); /* whether, in the event of a region not existing,
246 * this should be the one we fall back on as the default */ 193 * this should be the one we fall back on as the default */
247 char *jailmap; /*where a player that is arrested in this region should be imprisoned. */ 194 char *ACC (RW, jailmap); /*where a player that is arrested in this region should be imprisoned. */
248 sint16 jailx, jaily; /* The coodinates in jailmap to which the player should be sent. */ 195 sint16 ACC (RW, jailx), ACC (RW, jaily); /* The coodinates in jailmap to which the player should be sent. */
249}; 196};
250 197
251struct shopitems : zero_initialised 198struct shopitems : zero_initialised
252{ 199{
253 const char *name; /* name of the item in question, null if it is the default item */ 200 const char *name; /* name of the item in question, null if it is the default item */
254 const char *name_pl; /* plural name */ 201 const char *name_pl; /* plural name */
255 int typenum; /* itemtype number we need to match 0 if it is the default price */ 202 int typenum; /* itemtype number we need to match 0 if it is the default price */
256 sint8 strength; /* the degree of specialisation the shop has in this item, 203 sint8 strength; /* the degree of specialisation the shop has in this item,
257 * as a percentage from -100 to 100 */ 204 * as a percentage from -100 to 100 */
258 int index; /* being the size of the shopitems array. */ 205 int index; /* being the size of the shopitems array. */
206};
207
208// map I/O, what to load/save
209enum {
210 IO_HEADER = 0x01, // the "arch map" pseudo object
211 IO_OBJECTS = 0x02, // the non-unique objects
212 IO_UNIQUES = 0x04, // unique objects
259}; 213};
260 214
261/* In general, code should always use the macros 215/* In general, code should always use the macros
262 * above (or functions in map.c) to access many of the 216 * above (or functions in map.c) to access many of the
263 * values in the map structure. Failure to do this will 217 * values in the map structure. Failure to do this will
267 * break map tiling. 221 * break map tiling.
268 */ 222 */
269INTERFACE_CLASS (maptile) 223INTERFACE_CLASS (maptile)
270struct maptile : zero_initialised, attachable 224struct maptile : zero_initialised, attachable
271{ 225{
272 sint32 ACC (RO, width), ACC (RO, height); /* Width and height of map. */ 226 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */
273 struct mapspace *spaces; /* Array of spaces on this map */ 227 struct mapspace *spaces; /* Array of spaces on this map */
274 228
275 maptile *ACC (RW, next); /* Next map, linked list */ 229 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
276 char *ACC (RO, tmpname); /* Name of temporary file */ 230
277 char *ACC (RO, name); /* Name of map as given by its creator */ 231 shstr ACC (RW, name); /* Name of map as given by its creator */
278 struct region *ACC (RW, region); /* What jurisdiction in the game world this map is ruled by 232 struct region *ACC (RW, region); /* What jurisdiction in the game world this map is ruled by
279 * points to the struct containing all the properties of 233 * points to the struct containing all the properties of
280 * the region */ 234 * the region */
281 uint32 ACC (RW, reset_time); /* when this map should reset */ 235 double ACC (RW, reset_time);
282 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map 236 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
283 * should be reset 237 * should be reset
284 */ 238 */
239 bool ACC (RW, dirty); /* if true, something was inserted or removed */
285 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by 240 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
286 * players entering/exiting map 241 * players entering/exiting map
287 */ 242 */
288 bool ACC (RW, unique); /* if set, this is a per player unique map */
289 bool ACC (RW, templatemap); /* if set, this is a template map */
290 bool ACC (RW, nosmooth); /* if set the content of this map has smoothlevel=0 forced */
291 sint32 ACC (RW, timeout); /* swapout is set to this */ 243 sint32 ACC (RW, timeout); /* swapout is set to this */
292 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */ 244 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
293 uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must 245 uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must
294 * be loaded before used. The map,omap and map_ob 246 * be loaded before used. The map,omap and map_ob
295 * arrays will be allocated when the map is loaded */ 247 * arrays will be allocated when the map is loaded */
296 sint16 ACC (RW, players); /* How many players are on this level right now */ 248 sint16 players; /* How many players are on this map right now */
297 uint16 ACC (RW, difficulty); /* What level the player should be to play here */ 249 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
298 250
251 bool ACC (RW, per_player);
252 bool ACC (RW, per_party);
253 bool ACC (RW, outdoor); /* True if an outdoor map */
299 uint8 ACC (RW, darkness); /* indicates level of darkness of map */ 254 uint8 ACC (RW, darkness); /* indicates level of darkness of map */
255
300 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */ 256 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */
301 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */ 257 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */
302 bool ACC (RW, outdoor); /* True if an outdoor map */
303 oblinkpt *buttons; /* Linked list of linked lists of buttons */ 258 oblinkpt *buttons; /* Linked list of linked lists of buttons */
304 sint16 ACC (RW, temp); /* base temperature of this tile (F) */ 259 sint16 ACC (RW, temp); /* base temperature of this tile (F) */
305 sint16 ACC (RW, pressure); /* barometric pressure (mb) */ 260 sint16 ACC (RW, pressure); /* barometric pressure (mb) */
306 sint8 ACC (RW, humid); /* humitidy of this tile */ 261 sint8 ACC (RW, humid); /* humitidy of this tile */
307 sint8 ACC (RW, windspeed); /* windspeed of this tile */ 262 sint8 ACC (RW, windspeed); /* windspeed of this tile */
308 sint8 ACC (RW, winddir); /* direction of wind */ 263 sint8 ACC (RW, winddir); /* direction of wind */
309 sint8 ACC (RW, sky); /* sky conditions */ 264 sint8 ACC (RW, sky); /* sky conditions */
310 int ACC (RW, wpartx), ACC (RW, wparty); /*Highly fasten conversion between worldmap and weathermap */ 265 int ACC (RW, worldpartx), ACC (RW, worldparty); /*Highly fasten conversion between worldmap and weathermap */
311 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */ 266 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */
312 char *ACC (RO, shoprace); /* the preffered race of the local shopkeeper */ 267 shstr ACC (RW, shoprace); /* the preffered race of the local shopkeeper */
313 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */ 268 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
314 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */ 269 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
315 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */ 270 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */
316 char *ACC (RO, msg); /* Message map creator may have left */ 271 shstr ACC (RW, msg); /* Message map creator may have left */
317 char *ACC (RO, maplore); /* Map lore information */ 272 shstr ACC (RW, maplore); /* Map lore information */
318 char *tile_path[4]; /* path to adjoining maps */ 273 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */
319 maptile *tile_map[4]; /* Next map, linked list */ 274 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */
320 char ACC (RW, path)[HUGE_BUF]; /* Filename of the map */ 275 shstr ACC (RW, path); /* Filename of the map */
276
277 MTH void activate ();
278 MTH void deactivate ();
279
280 // allocates all (empty) mapspace
281 MTH void alloc ();
282 // deallocates the mapspaces (and destroys all objects)
283 MTH void clear ();
284
285 MTH void fix_auto_apply ();
286 MTH void decay_objects ();
287 MTH void update_buttons ();
288 MTH int change_map_light (int change);
289 static void change_all_map_light (int change); //PERL
290 MTH void set_darkness_map ();
291 MTH int estimate_difficulty () const;
292
293 // set the given flag on all objects in the map
294 MTH void set_object_flag (int flag, int value = 1);
295
296 MTH void link_multipart_objects ();
297 MTH void clear_unique_items ();
298
299 MTH void clear_header ();
300 MTH void clear_links_to (maptile *m);
301
302 // loas the header pseudo-object
303 bool _load_header (object_thawer &thawer);
304 MTH bool _load_header (const char *path);
305
306 // load objects into the map
307 bool _load_objects (object_thawer &thawer);
308 MTH bool _load_objects (const char *path, bool skip_header = true);
309
310 // save objects into the given file (uses IO_ flags)
311 bool _save_objects (object_freezer &freezer, int flags);
312 MTH bool _save_objects (const char *path, int flags);
313
314 // save the header pseudo object _only_
315 bool _save_header (object_freezer &freezer);
316 MTH bool _save_header (const char *path);
321 317
322 maptile (); 318 maptile ();
319 maptile (int w, int h);
323 ~maptile (); 320 ~maptile ();
321
324 void do_destroy (); 322 void do_destroy ();
325 void gather_callbacks (AV *&callbacks, event_type event) const; 323 void gather_callbacks (AV *&callbacks, event_type event) const;
326 324
327 void allocate (); 325 MTH int size () const { return width * height; }
328 326
327 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
328
329 MTH void touch () { last_access = runtime; }
330
331 // find the map that is at coordinate x|y relative to this map
332 // TODO: need a better way than passing by reference
333 // TODO: make perl interface
334 maptile *xy_find (sint16 &x, sint16 &y);
335
336 // like xy_find, but also loads the map
337 maptile *xy_load (sint16 &x, sint16 &y);
338
339 void do_load_sync ();//PERL
340
341 // make sure the map is loaded
342 MTH void load_sync ()
343 {
344 if (!spaces)
345 do_load_sync ();
346 }
347
348 void make_map_floor (char **layout, char *floorstyle, random_map_params *RP);
349 bool generate_random_map (random_map_params *RP);
350
351 static maptile *find_sync (const char *path, maptile *original = 0);//PERL
352 // async prefetch
353 static maptile *find_async (const char *path, maptile *original = 0);//PERL
354
329 mapspace const &at (uint32 x, uint32 y) const { return spaces [x + width * y]; } 355 mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
330 mapspace &at (uint32 x, uint32 y) { return spaces [x + width * y]; } 356 mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; }
331}; 357};
332 358
333/* This is used by get_rangevector to determine where the other 359/* This is used by get_rangevector to determine where the other
334 * creature is. get_rangevector takes into account map tiling, 360 * creature is. get_rangevector takes into account map tiling,
335 * so you just can not look the the map coordinates and get the 361 * so you just can not look the the map coordinates and get the
346 int distance_y; 372 int distance_y;
347 int direction; 373 int direction;
348 object *part; 374 object *part;
349}; 375};
350 376
377//TODO: these should be refactored into things like xy_normalise
378// and so on.
379int get_map_flags(maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny);
380int ob_blocked(const object *ob, maptile *m, sint16 x, sint16 y);
381int out_of_map(maptile *m, int x, int y);
382maptile *get_map_from_coord(maptile *m, sint16 *x, sint16 *y);
383void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags);
384void get_rangevector_from_mapcoord(const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags);
385int on_same_map(const object *op1, const object *op2);
386
387// adjust map, x and y for tiled maps and return true if the position is valid at all
388inline bool
389xy_normalise (maptile *&map, sint16 &x, sint16 &y)
390{
391 // when in range, do a quick return, otherwise go the slow route
392 return
393 (IN_RANGE_EXC (x, 0, map->width) && IN_RANGE_EXC (y, 0, map->height))
394 || !(get_map_flags (map, &map, x, y, &x, &y) & P_OUT_OF_MAP);
395}
396
351inline mapspace & 397inline mapspace &
352object::ms () const 398object::ms () const
353{ 399{
354 return map->at (x, y); 400 return map->at (x, y);
355} 401}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines