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Comparing deliantra/server/include/map.h (file contents):
Revision 1.34 by root, Mon Dec 25 14:54:44 2006 UTC vs.
Revision 1.61 by root, Mon Jan 29 14:46:01 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at crossfire@schmorp.de 22 * The authors can be reached via e-mail at crossfire@schmorp.de
22*/ 23 */
23 24
24/* 25/*
25 * The maptile is allocated each time a new map is opened. 26 * The maptile is allocated each time a new map is opened.
26 * It contains pointers (very indirectly) to all objects on the map. 27 * It contains pointers (very indirectly) to all objects on the map.
27 */ 28 */
28 29
29#ifndef MAP_H 30#ifndef MAP_H
30#define MAP_H 31#define MAP_H
32
33#include <tr1/unordered_map>
31 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
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/* options passed to ready_map_name and load_original_map */
50#define MAP_FLUSH 0x01
51#define MAP_PLAYER_UNIQUE 0x02
52#define MAP_BLOCK 0x04
53#define MAP_STYLE 0x08
54#define MAP_OVERLAY 0x10
55
56/* Values for in_memory below. Should probably be an enumerations */ 52/* Values for in_memory below. Should probably be an enumerations */
57#define MAP_IN_MEMORY 1 53enum {
58#define MAP_SWAPPED 2 54 MAP_IN_MEMORY,
59#define MAP_LOADING 3 55 MAP_SWAPPED,
60#define MAP_SAVING 4 56 MAP_LOADING,
57 MAP_SAVING,
58};
61 59
62/* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should 60/* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should
63 * really be used, as it is multi tile aware. However, there are some cases 61 * really be used, as it is multi tile aware. However, there are some cases
64 * where it is known the map is not tiled or the values are known 62 * where it is known the map is not tiled or the values are known
65 * consistent (eg, op->map, op->x, op->y) 63 * consistent (eg, op->map, op->x, op->y)
78 76
79/* You should really know what you are doing before using this - you 77/* You should really know what you are doing before using this - you
80 * should almost always be using out_of_map instead, which takes into account 78 * should almost always be using out_of_map instead, which takes into account
81 * map tiling. 79 * map tiling.
82 */ 80 */
83#define OUT_OF_REAL_MAP(M,X,Y) ((X)<0 || (Y)<0 || (X)>=(M)->width || (Y)>=(M)->height) 81#define OUT_OF_REAL_MAP(M,X,Y) (!(IN_RANGE_EXC ((X), 0, (M)->width) && IN_RANGE_EXC ((Y), 0, (M)->height)))
84 82
85/* These are used in the MapLook flags element. They are not used in 83/* These are used in the MapLook flags element. They are not used in
86 * in the object flags structure. 84 * in the object flags structure.
87 */ 85 */
88#define P_BLOCKSVIEW 0x01 86#define P_BLOCKSVIEW 0x01
94 * this was introduced to make shops safer 92 * this was introduced to make shops safer
95 * but is useful in other situations */ 93 * but is useful in other situations */
96#define P_IS_ALIVE 0x10 /* something alive is on this space */ 94#define P_IS_ALIVE 0x10 /* something alive is on this space */
97#define P_NO_CLERIC 0x20 /* no clerical spells cast here */ 95#define P_NO_CLERIC 0x20 /* no clerical spells cast here */
98 96
99#define P_NEED_UPDATE 0x80 /* this space is out of date */ 97#define P_UPTODATE 0x80 /* this space is up to date */
100 98
101/* The following two values are not stored in the MapLook flags, but instead 99/* The following two values are not stored in the MapLook flags, but instead
102 * used in the get_map_flags value - that function is used to return 100 * used in the get_map_flags value - that function is used to return
103 * the flag value, as well as other conditions - using a more general 101 * the flag value, as well as other conditions - using a more general
104 * function that does more of the work can hopefully be used to replace 102 * function that does more of the work can hopefully be used to replace
120 * to extend information about a space. 118 * to extend information about a space.
121 */ 119 */
122struct mapspace 120struct mapspace
123{ 121{
124 object *bot, *top; /* lowest/highest object on this space */ 122 object *bot, *top; /* lowest/highest object on this space */
125 New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */ 123 facetile *faces[MAP_LAYERS]; /* faces for the 3 layers */
126 object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */ 124 object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */
127 uint8 flags_; /* flags about this space (see the P_ values above) */ 125 uint8 flags_; /* flags about this space (see the P_ values above) */
128 sint8 light; /* How much light this space provides */ 126 sint8 light; /* How much light this space provides */
129 MoveType move_block; /* What movement types this space blocks */ 127 MoveType move_block; /* What movement types this space blocks */
130 MoveType move_slow; /* What movement types this space slows */ 128 MoveType move_slow; /* What movement types this space slows */
132 MoveType move_off; /* What movement types are activated */ 130 MoveType move_off; /* What movement types are activated */
133 131
134 void update_ (); 132 void update_ ();
135 void update () 133 void update ()
136 { 134 {
137 if (flags_ & P_NEED_UPDATE) 135 if (!(flags_ & P_UPTODATE))
138 update_ (); 136 update_ ();
139 } 137 }
140 138
141 uint8 flags () 139 uint8 flags ()
142 { 140 {
158 return 0; 156 return 0;
159 } 157 }
160}; 158};
161 159
162/* 160/*
163 * this is an overlay structure of the whole world. It exists as a simple
164 * high level map, which doesn't contain the full data of the underlying map.
165 * in this map, only things such as weather are recorded. By doing so, we
166 * can keep the entire world parameters in memory, and act as a whole on
167 * them at once. We can then, in a separate loop, update the actual world
168 * with the new values we have assigned.
169 */
170
171struct weathermap_t
172{
173 sint16 temp; /* base temperature of this tile (F) */
174 sint16 pressure; /* barometric pressure (mb) */
175 sint8 humid; /* humitidy of this tile */
176 sint8 windspeed; /* windspeed of this tile */
177 sint8 winddir; /* direction of wind */
178 sint8 sky; /* sky conditions */
179 sint32 avgelev; /* average elevation */
180 uint32 rainfall; /* cumulative rainfall */
181 uint8 darkness; /* indicates level of darkness of map */
182 uint8 water; /* 0-100 percentage of water tiles */
183 /*Dynamic parts */
184 sint16 realtemp; /* temperature at a given calculation step for this tile */
185};
186
187/*
188 * Each map is in a given region of the game world and links to a region definiton, so 161 * Each map is in a given region of the game world and links to a region definiton, so
189 * they have to appear here in the headers, before the mapdef 162 * they have to appear here in the headers, before the mapdef
190 */ 163 */
164INTERFACE_CLASS (region)
191struct region : zero_initialised 165struct region : zero_initialised
192{ 166{
193 struct region *next; /* pointer to next region, NULL for the last one */ 167 region *ACC (RW, next); /* pointer to next region, NULL for the last one */
194 const char *name; /* Shortend name of the region as maps refer to it */ 168 shstr ACC (RW, name); /* Shortend name of the region as maps refer to it */
195 const char *parent_name; /* 169 shstr ACC (RW, parent_name); /*
196 * So that parent and child regions can be defined in 170 * So that parent and child regions can be defined in
197 * any order, we keep hold of the parent_name during 171 * any order, we keep hold of the parent_name during
198 * initialisation, and the children get assigned to their 172 * initialisation, and the children get assigned to their
199 * parents later. (before runtime on the server though) 173 * parents later. (before runtime on the server though)
200 * nothing outside the init code should ever use this value. 174 * nothing outside the init code should ever use this value.
201 */ 175 */
202 struct region *parent; /* 176 region *ACC (RW, parent); /*
203 * Pointer to the region that is a parent of the current 177 * Pointer to the region that is a parent of the current
204 * region, if a value isn't defined in the current region 178 * region, if a value isn't defined in the current region
205 * we traverse this series of pointers until it is. 179 * we traverse this series of pointers until it is.
206 */ 180 */
207 const char *longname; /* Official title of the region, this might be defined 181 char *ACC (RW, longname); /* Official title of the region, this might be defined
208 * to be the same as name*/ 182 * to be the same as name*/
209 const char *msg; /* the description of the region */ 183 char *ACC (RW, msg); /* the description of the region */
210 uint32 counter; /* A generic counter for holding temporary data. */ 184 uint32 ACC (RW, counter); /* A generic counter for holding temporary data. */
211 sint8 fallback; /* whether, in the event of a region not existing, 185 sint8 ACC (RW, fallback); /* whether, in the event of a region not existing,
212 * this should be the one we fall back on as the default */ 186 * this should be the one we fall back on as the default */
213 char *jailmap; /*where a player that is arrested in this region should be imprisoned. */ 187 shstr ACC (RW, jailmap); /*where a player that is arrested in this region should be imprisoned. */
214 sint16 jailx, jaily; /* The coodinates in jailmap to which the player should be sent. */ 188 sint16 ACC (RW, jailx), ACC (RW, jaily); /* The coodinates in jailmap to which the player should be sent. */
189
190 static region *default_region ();
191 static region *find (const char *name);
192 static region *find_fuzzy (const char *name);
215}; 193};
216 194
217struct shopitems : zero_initialised 195struct shopitems : zero_initialised
218{ 196{
219 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 */
220 const char *name_pl; /* plural name */ 198 const char *name_pl; /* plural name */
221 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 */
222 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,
223 * as a percentage from -100 to 100 */ 201 * as a percentage from -100 to 100 */
224 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
225}; 210};
226 211
227/* In general, code should always use the macros 212/* In general, code should always use the macros
228 * above (or functions in map.c) to access many of the 213 * above (or functions in map.c) to access many of the
229 * values in the map structure. Failure to do this will 214 * values in the map structure. Failure to do this will
233 * break map tiling. 218 * break map tiling.
234 */ 219 */
235INTERFACE_CLASS (maptile) 220INTERFACE_CLASS (maptile)
236struct maptile : zero_initialised, attachable 221struct maptile : zero_initialised, attachable
237{ 222{
238 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. */
239 struct mapspace *spaces; /* Array of spaces on this map */ 224 struct mapspace *spaces; /* Array of spaces on this map */
225 uint8 *regions; /* region index per mapspace, if != 0 */
226 struct region **regionmap; /* index to region */
240 227
241 maptile *ACC (RW, next); /* Next map, linked list */ 228 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
242 char *ACC (RO, tmpname); /* Name of temporary file */ 229
243 char *ACC (RO, name); /* Name of map as given by its creator */ 230 shstr ACC (RW, name); /* Name of map as given by its creator */
244 struct region *ACC (RW, region); /* What jurisdiction in the game world this map is ruled by 231 struct region *ACC (RW, default_region); /* What jurisdiction in the game world this map is ruled by
245 * points to the struct containing all the properties of 232 * points to the struct containing all the properties of
246 * the region */ 233 * the region */
247 uint32 ACC (RW, reset_time); /* when this map should reset */ 234 double ACC (RW, reset_time);
248 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map 235 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
249 * should be reset 236 * should be reset
250 */ 237 */
238 bool ACC (RW, dirty); /* if true, something was inserted or removed */
251 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by 239 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
252 * players entering/exiting map 240 * players entering/exiting map
253 */ 241 */
254 bool ACC (RW, unique); /* if set, this is a per player unique map */
255 bool ACC (RW, templatemap); /* if set, this is a template map */
256 bool ACC (RW, nosmooth); /* if set the content of this map has smoothlevel=0 forced */
257 sint32 ACC (RW, timeout); /* swapout is set to this */ 242 sint32 ACC (RW, timeout); /* swapout is set to this */
258 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */ 243 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
259 uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must 244 uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must
260 * be loaded before used. The map,omap and map_ob 245 * be loaded before used. The map,omap and map_ob
261 * arrays will be allocated when the map is loaded */ 246 * arrays will be allocated when the map is loaded */
262 sint16 ACC (RW, players); /* How many players are on this level right now */ 247 sint16 players; /* How many players are on this map right now */
263 uint16 ACC (RW, difficulty); /* What level the player should be to play here */ 248 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
264 249
250 bool ACC (RW, per_player);
251 bool ACC (RW, per_party);
252 bool ACC (RW, outdoor); /* True if an outdoor map */
253 bool ACC (RW, nodrop); /* avoid dropping anything on this map */
265 uint8 ACC (RW, darkness); /* indicates level of darkness of map */ 254 uint8 ACC (RW, darkness); /* indicates level of darkness of map */
255
266 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 */
267 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 */
268 bool ACC (RW, outdoor); /* True if an outdoor map */
269 oblinkpt *buttons; /* Linked list of linked lists of buttons */ 258 oblinkpt *buttons; /* Linked list of linked lists of buttons */
270 sint16 ACC (RW, temp); /* base temperature of this tile (F) */ 259 sint16 ACC (RW, temp); /* base temperature of this tile (F) */
271 sint16 ACC (RW, pressure); /* barometric pressure (mb) */ 260 sint16 ACC (RW, pressure); /* barometric pressure (mb) */
272 sint8 ACC (RW, humid); /* humitidy of this tile */ 261 sint8 ACC (RW, humid); /* humitidy of this tile */
273 sint8 ACC (RW, windspeed); /* windspeed of this tile */ 262 sint8 ACC (RW, windspeed); /* windspeed of this tile */
274 sint8 ACC (RW, winddir); /* direction of wind */ 263 sint8 ACC (RW, winddir); /* direction of wind */
275 sint8 ACC (RW, sky); /* sky conditions */ 264 sint8 ACC (RW, sky); /* sky conditions */
276 int ACC (RW, worldpartx), ACC (RW, worldparty); /*Highly fasten conversion between worldmap and weathermap */ 265 int ACC (RW, worldpartx), ACC (RW, worldparty); /*Highly fasten conversion between worldmap and weathermap */
277 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 */
278 char *ACC (RO, shoprace); /* the preffered race of the local shopkeeper */ 267 shstr ACC (RW, shoprace); /* the preffered race of the local shopkeeper */
279 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */ 268 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
280 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */ 269 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
281 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */ 270 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */
282 char *ACC (RO, msg); /* Message map creator may have left */ 271 shstr ACC (RW, msg); /* Message map creator may have left */
283 char *ACC (RO, maplore); /* Map lore information */ 272 shstr ACC (RW, maplore); /* Map lore information */
284 char *tile_path[4]; /* path to adjoining maps */ 273 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */
285 maptile *tile_map[4]; /* Next map, linked list */ 274 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */
286 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 MTH struct region *region (int x, int y) const;
303
304 // loas the header pseudo-object
305 bool _load_header (object_thawer &thawer);
306 MTH bool _load_header (const char *path);
307
308 // load objects into the map
309 bool _load_objects (object_thawer &thawer);
310 MTH bool _load_objects (const char *path, bool skip_header = true);
311
312 // save objects into the given file (uses IO_ flags)
313 bool _save_objects (object_freezer &freezer, int flags);
314 MTH bool _save_objects (const char *path, int flags);
315
316 // save the header pseudo object _only_
317 bool _save_header (object_freezer &freezer);
318 MTH bool _save_header (const char *path);
287 319
288 maptile (); 320 maptile ();
321 maptile (int w, int h);
289 ~maptile (); 322 ~maptile ();
323
290 void do_destroy (); 324 void do_destroy ();
291 void gather_callbacks (AV *&callbacks, event_type event) const; 325 void gather_callbacks (AV *&callbacks, event_type event) const;
292 326
293 void allocate ();
294
295 int size () const { return width * height; } 327 MTH int size () const { return width * height; }
296 328
329 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
330
331 MTH void touch () { last_access = runtime; }
332
333 // find the map that is at coordinate x|y relative to this map
334 // TODO: need a better way than passing by reference
335 // TODO: make perl interface
336 maptile *xy_find (sint16 &x, sint16 &y);
337
338 // like xy_find, but also loads the map
339 maptile *xy_load (sint16 &x, sint16 &y);
340
341 void do_load_sync ();//PERL
342
343 // make sure the map is loaded
344 MTH void load_sync ()
345 {
346 if (!spaces)
347 do_load_sync ();
348 }
349
350 void make_map_floor (char **layout, char *floorstyle, random_map_params *RP);
351 bool generate_random_map (random_map_params *RP);
352
353 static maptile *find_sync (const char *path, maptile *original = 0);//PERL
354 // async prefetch
355 static maptile *find_async (const char *path, maptile *original = 0);//PERL
356
297 mapspace const &at (uint32 x, uint32 y) const { return spaces [x + width * y]; } 357 mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
298 mapspace &at (uint32 x, uint32 y) { return spaces [x + width * y]; } 358 mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; }
299}; 359};
300 360
301/* This is used by get_rangevector to determine where the other 361/* This is used by get_rangevector to determine where the other
302 * creature is. get_rangevector takes into account map tiling, 362 * creature is. get_rangevector takes into account map tiling,
303 * so you just can not look the the map coordinates and get the 363 * so you just can not look the the map coordinates and get the
314 int distance_y; 374 int distance_y;
315 int direction; 375 int direction;
316 object *part; 376 object *part;
317}; 377};
318 378
379//TODO: these should be refactored into things like xy_normalise
380// and so on.
381int get_map_flags(maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny);
382int ob_blocked(const object *ob, maptile *m, sint16 x, sint16 y);
383int out_of_map(maptile *m, int x, int y);
384maptile *get_map_from_coord(maptile *m, sint16 *x, sint16 *y);
385void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags);
386void get_rangevector_from_mapcoord(const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags);
387int on_same_map(const object *op1, const object *op2);
388
389// adjust map, x and y for tiled maps and return true if the position is valid at all
390inline bool
391xy_normalise (maptile *&map, sint16 &x, sint16 &y)
392{
393 // when in range, do a quick return, otherwise go the slow route
394 return
395 (IN_RANGE_EXC (x, 0, map->width) && IN_RANGE_EXC (y, 0, map->height))
396 || !(get_map_flags (map, &map, x, y, &x, &y) & P_OUT_OF_MAP);
397}
398
319inline mapspace & 399inline mapspace &
320object::ms () const 400object::ms () const
321{ 401{
322 return map->at (x, y); 402 return map->at (x, y);
323} 403}

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