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Revision 1.40 by root, Sat Dec 30 10:16:10 2006 UTC vs.
Revision 1.92 by root, Sun May 4 14:12:37 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002-2005 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2005,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra 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 3 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, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at crossfire@schmorp.de
22*/ 22 */
23 23
24/* 24/*
25 * The maptile is allocated each time a new map is opened. 25 * The maptile is allocated each time a new map is opened.
26 * It contains pointers (very indirectly) to all objects on the map. 26 * It contains pointers (very indirectly) to all objects on the map.
27 */ 27 */
29#ifndef MAP_H 29#ifndef MAP_H
30#define MAP_H 30#define MAP_H
31 31
32#include <tr1/unordered_map> 32#include <tr1/unordered_map>
33 33
34#include "region.h"
34#include "cfperl.h" 35#include "cfperl.h"
35 36
36/* 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
37 * tiled maps. There is no requirement that this matches the 38 * tiled maps. There is no requirement that this matches the
38 * tiled maps size - it just seemed like a reasonable value. 39 * tiled maps size - it just seemed like a reasonable value.
46#define MAGIC_MAP_SIZE 50 47#define MAGIC_MAP_SIZE 50
47#define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2 48#define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2
48 49
49#define MAP_LAYERS 3 50#define MAP_LAYERS 3
50 51
51/* options passed to ready_map_name and load_original_map */ 52/* Values for in_memory below */
52#define MAP_FLUSH 0x01 53enum {
53#define MAP_PLAYER_UNIQUE 0x02 54 MAP_ACTIVE,
54#define MAP_BLOCK 0x04 55 MAP_INACTIVE, // not used atm.
55#define MAP_STYLE 0x08 56 MAP_SWAPPED,
56#define MAP_OVERLAY 0x10 57 MAP_LOADING,
57 58 MAP_SAVING,
58/* Values for in_memory below. Should probably be an enumerations */ 59};
59#define MAP_IN_MEMORY 1
60#define MAP_SWAPPED 2
61#define MAP_LOADING 3
62#define MAP_SAVING 4
63 60
64/* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should 61/* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should
65 * really be used, as it is multi tile aware. However, there are some cases 62 * really be used, as it is multi tile aware. However, there are some cases
66 * where it is known the map is not tiled or the values are known 63 * where it is known the map is not tiled or the values are known
67 * consistent (eg, op->map, op->x, op->y) 64 * consistent (eg, op->map, op->x, op->y)
69// all those macros are herewith declared legacy 66// all those macros are herewith declared legacy
70#define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags () 67#define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags ()
71#define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light 68#define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light
72#define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot 69#define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot
73#define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top 70#define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top
74#define GET_MAP_FACE(M,X,Y,L) (M)->at((X),(Y)).faces[L]
75#define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L] 71#define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L]
76#define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block 72#define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block
77#define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow 73#define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow
78#define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on 74#define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on
79#define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off 75#define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off
80 76
81/* 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
82 * 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
83 * map tiling. 79 * map tiling.
84 */ 80 */
85#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)))
86 82
87/* 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
88 * in the object flags structure. 84 * in the object flags structure.
89 */ 85 */
90#define P_BLOCKSVIEW 0x01 86#define P_BLOCKSVIEW 0x01
96 * this was introduced to make shops safer 92 * this was introduced to make shops safer
97 * but is useful in other situations */ 93 * but is useful in other situations */
98#define P_IS_ALIVE 0x10 /* something alive is on this space */ 94#define P_IS_ALIVE 0x10 /* something alive is on this space */
99#define P_NO_CLERIC 0x20 /* no clerical spells cast here */ 95#define P_NO_CLERIC 0x20 /* no clerical spells cast here */
100 96
101#define P_NEED_UPDATE 0x80 /* this space is out of date */ 97#define P_UPTODATE 0x80 /* this space is up to date */
102 98
103/* 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
104 * 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
105 * 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
106 * 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
108 */ 104 */
109#define P_OUT_OF_MAP 0x10000 /* This space is outside the map */ 105#define P_OUT_OF_MAP 0x10000 /* This space is outside the map */
110#define P_NEW_MAP 0x20000 106#define P_NEW_MAP 0x20000
111 /* Coordinates passed result in a new tiled map */ 107 /* Coordinates passed result in a new tiled map */
112 108
113/* P_NO_PASS is used for ob_blocked() return value. It needs
114 * to be here to make sure the bits don't match with anything.
115 */
116#define P_NO_PASS 0x80000
117
118/* Instead of having numerous arrays that have information on a 109/* Instead of having numerous arrays that have information on a
119 * particular space (was map, floor, floor2, map_ob), 110 * particular space (was map, floor, floor2, map_ob),
120 * have this structure take care of that information. 111 * have this structure take care of that information.
121 * This puts it all in one place, and should also make it easier 112 * This puts it all in one place, and should also make it easier
122 * to extend information about a space. 113 * to extend information about a space.
123 */ 114 */
124struct mapspace 115struct mapspace
125{ 116{
126 object *bot, *top; /* lowest/highest object on this space */ 117 object *bot, *top; /* lowest/highest object on this space */
127 New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */
128 object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */ 118 object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */
129 uint8 flags_; /* flags about this space (see the P_ values above) */ 119 uint8 flags_; /* flags about this space (see the P_ values above) */
130 sint8 light; /* How much light this space provides */ 120 sint8 light; /* How much light this space provides */
131 MoveType move_block; /* What movement types this space blocks */ 121 MoveType move_block; /* What movement types this space blocks */
132 MoveType move_slow; /* What movement types this space slows */ 122 MoveType move_slow; /* What movement types this space slows */
134 MoveType move_off; /* What movement types are activated */ 124 MoveType move_off; /* What movement types are activated */
135 125
136 void update_ (); 126 void update_ ();
137 void update () 127 void update ()
138 { 128 {
139 if (flags_ & P_NEED_UPDATE) 129 if (!(flags_ & P_UPTODATE))
140 update_ (); 130 update_ ();
141 } 131 }
142 132
143 uint8 flags () 133 uint8 flags ()
144 { 134 {
157 if (op->type == PLAYER) 147 if (op->type == PLAYER)
158 return op; 148 return op;
159 149
160 return 0; 150 return 0;
161 } 151 }
162};
163 152
164/* 153 // return the item volume on this mapspace in cm³
165 * Each map is in a given region of the game world and links to a region definiton, so 154 uint64 volume () const;
166 * they have to appear here in the headers, before the mapdef 155
167 */ 156 bool blocks (MoveType mt) const
168struct region : zero_initialised 157 {
169{ 158 return move_block && (mt & move_block) == mt;
170 struct region *next; /* pointer to next region, NULL for the last one */ 159 }
171 const char *name; /* Shortend name of the region as maps refer to it */
172 const char *parent_name; /*
173 * So that parent and child regions can be defined in
174 * any order, we keep hold of the parent_name during
175 * initialisation, and the children get assigned to their
176 * parents later. (before runtime on the server though)
177 * nothing outside the init code should ever use this value.
178 */
179 struct region *parent; /*
180 * Pointer to the region that is a parent of the current
181 * region, if a value isn't defined in the current region
182 * we traverse this series of pointers until it is.
183 */
184 const char *longname; /* Official title of the region, this might be defined
185 * to be the same as name*/
186 const char *msg; /* the description of the region */
187 uint32 counter; /* A generic counter for holding temporary data. */
188 sint8 fallback; /* whether, in the event of a region not existing,
189 * this should be the one we fall back on as the default */
190 char *jailmap; /*where a player that is arrested in this region should be imprisoned. */
191 sint16 jailx, jaily; /* The coodinates in jailmap to which the player should be sent. */
192}; 160};
193 161
194struct shopitems : zero_initialised 162struct shopitems : zero_initialised
195{ 163{
196 const char *name; /* name of the item in question, null if it is the default item */ 164 const char *name; /* name of the item in question, null if it is the default item */
219INTERFACE_CLASS (maptile) 187INTERFACE_CLASS (maptile)
220struct maptile : zero_initialised, attachable 188struct maptile : zero_initialised, attachable
221{ 189{
222 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */ 190 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */
223 struct mapspace *spaces; /* Array of spaces on this map */ 191 struct mapspace *spaces; /* Array of spaces on this map */
192 uint8 *regions; /* region index per mapspace, if != 0 */
193 region_ptr *regionmap; /* index to region */
224 194
225 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */ 195 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
226 196
227 shstr ACC (RW, name); /* Name of map as given by its creator */ 197 shstr ACC (RW, name); /* Name of map as given by its creator */
228 struct region *ACC (RW, region); /* What jurisdiction in the game world this map is ruled by 198 region_ptr ACC (RW, default_region); /* What jurisdiction in the game world this map is ruled by
229 * points to the struct containing all the properties of 199 * points to the struct containing all the properties of
230 * the region */ 200 * the region */
231 double ACC (RW, reset_time); 201 double ACC (RW, reset_time);
232 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map 202 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
233 * should be reset 203 * should be reset
234 */ 204 */
205 bool ACC (RW, dirty); /* if true, something was inserted or removed */
206 bool ACC (RW, no_reset); // must not reset this map
235 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by 207 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
236 * players entering/exiting map 208 * players entering/exiting map
237 */ 209 */
238 sint32 ACC (RW, timeout); /* swapout is set to this */ 210 sint32 ACC (RW, timeout); /* swapout is set to this */
239 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */ 211 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
240 uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must 212 uint32 ACC (RW, in_memory); /* If not true, the map has been freed and must
241 * be loaded before used. The map,omap and map_ob 213 * be loaded before used. The map,omap and map_ob
242 * arrays will be allocated when the map is loaded */ 214 * arrays will be allocated when the map is loaded */
243 sint16 ACC (RW, players); /* How many players are on this map right now */ 215 sint16 players; /* How many players are on this map right now */
244 uint16 ACC (RW, difficulty); /* What level the player should be to play here */ 216 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
245 217
246 bool ACC (RW, per_player); 218 bool ACC (RW, per_player);
247 bool ACC (RW, per_party); 219 bool ACC (RW, per_party);
248 bool ACC (RW, outdoor); /* True if an outdoor map */ 220 bool ACC (RW, outdoor); /* True if an outdoor map */
221 bool ACC (RW, nodrop); /* avoid dropping anything on this map */
249 uint8 ACC (RW, darkness); /* indicates level of darkness of map */ 222 uint8 ACC (RW, darkness); /* indicates level of darkness of map */
250 223
251 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */ 224 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */
252 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */ 225 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */
253 oblinkpt *buttons; /* Linked list of linked lists of buttons */ 226 oblinkpt *buttons; /* Linked list of linked lists of buttons */
266 shstr ACC (RW, msg); /* Message map creator may have left */ 239 shstr ACC (RW, msg); /* Message map creator may have left */
267 shstr ACC (RW, maplore); /* Map lore information */ 240 shstr ACC (RW, maplore); /* Map lore information */
268 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */ 241 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */
269 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */ 242 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */
270 shstr ACC (RW, path); /* Filename of the map */ 243 shstr ACC (RW, path); /* Filename of the map */
271 244 int ACC (RW, max_nrof); // maximum nrof of any single item on a mapspace
272// /* 245 uint64 ACC (RW, max_volume); // maximum volume for all items on a mapspace
273// * Makes sure the given map is loaded and swapped in.
274// * name is path name of the map.
275// * flags meaning:
276// * 0x1 (MAP_FLUSH): flush the map - always load from the map directory,
277// * and don't do unique items or the like.
278// * 0x2 (MAP_PLAYER_UNIQUE) - this is a unique map for each player.
279// * dont do any more name translation on it.
280// *
281// * Returns a pointer to the given map.
282// */
283// static maptile *ready (const char *name, int flags);
284 246
285 MTH void activate (); 247 MTH void activate ();
286 MTH void deactivate (); 248 MTH void deactivate ();
287 249
288 // allocates all (empty) mapspace 250 // allocates all (empty) mapspace
289 MTH void alloc (); 251 MTH void alloc ();
290 // deallocates the mapspaces (and destroys all objects) 252 // deallocates the mapspaces (and destroys all objects)
291 MTH void clear (); 253 MTH void clear ();
292 254
293 MTH void fix_auto_apply (); 255 MTH void fix_auto_apply ();
294 MTH void decay_objects (); 256 MTH void do_decay_objects ();
295 MTH void update_buttons (); 257 MTH void update_buttons ();
296 MTH int change_map_light (int change); 258 MTH int change_map_light (int change);
297 static void change_all_map_light (int change); //PERL 259 static void change_all_map_light (int change); //PERL
298 MTH void set_darkness_map (); 260 MTH void set_darkness_map ();
299 MTH int estimate_difficulty () const; 261 MTH int estimate_difficulty () const;
300 262
263 MTH void play_sound (faceidx sound, int x, int y) const;
264
265 // set the given flag on all objects in the map
266 MTH void set_object_flag (int flag, int value = 1);
267
301 MTH void link_multipart_objects (); 268 MTH void link_multipart_objects ();
302 MTH void clear_unique_items (); 269 MTH void clear_unique_items ();
303 270
304 MTH void clear_header (); 271 MTH void clear_header ();
305 MTH void clear_links_to (maptile *m); 272 MTH void clear_links_to (maptile *m);
306 273
274 MTH struct region *region (int x, int y) const;
275
307 // loas the header pseudo-object 276 // load the header pseudo-object
308 bool load_header (object_thawer &thawer); 277 bool _load_header (object_thawer &thawer);
309 MTH bool load_header (const char *path); 278 MTH bool _load_header (object_thawer *thawer) { return _load_header (*thawer); }
310 279
311 // load objects into the map 280 // load objects into the map
312 bool load_objects (object_thawer &thawer); 281 bool _load_objects (object_thawer &thawer);
313 MTH bool load_objects (const char *path, bool skip_header = true); 282 MTH bool _load_objects (object_thawer *thawer) { return _load_objects (*thawer); }
314 283
315 // save objects into the given file (uses IO_ flags) 284 // save objects into the given file (uses IO_ flags)
316 bool save_objects (object_freezer &freezer, int flags); 285 bool _save_objects (object_freezer &freezer, int flags);
317 MTH bool save_objects (const char *path, int flags); 286 MTH bool _save_objects (const char *path, int flags);
318 287
319 // save the header pseudo object _only_ 288 // save the header pseudo object _only_
320 bool save_header (object_freezer &freezer); 289 bool _save_header (object_freezer &freezer);
321 MTH bool save_header (const char *path); 290 MTH bool _save_header (const char *path);
322 291
323 maptile (); 292 maptile ();
324 maptile (int w, int h); 293 maptile (int w, int h);
325 ~maptile (); 294 ~maptile ();
326 295
329 298
330 MTH int size () const { return width * height; } 299 MTH int size () const { return width * height; }
331 300
332 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0); 301 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
333 302
334 static maptile *find_map (const char *path, maptile *origin);//PERL 303 MTH void touch () { last_access = runtime; }
335 304
336 // load a map relative to this one 305 MTH bool tile_available (int dir, bool load = true);
337 maptile *find_map (const char *path)
338 {
339 return find_map (path, this);
340 }
341 306
342 // customise this map for the given player 307 // find the map that is at coordinate x|y relative to this map
343 // might return this or a completely new map 308 // TODO: need a better way than passing by reference
344 maptile *customise_for (object *op); 309 // TODO: make perl interface
310 maptile *xy_find (sint16 &x, sint16 &y);
345 311
312 // like xy_find, but also loads the map
313 maptile *xy_load (sint16 &x, sint16 &y);
314
315 void do_load_sync ();//PERL
316
346 // make sure the map is loaded 317 // make sure the map is loaded
347 MTH bool load () 318 MTH void load_sync ()
348 { 319 {
349 if (in_memory != MAP_IN_MEMORY) 320 if (!spaces)
350 do_load (); 321 do_load_sync ();
351
352 return spaces;
353 } 322 }
354 323
355 static void emergency_save (); 324 void make_map_floor (char **layout, char *floorstyle, random_map_params *RP);
325 bool generate_random_map (random_map_params *RP);
326
327 static maptile *find_async (const char *path, maptile *original = 0, bool load = true);//PERL
328 static maptile *find_sync (const char *path, maptile *original = 0);//PERL
329 static maptile *find_style_sync (const char *dir, const char *file = 0);//PERL
330 object *pick_random_object (rand_gen &gen = rndm) const;
356 331
357 mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; } 332 mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
358 mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; } 333 mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; }
359
360private:
361 void do_load ();//PERL
362}; 334};
363 335
364/* This is used by get_rangevector to determine where the other 336/* This is used by get_rangevector to determine where the other
365 * creature is. get_rangevector takes into account map tiling, 337 * creature is. get_rangevector takes into account map tiling,
366 * so you just can not look the the map coordinates and get the 338 * so you just can not look the the map coordinates and get the
377 int distance_y; 349 int distance_y;
378 int direction; 350 int direction;
379 object *part; 351 object *part;
380}; 352};
381 353
354// comaptibility cruft start
355//TODO: these should be refactored into things like xy_normalise
356// and so on.
357int get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny);
358int out_of_map (maptile *m, int x, int y);
359maptile *get_map_from_coord (maptile *m, sint16 *x, sint16 *y);
360void get_rangevector (object *op1, object *op2, rv_vector *retval, int flags);
361void get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags);
362int on_same_map (const object *op1, const object *op2);
363int adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy);
364
365// adjust map, x and y for tiled maps and return true if the position is valid at all
366static inline bool
367xy_normalise (maptile *&map, sint16 &x, sint16 &y)
368{
369 // when in range, do a quick return, otherwise go the slow route
370 return
371 (IN_RANGE_EXC (x, 0, map->width) && IN_RANGE_EXC (y, 0, map->height))
372 || !(get_map_flags (map, &map, x, y, &x, &y) & P_OUT_OF_MAP);
373}
374// comaptibility cruft end
375
382inline mapspace & 376inline mapspace &
383object::ms () const 377object::ms () const
384{ 378{
385 return map->at (x, y); 379 return map->at (x, y);
386} 380}
387 381
382struct mapxy {
383 maptile *m;
384 sint16 x, y;
385
386 mapxy (maptile *m, sint16 x, sint16 y)
387 : m(m), x(x), y(y)
388 { }
389
390 mapxy (object *op)
391 : m(op->map), x(op->x), y(op->y)
392 { }
393
394 mapxy &move (int dx, int dy)
395 {
396 x += dx;
397 y += dy;
398
399 return *this;
400 }
401
402 mapxy &move (int dir)
403 {
404 return move (freearr_x [dir], freearr_y [dir]);
405 }
406
407 operator void *() const { return (void *)m; }
408 mapxy &operator =(const object *op)
409 {
410 m = op->map;
411 x = op->x;
412 y = op->y;
413
414 return *this;
415 }
416
417 mapspace *operator ->() const { return &m->at (x, y); }
418 mapspace &operator * () const { return m->at (x, y); }
419
420 bool normalise ()
421 {
422 return xy_normalise (m, x, y);
423 }
424
425 object *insert (object *op, object *originator = 0, int flags = 0) const
426 {
427 m->insert (op, x, y, originator, flags);
428 }
429};
430
431inline const mapxy &
432object::operator =(const mapxy &pos)
433{
434 map = pos.m;
435 x = pos.x;
436 y = pos.y;
437
438 return pos;
439}
440
388#endif 441#endif
389 442

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