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Comparing deliantra/server/include/map.h (file contents):
Revision 1.51 by root, Sat Jan 13 23:06:13 2007 UTC vs.
Revision 1.108 by root, Sun Dec 28 08:08:24 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2002-2005 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2005,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 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
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 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,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 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
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 The authors can be reached via e-mail at crossfire@schmorp.de
23*/ 22 */
24 23
25/* 24/*
26 * The maptile is allocated each time a new map is opened. 25 * The maptile is allocated each time a new map is opened.
27 * It contains pointers (very indirectly) to all objects on the map. 26 * It contains pointers (very indirectly) to all objects on the map.
28 */ 27 */
30#ifndef MAP_H 29#ifndef MAP_H
31#define MAP_H 30#define MAP_H
32 31
33#include <tr1/unordered_map> 32#include <tr1/unordered_map>
34 33
34#include "region.h"
35#include "cfperl.h" 35#include "cfperl.h"
36 36
37/* 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
38 * tiled maps. There is no requirement that this matches the 38 * tiled maps. There is no requirement that this matches the
39 * tiled maps size - it just seemed like a reasonable value. 39 * tiled maps size - it just seemed like a reasonable value.
47#define MAGIC_MAP_SIZE 50 47#define MAGIC_MAP_SIZE 50
48#define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2 48#define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2
49 49
50#define MAP_LAYERS 3 50#define MAP_LAYERS 3
51 51
52/* options passed to ready_map_name and load_original_map */ 52// tile map index
53#define MAP_FLUSH 0x01
54#define MAP_PLAYER_UNIQUE 0x02
55#define MAP_BLOCK 0x04
56#define MAP_STYLE 0x08
57#define MAP_OVERLAY 0x10
58
59/* Values for in_memory below. Should probably be an enumerations */
60enum { 53enum {
61 MAP_IN_MEMORY, 54 TILE_UP = 0,
55 TILE_RIGHT = 1,
56 TILE_DOWN = 2,
57 TILE_LEFT = 3,
58};
59
60/* Values for in_memory below */
61enum {
62 MAP_ACTIVE,
63 MAP_INACTIVE, // not used atm.
62 MAP_SWAPPED, 64 MAP_SWAPPED,
63 MAP_LOADING, 65 MAP_LOADING,
64 MAP_SAVING, 66 MAP_SAVING,
65}; 67};
66 68
69 * where it is known the map is not tiled or the values are known 71 * where it is known the map is not tiled or the values are known
70 * consistent (eg, op->map, op->x, op->y) 72 * consistent (eg, op->map, op->x, op->y)
71 */ 73 */
72// all those macros are herewith declared legacy 74// all those macros are herewith declared legacy
73#define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags () 75#define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags ()
74#define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light
75#define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot 76#define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot
76#define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top 77#define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top
77#define GET_MAP_FACE(M,X,Y,L) (M)->at((X),(Y)).faces[L]
78#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]
79#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
80#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
81#define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on 81#define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on
82#define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off 82#define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off
83 83
84/* You should really know what you are doing before using this - you 84/* You should really know what you are doing before using this - you
85 * should almost always be using out_of_map instead, which takes into account 85 * should almost always be using out_of_map instead, which takes into account
86 * map tiling. 86 * map tiling.
87 */ 87 */
88#define OUT_OF_REAL_MAP(M,X,Y) ((X)<0 || (Y)<0 || (X)>=(M)->width || (Y)>=(M)->height) 88#define OUT_OF_REAL_MAP(M,X,Y) (!(IN_RANGE_EXC ((X), 0, (M)->width) && IN_RANGE_EXC ((Y), 0, (M)->height)))
89 89
90/* These are used in the MapLook flags element. They are not used in 90/* These are used in the MapLook flags element. They are not used in
91 * in the object flags structure. 91 * in the object flags structure.
92 */ 92 */
93#define P_BLOCKSVIEW 0x01 93#define P_BLOCKSVIEW 0x01
107 * 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
108 * 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
109 * 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
110 * lots of duplicate checks currently in the code. 110 * lots of duplicate checks currently in the code.
111 */ 111 */
112#define P_OUT_OF_MAP 0x10000 /* This space is outside the map */ 112#define P_OUT_OF_MAP 0x10000 /* This space is outside the map */
113#define P_NEW_MAP 0x20000 113#define P_NEW_MAP 0x20000 /* Coordinates passed result in a new tiled map */
114 /* Coordinates passed result in a new tiled map */
115
116/* P_NO_PASS is used for ob_blocked() return value. It needs
117 * to be here to make sure the bits don't match with anything.
118 */
119#define P_NO_PASS 0x80000
120 114
121/* Instead of having numerous arrays that have information on a 115/* Instead of having numerous arrays that have information on a
122 * particular space (was map, floor, floor2, map_ob), 116 * particular space (was map, floor, floor2, map_ob),
123 * have this structure take care of that information. 117 * have this structure take care of that information.
124 * This puts it all in one place, and should also make it easier 118 * This puts it all in one place, and should also make it easier
125 * to extend information about a space. 119 * to extend information about a space.
126 */ 120 */
121INTERFACE_CLASS (mapspace)
127struct mapspace 122struct mapspace
128{ 123{
124 object *ACC (RW, bot);
129 object *bot, *top; /* lowest/highest object on this space */ 125 object *ACC (RW, top); /* lowest/highest object on this space */
130 New_Face *faces[MAP_LAYERS]; /* faces for the 3 layers */
131 object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */ 126 object *ACC (RW, faces_obj[MAP_LAYERS]);/* face objects for the 3 layers */
127 uint32_t smell; // the last count a player was seen here, or 0
128 static uint32_t smellcount; // global smell counter
132 uint8 flags_; /* flags about this space (see the P_ values above) */ 129 uint8 flags_; /* flags about this space (see the P_ values above) */
133 sint8 light; /* How much light this space provides */ 130 sint8 ACC (RW, light); /* How much light this space provides */
134 MoveType move_block; /* What movement types this space blocks */ 131 MoveType ACC (RW, move_block); /* What movement types this space blocks */
135 MoveType move_slow; /* What movement types this space slows */ 132 MoveType ACC (RW, move_slow); /* What movement types this space slows */
136 MoveType move_on; /* What movement types are activated */ 133 MoveType ACC (RW, move_on); /* What movement types are activated */
137 MoveType move_off; /* What movement types are activated */ 134 MoveType ACC (RW, move_off); /* What movement types are activated */
138 135
139 void update_ (); 136 void update_ ();
140 void update () 137 MTH void update ()
141 { 138 {
142 if (!(flags_ & P_UPTODATE)) 139 if (!(flags_ & P_UPTODATE))
143 update_ (); 140 update_ ();
144 } 141 }
145 142
146 uint8 flags () 143 MTH uint8 flags ()
147 { 144 {
148 update (); 145 update ();
149 return flags_; 146 return flags_;
150 } 147 }
148
149 MTH void invalidate ()
150 {
151 flags_ = 0;
152 }
151 153
152 // maybe only inline quick flags_ checking?
153 object *player () 154 MTH object *player ()
154 { 155 {
155 // search from the top, because players are usually on top 156 object *op;
156 // make usually == always and this non-amortized O(1) 157
157 // could gte rid of P_PLAYER, too, then
158 if (flags () & P_PLAYER) 158 if (flags () & P_PLAYER)
159 for (object *op = top; op; op = op->below) 159 for (op = top; op->type != PLAYER; op = op->below)
160 if (op->type == PLAYER) 160 ;
161 return op; 161 else
162 op = 0;
162 163
163 return 0; 164 return op;
164 } 165 }
165};
166 166
167/* 167 // return the item volume on this mapspace in cm³
168 * Each map is in a given region of the game world and links to a region definiton, so 168 MTH uint64 volume () const;
169 * they have to appear here in the headers, before the mapdef 169
170 */ 170 bool blocks (MoveType mt) const
171INTERFACE_CLASS (region) 171 {
172struct region : zero_initialised 172 return move_block && (mt & move_block) == mt;
173 }
174
175 bool blocks (object *op) const
176 {
177 return blocks (op->move_type);
178 }
179};
180
181// a rectangular area of a map
182struct maprect
173{ 183{
174 struct region *ACC (RW, next); /* pointer to next region, NULL for the last one */ 184 maptile *m;
175 char *ACC (RW, name); /* Shortend name of the region as maps refer to it */ 185 int x0, y0;
176 char *ACC (RW, parent_name); /* 186 int x1, y1;
177 * So that parent and child regions can be defined in 187 int dx, dy; // offset to go from local coordinates to original tile */
178 * any order, we keep hold of the parent_name during
179 * initialisation, and the children get assigned to their
180 * parents later. (before runtime on the server though)
181 * nothing outside the init code should ever use this value.
182 */
183 struct region *ACC (RW, parent); /*
184 * Pointer to the region that is a parent of the current
185 * region, if a value isn't defined in the current region
186 * we traverse this series of pointers until it is.
187 */
188 char *ACC (RW, longname); /* Official title of the region, this might be defined
189 * to be the same as name*/
190 char *ACC (RW, msg); /* the description of the region */
191 uint32 ACC (RW, counter); /* A generic counter for holding temporary data. */
192 sint8 ACC (RW, fallback); /* whether, in the event of a region not existing,
193 * this should be the one we fall back on as the default */
194 char *ACC (RW, jailmap); /*where a player that is arrested in this region should be imprisoned. */
195 sint16 ACC (RW, jailx), ACC (RW, jaily); /* The coodinates in jailmap to which the player should be sent. */
196}; 188};
197 189
198struct shopitems : zero_initialised 190struct shopitems : zero_initialised
199{ 191{
200 const char *name; /* name of the item in question, null if it is the default item */ 192 const char *name; /* name of the item in question, null if it is the default item */
223INTERFACE_CLASS (maptile) 215INTERFACE_CLASS (maptile)
224struct maptile : zero_initialised, attachable 216struct maptile : zero_initialised, attachable
225{ 217{
226 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */ 218 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */
227 struct mapspace *spaces; /* Array of spaces on this map */ 219 struct mapspace *spaces; /* Array of spaces on this map */
220 uint8 *regions; /* region index per mapspace, if != 0 */
221 region_ptr *regionmap; /* index to region */
228 222
229 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */ 223 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
230 224
231 shstr ACC (RW, name); /* Name of map as given by its creator */ 225 shstr ACC (RW, name); /* Name of map as given by its creator */
232 struct region *ACC (RW, region); /* What jurisdiction in the game world this map is ruled by 226 region_ptr ACC (RW, default_region); /* What jurisdiction in the game world this map is ruled by
233 * points to the struct containing all the properties of 227 * points to the struct containing all the properties of
234 * the region */ 228 * the region */
235 double ACC (RW, reset_time); 229 double ACC (RW, reset_time);
236 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map 230 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
237 * should be reset 231 * should be reset
238 */ 232 */
239 bool ACC (RW, dirty); /* if true, something was inserted or removed */ 233 bool ACC (RW, dirty); /* if true, something was inserted or removed */
234 bool ACC (RW, no_reset); // must not reset this map
240 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by 235 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
241 * players entering/exiting map 236 * players entering/exiting map
242 */ 237 */
243 sint32 ACC (RW, timeout); /* swapout is set to this */ 238 sint32 ACC (RW, timeout); /* swapout is set to this */
244 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */ 239 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
249 uint16 ACC (RW, difficulty); /* What level the player should be to play here */ 244 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
250 245
251 bool ACC (RW, per_player); 246 bool ACC (RW, per_player);
252 bool ACC (RW, per_party); 247 bool ACC (RW, per_party);
253 bool ACC (RW, outdoor); /* True if an outdoor map */ 248 bool ACC (RW, outdoor); /* True if an outdoor map */
249 bool ACC (RW, no_drop); /* avoid auto-dropping (on death) anything on this map */
254 uint8 ACC (RW, darkness); /* indicates level of darkness of map */ 250 sint8 ACC (RW, darkness); /* indicates level of darkness of map */
251 static sint8 outdoor_darkness; /* the global darkness level outside */
255 252
256 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */ 253 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */
257 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */ 254 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */
258 oblinkpt *buttons; /* Linked list of linked lists of buttons */ 255 oblinkpt *buttons; /* Linked list of linked lists of buttons */
259 sint16 ACC (RW, temp); /* base temperature of this tile (F) */ 256 sint16 ACC (RW, temp); /* base temperature of this tile (F) */
271 shstr ACC (RW, msg); /* Message map creator may have left */ 268 shstr ACC (RW, msg); /* Message map creator may have left */
272 shstr ACC (RW, maplore); /* Map lore information */ 269 shstr ACC (RW, maplore); /* Map lore information */
273 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */ 270 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */
274 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */ 271 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */
275 shstr ACC (RW, path); /* Filename of the map */ 272 shstr ACC (RW, path); /* Filename of the map */
273 int ACC (RW, max_nrof); // maximum nrof of any single item on a mapspace
274 uint64 ACC (RW, max_volume); // maximum volume for all items on a mapspace
275
276 // the maptile:: is neccessary here for the perl interface to work
277 MTH sint8 darklevel (sint8 outside = maptile::outdoor_darkness) const
278 {
279 return clamp (outdoor ? darkness + outside : darkness, 0, MAX_DARKNESS);
280 }
281
282 static void adjust_daylight ();
276 283
277 MTH void activate (); 284 MTH void activate ();
278 MTH void deactivate (); 285 MTH void deactivate ();
279 286
280 // allocates all (empty) mapspace 287 // allocates all (empty) mapspace
281 MTH void alloc (); 288 MTH void alloc ();
282 // deallocates the mapspaces (and destroys all objects) 289 // deallocates the mapspaces (and destroys all objects)
283 MTH void clear (); 290 MTH void clear ();
284 291
285 MTH void fix_auto_apply (); 292 MTH void fix_auto_apply ();
286 MTH void decay_objects (); 293 MTH void do_decay_objects ();
287 MTH void update_buttons (); 294 MTH void update_buttons ();
288 MTH int change_map_light (int change); 295 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; 296 MTH int estimate_difficulty () const;
297
298 MTH void play_sound (faceidx sound, int x, int y) const;
292 299
293 // set the given flag on all objects in the map 300 // set the given flag on all objects in the map
294 MTH void set_object_flag (int flag, int value = 1); 301 MTH void set_object_flag (int flag, int value = 1);
302 MTH void post_load_original ();
295 303
296 MTH void link_multipart_objects (); 304 MTH void link_multipart_objects ();
297 MTH void clear_unique_items (); 305 MTH void clear_unique_items ();
298 306
299 MTH void clear_header (); 307 MTH void clear_header ();
300 MTH void clear_links_to (maptile *m); 308 MTH void clear_links_to (maptile *m);
301 309
310 MTH struct region *region (int x, int y) const;
311
302 // loas the header pseudo-object 312 // load the header pseudo-object
303 bool _load_header (object_thawer &thawer); 313 bool _load_header (object_thawer &thawer);
304 MTH bool _load_header (const char *path); 314 MTH bool _load_header (object_thawer *thawer) { return _load_header (*thawer); }
305 315
306 // load objects into the map 316 // load objects into the map
307 bool _load_objects (object_thawer &thawer); 317 bool _load_objects (object_thawer &thawer);
308 MTH bool _load_objects (const char *path, bool skip_header = true); 318 MTH bool _load_objects (object_thawer *thawer) { return _load_objects (*thawer); }
309 319
310 // save objects into the given file (uses IO_ flags) 320 // save objects into the given file (uses IO_ flags)
311 bool _save_objects (object_freezer &freezer, int flags); 321 bool _save_objects (object_freezer &freezer, int flags);
312 MTH bool _save_objects (const char *path, int flags); 322 MTH bool _save_objects (const char *path, int flags);
313 323
325 MTH int size () const { return width * height; } 335 MTH int size () const { return width * height; }
326 336
327 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0); 337 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
328 338
329 MTH void touch () { last_access = runtime; } 339 MTH void touch () { last_access = runtime; }
340
341 MTH maptile *tile_available (int dir, bool load = true);
330 342
331 // find the map that is at coordinate x|y relative to this map 343 // find the map that is at coordinate x|y relative to this map
332 // TODO: need a better way than passing by reference 344 // TODO: need a better way than passing by reference
333 // TODO: make perl interface 345 // TODO: make perl interface
334 maptile *xy_find (sint16 &x, sint16 &y); 346 maptile *xy_find (sint16 &x, sint16 &y);
346 } 358 }
347 359
348 void make_map_floor (char **layout, char *floorstyle, random_map_params *RP); 360 void make_map_floor (char **layout, char *floorstyle, random_map_params *RP);
349 bool generate_random_map (random_map_params *RP); 361 bool generate_random_map (random_map_params *RP);
350 362
363 static maptile *find_async (const char *path, maptile *original = 0, bool load = true);//PERL
351 static maptile *find_sync (const char *path, maptile *original = 0);//PERL 364 static maptile *find_sync (const char *path, maptile *original = 0);//PERL
352 // async prefetch 365 static maptile *find_style_sync (const char *dir, const char *file = 0);//PERL
353 static maptile *find_async (const char *path, maptile *original = 0);//PERL 366 object *pick_random_object (rand_gen &gen = rndm) const;
354 367
355 mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; } 368 mapspace &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
356 mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; } 369
370 // return an array of maprects corresponding
371 // to the given rectangular area. the last rect will have
372 // a 0 map pointer.
373 // the array will be stored in a static memory area,
374 // so recursion is not atm. supported
375 maprect *split_to_tiles (int x0, int y0, int x1, int y1);
357}; 376};
358 377
359/* This is used by get_rangevector to determine where the other 378/* This is used by get_rangevector to determine where the other
360 * creature is. get_rangevector takes into account map tiling, 379 * creature is. get_rangevector takes into account map tiling,
361 * so you just can not look the the map coordinates and get the 380 * so you just can not look the the map coordinates and get the
372 int distance_y; 391 int distance_y;
373 int direction; 392 int direction;
374 object *part; 393 object *part;
375}; 394};
376 395
396// comaptibility cruft start
397//TODO: these should be refactored into things like xy_normalise
398// and so on.
399int get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny);
400int out_of_map (maptile *m, int x, int y);
401maptile *get_map_from_coord (maptile *m, sint16 *x, sint16 *y);
402void get_rangevector (object *op1, object *op2, rv_vector *retval, int flags);
403void get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags);
404int on_same_map (const object *op1, const object *op2);
405int adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy);
406
407// adjust map, x and y for tiled maps and return true if the position is valid at all
408static inline bool
409xy_normalise (maptile *&map, sint16 &x, sint16 &y)
410{
411 // when in range, do a quick return, otherwise go the slow route
412 return
413 (IN_RANGE_EXC (x, 0, map->width) && IN_RANGE_EXC (y, 0, map->height))
414 || !(get_map_flags (map, &map, x, y, &x, &y) & P_OUT_OF_MAP);
415}
416// comaptibility cruft end
417
377inline mapspace & 418inline mapspace &
378object::ms () const 419object::ms () const
379{ 420{
380 return map->at (x, y); 421 return map->at (x, y);
381} 422}
382 423
424struct mapxy {
425 maptile *m;
426 sint16 x, y;
427
428 mapxy (maptile *m, sint16 x, sint16 y)
429 : m(m), x(x), y(y)
430 { }
431
432 mapxy (object *op)
433 : m(op->map), x(op->x), y(op->y)
434 { }
435
436 mapxy &move (int dx, int dy)
437 {
438 x += dx;
439 y += dy;
440
441 return *this;
442 }
443
444 mapxy &move (int dir)
445 {
446 return move (freearr_x [dir], freearr_y [dir]);
447 }
448
449 operator void *() const { return (void *)m; }
450 mapxy &operator =(const object *op)
451 {
452 m = op->map;
453 x = op->x;
454 y = op->y;
455
456 return *this;
457 }
458
459 mapspace *operator ->() const { return &m->at (x, y); }
460 mapspace &operator * () const { return m->at (x, y); }
461
462 bool normalise ()
463 {
464 return xy_normalise (m, x, y);
465 }
466
467 mapspace &ms () const
468 {
469 return m->at (x, y);
470 }
471
472 object *insert (object *op, object *originator = 0, int flags = 0) const
473 {
474 return m->insert (op, x, y, originator, flags);
475 }
476};
477
478inline const mapxy &
479object::operator =(const mapxy &pos)
480{
481 map = pos.m;
482 x = pos.x;
483 y = pos.y;
484
485 return pos;
486}
487
488// iterate over a rectangular area relative to op
489// can be used as a single statement, but both iterate macros
490// invocations must not be followed by a ";"
491// see common/los.C for usage example
492// the walk will be ordered, outer loop x, inner loop y
493// m will be set to the map (or 0), nx, ny to the map coord, dx, dy to the offset relative to op
494// "continue" will skip to the next space
495#define ordered_mapwalk_begin(op,dx0,dy0,dx1,dy1) \
496 for (int dx = (dx0); dx <= (dx1); ++dx) \
497 { \
498 sint16 nx, ny; \
499 maptile *m = 0; \
500 \
501 for (int dy = (dy0); dy <= (dy1); ++dy) \
502 { \
503 /* check to see if we can simply go one down quickly, */ \
504 /* if not, do it the slow way */ \
505 if (!m || ++ny >= m->height) \
506 { \
507 nx = (op)->x + dx; ny = (op)->y + dy; m = (op)->map; \
508 \
509 if (!xy_normalise (m, nx, ny)) \
510 m = 0; \
511 }
512
513#define ordered_mapwalk_end \
514 } \
515 }
516
517// loop over every space in the given maprect,
518// setting m, nx, ny to the map and -coordinate and dx, dy to the offste relative to dx0,dy0
519// the iterator code must be a single statement following this macro call, similar to "if"
520// "continue" will skip to the next space
521#define rect_mapwalk(rect,dx0,dy0) \
522 statementvar (maptile *, m, (rect)->m) \
523 for (int nx = (rect)->x0; nx < (rect)->x1; ++nx) \
524 for (int ny = (rect)->y0; ny < (rect)->y1; ++ny) \
525 statementvar (int, dx, nx + (rect)->dx - (dx0)) \
526 statementvar (int, dy, ny + (rect)->dy - (dy0))
527
528// same as above, but the walk will not follow any particular
529// order (unorded), but is likely faster.
530// m will be set to the map (never 0!), nx, ny to the map coord, dx, dy to the offset relative to op
531// "continue" will skip to the next space
532#define unordered_mapwalk(op,dx0,dy0,dx1,dy1) \
533 for (maprect *r_e_c_t = (op)->map->split_to_tiles ( \
534 (op)->x + (dx0) , (op)->y + (dy0) , \
535 (op)->x + (dx1) + 1, (op)->y + (dy1) + 1); \
536 r_e_c_t->m; \
537 ++r_e_c_t) \
538 rect_mapwalk (r_e_c_t, (op)->x, (op)->y)
539
383#endif 540#endif
384 541

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