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Comparing deliantra/server/include/map.h (file contents):
Revision 1.69 by root, Sat Feb 17 23:32:11 2007 UTC vs.
Revision 1.101 by root, Tue Dec 23 01:51:28 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.
21 * 20 *
22 * The authors can be reached via e-mail at crossfire@schmorp.de 21 * The authors can be reached via e-mail to <support@deliantra.net>
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.
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/* Values for in_memory below. Should probably be an enumerations */ 52/* Values for in_memory below */
53enum { 53enum {
54 MAP_IN_MEMORY, 54 MAP_ACTIVE,
55 MAP_INACTIVE, // not used atm.
55 MAP_SWAPPED, 56 MAP_SWAPPED,
56 MAP_LOADING, 57 MAP_LOADING,
57 MAP_SAVING, 58 MAP_SAVING,
58}; 59};
59 60
62 * 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
63 * consistent (eg, op->map, op->x, op->y) 64 * consistent (eg, op->map, op->x, op->y)
64 */ 65 */
65// all those macros are herewith declared legacy 66// all those macros are herewith declared legacy
66#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 ()
67#define GET_MAP_LIGHT(M,X,Y) (M)->at((X),(Y)).light
68#define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot 68#define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot
69#define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top 69#define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top
70#define GET_MAP_FACE(M,X,Y,L) (M)->at((X),(Y)).faces[L]
71#define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L] 70#define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L]
72#define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block 71#define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block
73#define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow 72#define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow
74#define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on 73#define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on
75#define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off 74#define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off
104 */ 103 */
105#define P_OUT_OF_MAP 0x10000 /* This space is outside the map */ 104#define P_OUT_OF_MAP 0x10000 /* This space is outside the map */
106#define P_NEW_MAP 0x20000 105#define P_NEW_MAP 0x20000
107 /* Coordinates passed result in a new tiled map */ 106 /* Coordinates passed result in a new tiled map */
108 107
109/* P_NO_PASS is used for ob_blocked() return value. It needs
110 * to be here to make sure the bits don't match with anything.
111 */
112#define P_NO_PASS 0x80000
113
114/* Instead of having numerous arrays that have information on a 108/* Instead of having numerous arrays that have information on a
115 * particular space (was map, floor, floor2, map_ob), 109 * particular space (was map, floor, floor2, map_ob),
116 * have this structure take care of that information. 110 * have this structure take care of that information.
117 * This puts it all in one place, and should also make it easier 111 * This puts it all in one place, and should also make it easier
118 * to extend information about a space. 112 * to extend information about a space.
119 */ 113 */
114INTERFACE_CLASS (mapspace)
120struct mapspace 115struct mapspace
121{ 116{
117 object *ACC (RW, bot);
122 object *bot, *top; /* lowest/highest object on this space */ 118 object *ACC (RW, top); /* lowest/highest object on this space */
123 facetile *faces[MAP_LAYERS]; /* faces for the 3 layers */
124 object *faces_obj[MAP_LAYERS];/* face objects for the 3 layers */ 119 object *ACC (RW, faces_obj[MAP_LAYERS]);/* face objects for the 3 layers */
125 uint8 flags_; /* flags about this space (see the P_ values above) */ 120 uint8 flags_; /* flags about this space (see the P_ values above) */
126 sint8 light; /* How much light this space provides */ 121 sint8 ACC (RW, light); /* How much light this space provides */
127 MoveType move_block; /* What movement types this space blocks */ 122 MoveType ACC (RW, move_block); /* What movement types this space blocks */
128 MoveType move_slow; /* What movement types this space slows */ 123 MoveType ACC (RW, move_slow); /* What movement types this space slows */
129 MoveType move_on; /* What movement types are activated */ 124 MoveType ACC (RW, move_on); /* What movement types are activated */
130 MoveType move_off; /* What movement types are activated */ 125 MoveType ACC (RW, move_off); /* What movement types are activated */
131 126
132 void update_ (); 127 void update_ ();
133 void update () 128 MTH void update ()
134 { 129 {
135 if (!(flags_ & P_UPTODATE)) 130 if (!(flags_ & P_UPTODATE))
136 update_ (); 131 update_ ();
137 } 132 }
138 133
139 uint8 flags () 134 MTH uint8 flags ()
140 { 135 {
141 update (); 136 update ();
142 return flags_; 137 return flags_;
143 } 138 }
139
140 MTH void invalidate ()
141 {
142 flags_ = 0;
143 }
144 144
145 // maybe only inline quick flags_ checking?
146 object *player () 145 MTH object *player ()
147 { 146 {
148 // search from the top, because players are usually on top 147 object *op;
149 // make usually == always and this non-amortized O(1) 148
150 // could gte rid of P_PLAYER, too, then
151 if (flags () & P_PLAYER) 149 if (flags () & P_PLAYER)
152 for (object *op = top; op; op = op->below) 150 for (op = top; op->type != PLAYER; op = op->below)
153 if (op->type == PLAYER) 151 ;
154 return op; 152 else
153 op = 0;
155 154
156 return 0; 155 return op;
157 } 156 }
158 157
159 // return the item volume on this mapspace in cm³ 158 // return the item volume on this mapspace in cm³
160 uint64 volume () const; 159 MTH uint64 volume () const;
161};
162 160
163/* 161 bool blocks (MoveType mt) const
164 * Each map is in a given region of the game world and links to a region definiton, so 162 {
165 * they have to appear here in the headers, before the mapdef 163 return move_block && (mt & move_block) == mt;
166 */ 164 }
167INTERFACE_CLASS (region)
168struct region : zero_initialised
169{
170 shstr ACC (RW, name); /* Shortend name of the region as maps refer to it */
171 region *ACC (RW, parent); /*
172 * Pointer to the region that is a parent of the current
173 * region, if a value isn't defined in the current region
174 * we traverse this series of pointers until it is.
175 */
176 shstr ACC (RW, longname); /* Official title of the region, this might be defined
177 * to be the same as name*/
178 shstr ACC (RW, msg); /* the description of the region */
179 shstr ACC (RW, jailmap); /*where a player that is arrested in this region should be imprisoned. */
180 int ACC (RW, index);
181 uint32 ACC (RW, counter); /* A generic counter for holding temporary data. */
182 sint16 ACC (RW, jailx), ACC (RW, jaily); /* The coodinates in jailmap to which the player should be sent. */
183 bool ACC (RW, fallback); /* whether, in the event of a region not existing,
184 * this should be the one we fall back on as the default */
185 165
186 static region *default_region (); 166 bool blocks (object *op) const
187 static region *find (const char *name); 167 {
188 static region *find_fuzzy (const char *name); 168 return blocks (op->move_type);
189 static region *read (object_thawer &f); 169 }
190}; 170};
191
192typedef object_vector<region, &region::index> regionvec;
193
194extern regionvec regions;
195
196#define for_all_regions(var) \
197 for (int _i = 0; _i < regions.size (); ++_i) \
198 declvar (region *, var, regions [_i])
199 171
200struct shopitems : zero_initialised 172struct shopitems : zero_initialised
201{ 173{
202 const char *name; /* name of the item in question, null if it is the default item */ 174 const char *name; /* name of the item in question, null if it is the default item */
203 const char *name_pl; /* plural name */ 175 const char *name_pl; /* plural name */
226struct maptile : zero_initialised, attachable 198struct maptile : zero_initialised, attachable
227{ 199{
228 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */ 200 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */
229 struct mapspace *spaces; /* Array of spaces on this map */ 201 struct mapspace *spaces; /* Array of spaces on this map */
230 uint8 *regions; /* region index per mapspace, if != 0 */ 202 uint8 *regions; /* region index per mapspace, if != 0 */
231 struct region **regionmap; /* index to region */ 203 region_ptr *regionmap; /* index to region */
232 204
233 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */ 205 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
234 206
235 shstr ACC (RW, name); /* Name of map as given by its creator */ 207 shstr ACC (RW, name); /* Name of map as given by its creator */
236 struct region *ACC (RW, default_region); /* What jurisdiction in the game world this map is ruled by 208 region_ptr ACC (RW, default_region); /* What jurisdiction in the game world this map is ruled by
237 * points to the struct containing all the properties of 209 * points to the struct containing all the properties of
238 * the region */ 210 * the region */
239 double ACC (RW, reset_time); 211 double ACC (RW, reset_time);
240 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map 212 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
241 * should be reset 213 * should be reset
242 */ 214 */
243 bool ACC (RW, dirty); /* if true, something was inserted or removed */ 215 bool ACC (RW, dirty); /* if true, something was inserted or removed */
216 bool ACC (RW, no_reset); // must not reset this map
244 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by 217 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
245 * players entering/exiting map 218 * players entering/exiting map
246 */ 219 */
247 sint32 ACC (RW, timeout); /* swapout is set to this */ 220 sint32 ACC (RW, timeout); /* swapout is set to this */
248 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */ 221 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
253 uint16 ACC (RW, difficulty); /* What level the player should be to play here */ 226 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
254 227
255 bool ACC (RW, per_player); 228 bool ACC (RW, per_player);
256 bool ACC (RW, per_party); 229 bool ACC (RW, per_party);
257 bool ACC (RW, outdoor); /* True if an outdoor map */ 230 bool ACC (RW, outdoor); /* True if an outdoor map */
258 bool ACC (RW, nodrop); /* avoid dropping anything on this map */ 231 bool ACC (RW, no_drop); /* avoid auto-dropping (on death) anything on this map */
259 uint8 ACC (RW, darkness); /* indicates level of darkness of map */ 232 sint8 ACC (RW, darkness); /* indicates level of darkness of map */
233 static sint8 outdoor_darkness; /* the global darkness level outside */
260 234
261 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */ 235 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */
262 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */ 236 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */
263 oblinkpt *buttons; /* Linked list of linked lists of buttons */ 237 oblinkpt *buttons; /* Linked list of linked lists of buttons */
264 sint16 ACC (RW, temp); /* base temperature of this tile (F) */ 238 sint16 ACC (RW, temp); /* base temperature of this tile (F) */
279 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */ 253 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */
280 shstr ACC (RW, path); /* Filename of the map */ 254 shstr ACC (RW, path); /* Filename of the map */
281 int ACC (RW, max_nrof); // maximum nrof of any single item on a mapspace 255 int ACC (RW, max_nrof); // maximum nrof of any single item on a mapspace
282 uint64 ACC (RW, max_volume); // maximum volume for all items on a mapspace 256 uint64 ACC (RW, max_volume); // maximum volume for all items on a mapspace
283 257
258 MTH sint8 darklevel () const
259 {
260 return clamp (outdoor ? darkness + outdoor_darkness : darkness, 0, MAX_DARKNESS);
261 }
262
284 MTH void activate (); 263 MTH void activate ();
285 MTH void deactivate (); 264 MTH void deactivate ();
286 265
287 // allocates all (empty) mapspace 266 // allocates all (empty) mapspace
288 MTH void alloc (); 267 MTH void alloc ();
289 // deallocates the mapspaces (and destroys all objects) 268 // deallocates the mapspaces (and destroys all objects)
290 MTH void clear (); 269 MTH void clear ();
291 270
292 MTH void fix_auto_apply (); 271 MTH void fix_auto_apply ();
293 MTH void decay_objects (); 272 MTH void do_decay_objects ();
294 MTH void update_buttons (); 273 MTH void update_buttons ();
295 MTH int change_map_light (int change); 274 MTH int change_map_light (int change);
296 static void change_all_map_light (int change); //PERL 275 static void change_all_map_light (int change); //PERL
297 MTH void set_darkness_map (); 276 MTH void set_darkness_map ();
298 MTH int estimate_difficulty () const; 277 MTH int estimate_difficulty () const;
299 278
279 MTH void play_sound (faceidx sound, int x, int y) const;
280
300 // set the given flag on all objects in the map 281 // set the given flag on all objects in the map
301 MTH void set_object_flag (int flag, int value = 1); 282 MTH void set_object_flag (int flag, int value = 1);
283 MTH void post_load_original ();
302 284
303 MTH void link_multipart_objects (); 285 MTH void link_multipart_objects ();
304 MTH void clear_unique_items (); 286 MTH void clear_unique_items ();
305 287
306 MTH void clear_header (); 288 MTH void clear_header ();
307 MTH void clear_links_to (maptile *m); 289 MTH void clear_links_to (maptile *m);
308 290
309 MTH struct region *region (int x, int y) const; 291 MTH struct region *region (int x, int y) const;
310 292
311 // loas the header pseudo-object 293 // load the header pseudo-object
312 bool _load_header (object_thawer &thawer); 294 bool _load_header (object_thawer &thawer);
313 MTH bool _load_header (const char *path); 295 MTH bool _load_header (object_thawer *thawer) { return _load_header (*thawer); }
314 296
315 // load objects into the map 297 // load objects into the map
316 bool _load_objects (object_thawer &thawer); 298 bool _load_objects (object_thawer &thawer);
317 MTH bool _load_objects (const char *path, bool skip_header = true); 299 MTH bool _load_objects (object_thawer *thawer) { return _load_objects (*thawer); }
318 300
319 // save objects into the given file (uses IO_ flags) 301 // save objects into the given file (uses IO_ flags)
320 bool _save_objects (object_freezer &freezer, int flags); 302 bool _save_objects (object_freezer &freezer, int flags);
321 MTH bool _save_objects (const char *path, int flags); 303 MTH bool _save_objects (const char *path, int flags);
322 304
334 MTH int size () const { return width * height; } 316 MTH int size () const { return width * height; }
335 317
336 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0); 318 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
337 319
338 MTH void touch () { last_access = runtime; } 320 MTH void touch () { last_access = runtime; }
321
322 MTH bool tile_available (int dir, bool load = true);
339 323
340 // find the map that is at coordinate x|y relative to this map 324 // find the map that is at coordinate x|y relative to this map
341 // TODO: need a better way than passing by reference 325 // TODO: need a better way than passing by reference
342 // TODO: make perl interface 326 // TODO: make perl interface
343 maptile *xy_find (sint16 &x, sint16 &y); 327 maptile *xy_find (sint16 &x, sint16 &y);
355 } 339 }
356 340
357 void make_map_floor (char **layout, char *floorstyle, random_map_params *RP); 341 void make_map_floor (char **layout, char *floorstyle, random_map_params *RP);
358 bool generate_random_map (random_map_params *RP); 342 bool generate_random_map (random_map_params *RP);
359 343
360 static maptile *find_async (const char *path, maptile *original = 0);//PERL 344 static maptile *find_async (const char *path, maptile *original = 0, bool load = true);//PERL
361 static maptile *find_sync (const char *path, maptile *original = 0);//PERL 345 static maptile *find_sync (const char *path, maptile *original = 0);//PERL
362 static maptile *find_style_sync (const char *dir, const char *file = 0);//PERL 346 static maptile *find_style_sync (const char *dir, const char *file = 0);//PERL
363 MTH object *pick_random_object () const; 347 object *pick_random_object (rand_gen &gen = rndm) const;
364 348
365 mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; } 349 mapspace &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
366 mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; }
367}; 350};
368 351
369/* This is used by get_rangevector to determine where the other 352/* This is used by get_rangevector to determine where the other
370 * creature is. get_rangevector takes into account map tiling, 353 * creature is. get_rangevector takes into account map tiling,
371 * so you just can not look the the map coordinates and get the 354 * so you just can not look the the map coordinates and get the
382 int distance_y; 365 int distance_y;
383 int direction; 366 int direction;
384 object *part; 367 object *part;
385}; 368};
386 369
370// comaptibility cruft start
387//TODO: these should be refactored into things like xy_normalise 371//TODO: these should be refactored into things like xy_normalise
388// and so on. 372// and so on.
389int get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny); 373int get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny);
390int ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y);
391int out_of_map (maptile *m, int x, int y); 374int out_of_map (maptile *m, int x, int y);
392maptile *get_map_from_coord (maptile *m, sint16 *x, sint16 *y); 375maptile *get_map_from_coord (maptile *m, sint16 *x, sint16 *y);
393void get_rangevector (object *op1, object *op2, rv_vector *retval, int flags); 376void get_rangevector (object *op1, object *op2, rv_vector *retval, int flags);
394void get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags); 377void get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags);
395int on_same_map (const object *op1, const object *op2); 378int on_same_map (const object *op1, const object *op2);
396int adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy); 379int adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy);
397 380
398// adjust map, x and y for tiled maps and return true if the position is valid at all 381// adjust map, x and y for tiled maps and return true if the position is valid at all
399inline bool 382static inline bool
400xy_normalise (maptile *&map, sint16 &x, sint16 &y) 383xy_normalise (maptile *&map, sint16 &x, sint16 &y)
401{ 384{
402 // when in range, do a quick return, otherwise go the slow route 385 // when in range, do a quick return, otherwise go the slow route
403 return 386 return
404 (IN_RANGE_EXC (x, 0, map->width) && IN_RANGE_EXC (y, 0, map->height)) 387 (IN_RANGE_EXC (x, 0, map->width) && IN_RANGE_EXC (y, 0, map->height))
405 || !(get_map_flags (map, &map, x, y, &x, &y) & P_OUT_OF_MAP); 388 || !(get_map_flags (map, &map, x, y, &x, &y) & P_OUT_OF_MAP);
406} 389}
390// comaptibility cruft end
407 391
408inline mapspace & 392inline mapspace &
409object::ms () const 393object::ms () const
410{ 394{
411 return map->at (x, y); 395 return map->at (x, y);
412} 396}
413 397
398struct mapxy {
399 maptile *m;
400 sint16 x, y;
401
402 mapxy (maptile *m, sint16 x, sint16 y)
403 : m(m), x(x), y(y)
404 { }
405
406 mapxy (object *op)
407 : m(op->map), x(op->x), y(op->y)
408 { }
409
410 mapxy &move (int dx, int dy)
411 {
412 x += dx;
413 y += dy;
414
415 return *this;
416 }
417
418 mapxy &move (int dir)
419 {
420 return move (freearr_x [dir], freearr_y [dir]);
421 }
422
423 operator void *() const { return (void *)m; }
424 mapxy &operator =(const object *op)
425 {
426 m = op->map;
427 x = op->x;
428 y = op->y;
429
430 return *this;
431 }
432
433 mapspace *operator ->() const { return &m->at (x, y); }
434 mapspace &operator * () const { return m->at (x, y); }
435
436 bool normalise ()
437 {
438 return xy_normalise (m, x, y);
439 }
440
441 mapspace &ms () const
442 {
443 return m->at (x, y);
444 }
445
446 object *insert (object *op, object *originator = 0, int flags = 0) const
447 {
448 return m->insert (op, x, y, originator, flags);
449 }
450};
451
452inline const mapxy &
453object::operator =(const mapxy &pos)
454{
455 map = pos.m;
456 x = pos.x;
457 y = pos.y;
458
459 return pos;
460}
461
414#endif 462#endif
415 463

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