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Comparing deliantra/server/include/map.h (file contents):
Revision 1.46 by root, Mon Jan 1 12:28:47 2007 UTC vs.
Revision 1.98 by root, Sun Aug 17 22:46:26 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 (©) 2005,2006,2007,2008 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
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 */
115INTERFACE_CLASS (mapspace)
124struct mapspace 116struct mapspace
125{ 117{
118 object *ACC (RW, bot);
126 object *bot, *top; /* lowest/highest object on this space */ 119 object *ACC (RW, 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 */ 120 object *ACC (RW, faces_obj[MAP_LAYERS]);/* face objects for the 3 layers */
129 uint8 flags_; /* flags about this space (see the P_ values above) */ 121 uint8 flags_; /* flags about this space (see the P_ values above) */
130 sint8 light; /* How much light this space provides */ 122 sint8 ACC (RW, light); /* How much light this space provides */
131 MoveType move_block; /* What movement types this space blocks */ 123 MoveType ACC (RW, move_block); /* What movement types this space blocks */
132 MoveType move_slow; /* What movement types this space slows */ 124 MoveType ACC (RW, move_slow); /* What movement types this space slows */
133 MoveType move_on; /* What movement types are activated */ 125 MoveType ACC (RW, move_on); /* What movement types are activated */
134 MoveType move_off; /* What movement types are activated */ 126 MoveType ACC (RW, move_off); /* What movement types are activated */
135 127
136 void update_ (); 128 void update_ ();
137 void update () 129 MTH void update ()
138 { 130 {
139 if (!(flags_ & P_UPTODATE)) 131 if (!(flags_ & P_UPTODATE))
140 update_ (); 132 update_ ();
141 } 133 }
142 134
143 uint8 flags () 135 MTH uint8 flags ()
144 { 136 {
145 update (); 137 update ();
146 return flags_; 138 return flags_;
147 } 139 }
148 140
149 // maybe only inline quick flags_ checking?
150 object *player () 141 MTH object *player ()
151 { 142 {
152 // search from the top, because players are usually on top 143 object *op;
153 // make usually == always and this non-amortized O(1) 144
154 // could gte rid of P_PLAYER, too, then
155 if (flags () & P_PLAYER) 145 if (flags () & P_PLAYER)
156 for (object *op = top; op; op = op->below) 146 for (op = top; op->type != PLAYER; op = op->below)
157 if (op->type == PLAYER) 147 ;
158 return op; 148 else
149 op = 0;
159 150
160 return 0; 151 return op;
161 } 152 }
162};
163 153
164/* 154 // 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 155 MTH uint64 volume () const;
166 * they have to appear here in the headers, before the mapdef 156
167 */ 157 bool blocks (MoveType mt) const
168INTERFACE_CLASS (region) 158 {
169struct region : zero_initialised 159 return move_block && (mt & move_block) == mt;
170{ 160 }
171 struct region *ACC (RW, next); /* pointer to next region, NULL for the last one */ 161
172 char *ACC (RW, name); /* Shortend name of the region as maps refer to it */ 162 bool blocks (object *op) const
173 char *ACC (RW, parent_name); /* 163 {
174 * So that parent and child regions can be defined in 164 return blocks (op->move_type);
175 * any order, we keep hold of the parent_name during 165 }
176 * initialisation, and the children get assigned to their
177 * parents later. (before runtime on the server though)
178 * nothing outside the init code should ever use this value.
179 */
180 struct region *ACC (RW, parent); /*
181 * Pointer to the region that is a parent of the current
182 * region, if a value isn't defined in the current region
183 * we traverse this series of pointers until it is.
184 */
185 char *ACC (RW, longname); /* Official title of the region, this might be defined
186 * to be the same as name*/
187 char *ACC (RW, msg); /* the description of the region */
188 uint32 ACC (RW, counter); /* A generic counter for holding temporary data. */
189 sint8 ACC (RW, fallback); /* whether, in the event of a region not existing,
190 * this should be the one we fall back on as the default */
191 char *ACC (RW, jailmap); /*where a player that is arrested in this region should be imprisoned. */
192 sint16 ACC (RW, jailx), ACC (RW, jaily); /* The coodinates in jailmap to which the player should be sent. */
193}; 166};
194 167
195struct shopitems : zero_initialised 168struct shopitems : zero_initialised
196{ 169{
197 const char *name; /* name of the item in question, null if it is the default item */ 170 const char *name; /* name of the item in question, null if it is the default item */
220INTERFACE_CLASS (maptile) 193INTERFACE_CLASS (maptile)
221struct maptile : zero_initialised, attachable 194struct maptile : zero_initialised, attachable
222{ 195{
223 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */ 196 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */
224 struct mapspace *spaces; /* Array of spaces on this map */ 197 struct mapspace *spaces; /* Array of spaces on this map */
198 uint8 *regions; /* region index per mapspace, if != 0 */
199 region_ptr *regionmap; /* index to region */
225 200
226 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */ 201 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
227 202
228 shstr ACC (RW, name); /* Name of map as given by its creator */ 203 shstr ACC (RW, name); /* Name of map as given by its creator */
229 struct region *ACC (RW, region); /* What jurisdiction in the game world this map is ruled by 204 region_ptr ACC (RW, default_region); /* What jurisdiction in the game world this map is ruled by
230 * points to the struct containing all the properties of 205 * points to the struct containing all the properties of
231 * the region */ 206 * the region */
232 double ACC (RW, reset_time); 207 double ACC (RW, reset_time);
233 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map 208 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
234 * should be reset 209 * should be reset
235 */ 210 */
236 bool ACC (RW, dirty); /* if true, something was inserted or removed */ 211 bool ACC (RW, dirty); /* if true, something was inserted or removed */
212 bool ACC (RW, no_reset); // must not reset this map
237 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by 213 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
238 * players entering/exiting map 214 * players entering/exiting map
239 */ 215 */
240 sint32 ACC (RW, timeout); /* swapout is set to this */ 216 sint32 ACC (RW, timeout); /* swapout is set to this */
241 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */ 217 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
246 uint16 ACC (RW, difficulty); /* What level the player should be to play here */ 222 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
247 223
248 bool ACC (RW, per_player); 224 bool ACC (RW, per_player);
249 bool ACC (RW, per_party); 225 bool ACC (RW, per_party);
250 bool ACC (RW, outdoor); /* True if an outdoor map */ 226 bool ACC (RW, outdoor); /* True if an outdoor map */
227 bool ACC (RW, no_drop); /* avoid auto-dropping (on death) anything on this map */
251 uint8 ACC (RW, darkness); /* indicates level of darkness of map */ 228 uint8 ACC (RW, darkness); /* indicates level of darkness of map */
252 229
253 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */ 230 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */
254 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */ 231 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */
255 oblinkpt *buttons; /* Linked list of linked lists of buttons */ 232 oblinkpt *buttons; /* Linked list of linked lists of buttons */
268 shstr ACC (RW, msg); /* Message map creator may have left */ 245 shstr ACC (RW, msg); /* Message map creator may have left */
269 shstr ACC (RW, maplore); /* Map lore information */ 246 shstr ACC (RW, maplore); /* Map lore information */
270 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */ 247 shstr ACC (RW, tile_path[4]); /* path to adjoining maps */
271 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */ 248 maptile *ACC (RW, tile_map[4]); /* Next map, linked list */
272 shstr ACC (RW, path); /* Filename of the map */ 249 shstr ACC (RW, path); /* Filename of the map */
250 int ACC (RW, max_nrof); // maximum nrof of any single item on a mapspace
251 uint64 ACC (RW, max_volume); // maximum volume for all items on a mapspace
273 252
274 MTH void activate (); 253 MTH void activate ();
275 MTH void deactivate (); 254 MTH void deactivate ();
276 255
277 // allocates all (empty) mapspace 256 // allocates all (empty) mapspace
278 MTH void alloc (); 257 MTH void alloc ();
279 // deallocates the mapspaces (and destroys all objects) 258 // deallocates the mapspaces (and destroys all objects)
280 MTH void clear (); 259 MTH void clear ();
281 260
282 MTH void fix_auto_apply (); 261 MTH void fix_auto_apply ();
283 MTH void decay_objects (); 262 MTH void do_decay_objects ();
284 MTH void update_buttons (); 263 MTH void update_buttons ();
285 MTH int change_map_light (int change); 264 MTH int change_map_light (int change);
286 static void change_all_map_light (int change); //PERL 265 static void change_all_map_light (int change); //PERL
287 MTH void set_darkness_map (); 266 MTH void set_darkness_map ();
288 MTH int estimate_difficulty () const; 267 MTH int estimate_difficulty () const;
289 268
269 MTH void play_sound (faceidx sound, int x, int y) const;
270
290 // set the given flag on all objects in the map 271 // set the given flag on all objects in the map
291 MTH void set_object_flag (int flag, int value = 1); 272 MTH void set_object_flag (int flag, int value = 1);
273 MTH void post_load_original ();
292 274
293 MTH void link_multipart_objects (); 275 MTH void link_multipart_objects ();
294 MTH void clear_unique_items (); 276 MTH void clear_unique_items ();
295 277
296 MTH void clear_header (); 278 MTH void clear_header ();
297 MTH void clear_links_to (maptile *m); 279 MTH void clear_links_to (maptile *m);
298 280
281 MTH struct region *region (int x, int y) const;
282
299 // loas the header pseudo-object 283 // load the header pseudo-object
300 bool load_header (object_thawer &thawer); 284 bool _load_header (object_thawer &thawer);
301 MTH bool load_header (const char *path); 285 MTH bool _load_header (object_thawer *thawer) { return _load_header (*thawer); }
302 286
303 // load objects into the map 287 // load objects into the map
304 bool load_objects (object_thawer &thawer); 288 bool _load_objects (object_thawer &thawer);
305 MTH bool load_objects (const char *path, bool skip_header = true); 289 MTH bool _load_objects (object_thawer *thawer) { return _load_objects (*thawer); }
306 290
307 // save objects into the given file (uses IO_ flags) 291 // save objects into the given file (uses IO_ flags)
308 bool save_objects (object_freezer &freezer, int flags); 292 bool _save_objects (object_freezer &freezer, int flags);
309 MTH bool save_objects (const char *path, int flags); 293 MTH bool _save_objects (const char *path, int flags);
310 294
311 // save the header pseudo object _only_ 295 // save the header pseudo object _only_
312 bool save_header (object_freezer &freezer); 296 bool _save_header (object_freezer &freezer);
313 MTH bool save_header (const char *path); 297 MTH bool _save_header (const char *path);
314 298
315 maptile (); 299 maptile ();
316 maptile (int w, int h); 300 maptile (int w, int h);
317 ~maptile (); 301 ~maptile ();
318 302
323 307
324 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0); 308 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
325 309
326 MTH void touch () { last_access = runtime; } 310 MTH void touch () { last_access = runtime; }
327 311
328// static maptile *find_map (const char *path, maptile *origin);//PERL 312 MTH bool tile_available (int dir, bool load = true);
329// 313
330// // load a map relative to this one 314 // find the map that is at coordinate x|y relative to this map
331// maptile *find_map (const char *path) 315 // TODO: need a better way than passing by reference
332// { 316 // TODO: make perl interface
333// return find_map (path, this); 317 maptile *xy_find (sint16 &x, sint16 &y);
334// } 318
335// 319 // like xy_find, but also loads the map
336// // customise this map for the given player 320 maptile *xy_load (sint16 &x, sint16 &y);
337// // might return this or a completely new map 321
338// maptile *customise_for (object *op);
339//
340// void do_force_map_sync ();//PERL 322 void do_load_sync ();//PERL
341// 323
342// // make sure the map is loaded 324 // make sure the map is loaded
343// MTH void force_map_sync () 325 MTH void load_sync ()
344// { 326 {
345// if (in_memory != MAP_IN_MEMORY) 327 if (!spaces)
346// do_force_map_sync (); 328 do_load_sync ();
347// } 329 }
348 330
331 void make_map_floor (char **layout, char *floorstyle, random_map_params *RP);
332 bool generate_random_map (random_map_params *RP);
333
334 static maptile *find_async (const char *path, maptile *original = 0, bool load = true);//PERL
349 static maptile *load_map_sync (const char *path, maptile *original = 0);//PERL 335 static maptile *find_sync (const char *path, maptile *original = 0);//PERL
350 static void emergency_save ();//PERL 336 static maptile *find_style_sync (const char *dir, const char *file = 0);//PERL
337 object *pick_random_object (rand_gen &gen = rndm) const;
351 338
352 mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; } 339 mapspace const &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
353 mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; } 340 mapspace &at (uint32 x, uint32 y) { return spaces [x * height + y]; }
354}; 341};
355 342
369 int distance_y; 356 int distance_y;
370 int direction; 357 int direction;
371 object *part; 358 object *part;
372}; 359};
373 360
361// comaptibility cruft start
362//TODO: these should be refactored into things like xy_normalise
363// and so on.
364int get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny);
365int out_of_map (maptile *m, int x, int y);
366maptile *get_map_from_coord (maptile *m, sint16 *x, sint16 *y);
367void get_rangevector (object *op1, object *op2, rv_vector *retval, int flags);
368void get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags);
369int on_same_map (const object *op1, const object *op2);
370int adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy);
371
372// adjust map, x and y for tiled maps and return true if the position is valid at all
373static inline bool
374xy_normalise (maptile *&map, sint16 &x, sint16 &y)
375{
376 // when in range, do a quick return, otherwise go the slow route
377 return
378 (IN_RANGE_EXC (x, 0, map->width) && IN_RANGE_EXC (y, 0, map->height))
379 || !(get_map_flags (map, &map, x, y, &x, &y) & P_OUT_OF_MAP);
380}
381// comaptibility cruft end
382
374inline mapspace & 383inline mapspace &
375object::ms () const 384object::ms () const
376{ 385{
377 return map->at (x, y); 386 return map->at (x, y);
378} 387}
379 388
389struct mapxy {
390 maptile *m;
391 sint16 x, y;
392
393 mapxy (maptile *m, sint16 x, sint16 y)
394 : m(m), x(x), y(y)
395 { }
396
397 mapxy (object *op)
398 : m(op->map), x(op->x), y(op->y)
399 { }
400
401 mapxy &move (int dx, int dy)
402 {
403 x += dx;
404 y += dy;
405
406 return *this;
407 }
408
409 mapxy &move (int dir)
410 {
411 return move (freearr_x [dir], freearr_y [dir]);
412 }
413
414 operator void *() const { return (void *)m; }
415 mapxy &operator =(const object *op)
416 {
417 m = op->map;
418 x = op->x;
419 y = op->y;
420
421 return *this;
422 }
423
424 mapspace *operator ->() const { return &m->at (x, y); }
425 mapspace &operator * () const { return m->at (x, y); }
426
427 bool normalise ()
428 {
429 return xy_normalise (m, x, y);
430 }
431
432 mapspace &ms () const
433 {
434 return m->at (x, y);
435 }
436
437 object *insert (object *op, object *originator = 0, int flags = 0) const
438 {
439 return m->insert (op, x, y, originator, flags);
440 }
441};
442
443inline const mapxy &
444object::operator =(const mapxy &pos)
445{
446 map = pos.m;
447 x = pos.x;
448 y = pos.y;
449
450 return pos;
451}
452
380#endif 453#endif
381 454

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