version 1.21 | | version 1.22 |
---|
| | |
/* | | /* |
* static char *rcsid_define_h = | | * static char *rcsid_define_h = |
* "$Id: map.h,v 1.21 2003/01/08 08:39:18 mwedel Exp $"; | | * "$Id: map.h,v 1.22 2003/01/17 06:23:54 mwedel Exp $"; |
*/ | | */ |
| | |
/* | | /* |
| | |
#ifndef MAP_H | | #ifndef MAP_H |
#define MAP_H | | #define MAP_H |
| | |
| | /* We set this size - this is to make magic map work properly on |
| | * tiled maps. There is no requirement that this matches the |
| | * tiled maps size - it just seemed like a reasonable value. |
| | * Magic map code now always starts out putting the player in the |
| | * center of the map - this makes the most sense when dealing |
| | * with tiled maps. |
| | * We also figure out the magicmap color to use as we process the |
| | * spaces - this is more efficient as we already have up to date |
| | * map pointers. |
| | */ |
| | #define MAGIC_MAP_SIZE 50 |
| | #define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2 |
| | |
| | |
#define MAP_LAYERS 4 | | #define MAP_LAYERS 4 |
| | |
/* This is when the map will reset */ | | /* This is when the map will reset */ |