Difference for include/map.h from version 1.32 to 1.33


version 1.32 version 1.33
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 /*  /*
  * static char *rcsid_define_h =   * static char *rcsid_define_h =
  *   "$Id: map.h,v 1.32 2005/10/16 22:51:21 qal21 Exp $";   *   "$Id: map.h,v 1.33 2005/11/16 08:16:00 mwedel Exp $";
  */   */
   
 /*  /*
     CrossFire, A Multiplayer game for X-windows      CrossFire, A Multiplayer game for X-windows
   
     Copyright (C) 2002 Mark Wedel & Crossfire Development Team      Copyright (C) 2002-2005 Mark Wedel & Crossfire Development Team
     Copyright (C) 1992 Frank Tore Johansen      Copyright (C) 1992 Frank Tore Johansen
   
     This program is free software; you can redistribute it and/or modify      This program is free software; you can redistribute it and/or modify
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 #define SET_MAP_FACE_OBJ(M,X,Y,C,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces_obj[L] = C )  #define SET_MAP_FACE_OBJ(M,X,Y,C,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces_obj[L] = C )
 #define GET_MAP_FACE_OBJ(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces_obj[L]  )  #define GET_MAP_FACE_OBJ(M,X,Y,L) ( (M)->spaces[(X) + (M)->width * (Y)].faces_obj[L]  )
   
   #define GET_MAP_MOVE_BLOCK(M,X,Y)   ( (M)->spaces[(X) + (M)->width * (Y)].move_block )
   #define SET_MAP_MOVE_BLOCK(M,X,Y,C) ( (M)->spaces[(X) + (M)->width * (Y)].move_block = C )
   
   #define GET_MAP_MOVE_SLOW(M,X,Y)    ( (M)->spaces[(X) + (M)->width * (Y)].move_slow )
   #define SET_MAP_MOVE_SLOW(M,X,Y,C)  ( (M)->spaces[(X) + (M)->width * (Y)].move_slow = C )
   
   #define GET_MAP_MOVE_ON(M,X,Y)      ( (M)->spaces[(X) + (M)->width * (Y)].move_on )
   #define SET_MAP_MOVE_ON(M,X,Y,C)    ( (M)->spaces[(X) + (M)->width * (Y)].move_on = C )
   
   #define GET_MAP_MOVE_OFF(M,X,Y)      ( (M)->spaces[(X) + (M)->width * (Y)].move_off )
   #define SET_MAP_MOVE_OFF(M,X,Y,C)    ( (M)->spaces[(X) + (M)->width * (Y)].move_off = C )
   
 /* You should really know what you are doing before using this - you  /* You should really know what you are doing before using this - you
  * should almost always be using out_of_map instead, which takes into account   * should almost always be using out_of_map instead, which takes into account
  * map tiling.   * map tiling.
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 #define P_BLOCKSVIEW 0x01  #define P_BLOCKSVIEW 0x01
 #define P_NO_MAGIC      0x02 /* Spells (some) can't pass this object */  #define P_NO_MAGIC      0x02 /* Spells (some) can't pass this object */
 #define P_NO_PASS       0x04 /* Nothing can pass (wall() is true) */  
   /* AB_NO_PASS is used for arch_blocked() return value.  It needs
    * to be here to make sure the bits don't match with anything.
    * Changed name to have AB_ prefix just to make sure no one
    * is using the P_NO_PASS.  AB_.. should only be used for
    * arch_blocked and functions that examine the return value.
    */
   
   #define AB_NO_PASS       0x04
 /*#define P_PASS_THRU     0x08 *//* */  /*#define P_PASS_THRU     0x08 *//* */
 #define P_IS_ALIVE      0x10 /* something alive is on this space */  #define P_IS_ALIVE      0x10 /* something alive is on this space */
 #define P_NO_CLERIC     0x20 /* no clerical spells cast here */  #define P_NO_CLERIC     0x20 /* no clerical spells cast here */
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  */   */
 #define P_OUT_OF_MAP 0x100 /* This space is outside the map */  #define P_OUT_OF_MAP 0x100 /* This space is outside the map */
 #define P_NEW_MAP 0x200 /* Coordinates passed result in a new tiled map  */  #define P_NEW_MAP 0x200 /* Coordinates passed result in a new tiled map  */
   
   #if 0
   /* These go away with new movement code - can't do such simplistic
    * checks anymore
    */
 #define P_BLOCKED (P_NO_PASS | P_IS_ALIVE)    /* convenience macro */  #define P_BLOCKED (P_NO_PASS | P_IS_ALIVE)    /* convenience macro */
 #define P_WALL P_NO_PASS   /* Just to match naming of wall function */  #define P_WALL P_NO_PASS   /* Just to match naming of wall function */
   #endif
   
 /* Can't use MapCell as that is used in newserver.h  /* Can't use MapCell as that is used in newserver.h
  * Instead of having numerous arrays that have information on a   * Instead of having numerous arrays that have information on a
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     object *faces_obj[MAP_LAYERS]; /* face objects for the 3 layers */      object *faces_obj[MAP_LAYERS]; /* face objects for the 3 layers */
     uint8 flags; /* flags about this space (see the P_ values above) */      uint8 flags; /* flags about this space (see the P_ values above) */
     sint8 light; /* How much light this space provides */      sint8 light; /* How much light this space provides */
       MoveType move_block; /* What movement types this space blocks */
       MoveType move_slow; /* What movement types this space slows */
       MoveType move_on; /* What movement types are activated */
       MoveType move_off; /* What movement types are activated */
 } MapSpace;  } MapSpace;
   
 /*  /*


Legend:
line(s) removed in v.1.32 
line(s) changed
 line(s) added in v.1.33

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