/*
* CthulhuMud
*/
#define START_VISION 100
#define MAP_WIDTH 21
short const mapmod[DIR_MAX] =
{
-MAP_WIDTH,
1,
MAP_WIDTH,
-1,
0,
0,
-MAP_WIDTH+1,
MAP_WIDTH+1,
MAP_WIDTH-1,
-MAP_WIDTH-1,
0,
0
};
short const vismod[SECT_MAX] =
{
15, // Inside
20, // City
15, // Fields
40, // Forest
25, // Hills
35, // Mountains
25, // Water - swim
25, // Water - no_swim
10, // ?
10, // Air
15, // Desert
20, // Underground
30, // Swamp
35, // Moor
10, // Space
50, // Underwater
35, // Small fire
40, // Fire
45, // Big Fire
20, // Cold
30, // Acid
20, // Lightning
20, // Holy
20, // Evil
50, // Jungle
15, // Path
10, // Road
10 // Plains
};
char* const sectchar[SECT_MAX] =
{
"{x.", // Inside
"{W.", // City
"{g.", // Fields
"{g|", // Forest
"{G^", // Hills
"{x^", // Mountains
"{B~", // Water - swim
"{b~", // Water - no_swim
"{x.", // ?
"{C%", // Air
"{y.", // Desert
"{r.", // Underground
"{m|", // Swamp
"{M|", // Moor
"{c%", // Space
"{b~", // Underwater
"{R*", // Small fire
"{R*", // Fire
"{R*", // Big Fire
"{C*", // Cold
"{G*", // Acid
"{Y*", // Lightning
"{W+", // Holy
"{m-", // Evil
"{G|", // Jungle
"{x#", // Path
"{W#", // Road
"{G." // Plains
};
void trace_visibility (CHAR_DATA* ch);
void map_sector (CHAR_DATA* ch, int vision);
void clear_distance (AREA_DATA *area);
bool set_room_distance (CHAR_DATA *ch, AREA_DATA *area, ROOM_INDEX_DATA *room, short generation);
void trace_distance (CHAR_DATA* ch, CHAR_DATA *target, AREA_DATA *area);
void track (CHAR_DATA *ch, CHAR_DATA *target);