/* * 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);