#ifndef _FIELDS_H #define _FIELDS_H #include "global.h" #include "globvar.h" /* explored : 0000 0001 is the space explored ? 0000 0010 force wall is present 0000 0100 fire wall is present 0000 1000 antimagic field is present 0001 0000 stink cloud is present 0010 0000 ice wall is present 0100 0000 blade wall is present 1000 0000 sleep cloud is present misc_i : 0000 0001 0000 0010 special is present 0000 0100 web is present 0000 1000 crate is present 0001 0000 barrel is present 0010 0000 fire barrier is present 0100 0000 force barrier is present 1000 0000 quickfire is present sfx : 0000 0001 small blood 0000 0010 medium blood 0000 0100 large blood 0000 1000 small slime 0001 0000 big slime 0010 0000 ash 0100 0000 bones 1000 0000 rubble */ inline Boolean is_web(short i,short j) { return (misc_i[i][j] & 4) ? true : false; } inline void take_web(short i,short j) { misc_i[i][j] &= 251; } inline Boolean is_crate(short i,short j) { return (misc_i[i][j] & 8) ? true : false; } inline void make_crate(short i,short j) { misc_i[i][j] = misc_i[i][j] | 8; crate = true; } inline void take_crate(short i,short j) { misc_i[i][j] &= 247; } inline Boolean is_barrel(short i,short j) { return (misc_i[i][j] & 16) ? true : false; } inline void make_barrel(short i,short j) { misc_i[i][j] = misc_i[i][j] | 16; barrel = true; } inline void take_barrel(short i,short j) { misc_i[i][j] &= 239; } inline Boolean is_fire_barrier(short i,short j) { return (misc_i[i][j] & 32) ? true : false; } inline void make_special(short i,short j) { misc_i[i][j] = misc_i[i][j] | (char) (2); } inline void take_special(short i,short j) { misc_i[i][j] &= 253; } inline Boolean is_small_blood(short i,short j) { return (sfx[i][j] & 1) ? true : false; } inline Boolean is_medium_blood(short i,short j) { return (sfx[i][j] & 2) ? true : false; } inline Boolean is_large_blood(short i,short j) { return (sfx[i][j] & 4) ? true : false; } inline Boolean is_small_slime(short i,short j) { return (sfx[i][j] & 8) ? true : false; } inline Boolean is_big_slime(short i,short j) { return (sfx[i][j] & 16) ? true : false; } inline Boolean is_ash(short i,short j) { return (sfx[i][j] & 32) ? true : false; } inline Boolean is_bones(short i,short j) { return (sfx[i][j] & 64) ? true : false; } inline Boolean is_rubble(short i,short j) { return (sfx[i][j] & 128) ? true : false; } inline void take_fire_barrier(short i,short j) { misc_i[i][j] &= 223; } inline Boolean is_force_barrier(short i,short j) { return (misc_i[i][j] & 64) ? true : false; } inline void take_force_barrier(short i,short j) { misc_i[i][j] &= 191; } inline Boolean is_quickfire(short i,short j) { return (misc_i[i][j] & 128) ? true : false; } inline void take_quickfire(short i,short j) { misc_i[i][j] &= 127; } inline Boolean is_force_wall(short i,short j) { return (c_town.explored[i][j] & 2) ? true : false; } inline void take_force_wall(short i,short j) { c_town.explored[i][j] &= 253; } inline Boolean is_fire_wall(short i,short j) { return (c_town.explored[i][j] & 4) ? true : false; } inline void take_fire_wall(short i,short j) { c_town.explored[i][j] &= 251; } inline Boolean is_antimagic(short i,short j) { return (c_town.explored[i][j] & 8) ? true : false; } inline void take_antimagic(short i,short j) { c_town.explored[i][j] &= 247; } inline Boolean is_scloud(short i,short j) { return (c_town.explored[i][j] & 16) ? true : false; }//stinking cloud inline void take_scloud(short i,short j) { c_town.explored[i][j] &= 239; } inline Boolean is_ice_wall(short i,short j) { return (c_town.explored[i][j] & 32) ? true : false; } inline void take_ice_wall(short i,short j) { c_town.explored[i][j] &= 223; } inline Boolean is_blade_wall(short i,short j) { return (c_town.explored[i][j] & 64) ? true : false; } inline void take_blade_wall(short i,short j) { c_town.explored[i][j] &= 191; } inline Boolean is_sleep_cloud(short i,short j) { return (c_town.explored[i][j] & 128) ? true : false; } inline void take_sleep_cloud(short i,short j) { c_town.explored[i][j] &= 127; } Boolean is_explored(short i,short j); void make_explored(short i,short j); Boolean is_out(); Boolean is_town(); Boolean is_combat(); Boolean special(short i,short j); void make_web(short i,short j); void make_fire_barrier(short i,short j); void make_force_barrier(short i,short j); void make_quickfire(short i,short j); void make_force_wall(short i,short j); void make_fire_wall(short i,short j); void make_antimagic(short i,short j); void make_scloud(short i,short j); void make_ice_wall(short i,short j); void make_blade_wall(short i,short j); void make_sleep_cloud(short i,short j); void make_sfx(short i,short j, short type); #endif