/* ** Gobliiins 1 ** Original game by CoktelVision ** ** Reverse engineered by Ivan Dubrov ** */ #ifndef __MAP_H #define __MAP_H namespace Gob { #pragma START_PACK_STRUCTS #define szMap_Point 4 typedef struct Map_Point { int16 x; int16 y; } GCC_PACK Map_Point; #define szMap_ItemPos 3 typedef struct Map_ItemPos { char x; char y; char orient; // ?? } GCC_PACK Map_ItemPos; #pragma END_PACK_STRUCTS extern char map_passMap[28][26]; // [y][x] extern int16 map_itemsMap[28][26]; // [y][x] extern Map_Point map_wayPoints[40]; extern int16 map_nearestWayPoint; extern int16 map_nearestDest; extern int16 map_curGoblinX; extern int16 map_curGoblinY; extern int16 map_destX; extern int16 map_destY; extern char map_loadFromAvo; extern Map_ItemPos map_itemPoses[40]; extern char map_sourceFile[15]; extern char *map_avoDataPtr; int16 map_getDirection(int16 x0, int16 y0, int16 x1, int16 y1); void map_findNearestToGob(void); void map_findNearestToDest(void); int16 map_checkDirectPath(int16 x0, int16 y0, int16 x1, int16 y1); int16 map_checkLongPath(int16 x0, int16 y0, int16 x1, int16 y1, int16 i0, int16 i1); int16 map_optimizePoints(int16 xPos, int16 yPos); void map_loadItemToObject(void); void map_loadMapObjects(char *avjFile); void map_loadDataFromAvo(char *dest, int16 size); void map_loadMapsInitGobs(void); } // End of namespace Gob #endif /* __MAP_H */