}
}
+static inline int getx(const GdCave *cave, const int x, const int y)
+{
+ return cave->getx(cave, x, y);
+}
+
+static inline int gety(const GdCave *cave, const int x, const int y)
+{
+ return cave->gety(cave, x, y);
+}
+
+/* perfect (non-lineshifting) GET x/y functions; returns range corrected x/y position */
+static inline int getx_perfect(const GdCave *cave, const int x, const int y)
+{
+ return (x + cave->w) % cave->w;
+}
+
+static inline int gety_perfect(const GdCave *cave, const int x, const int y)
+{
+ return (y + cave->h) % cave->h;
+}
+
+/* line shifting GET x/y function; returns range corrected x/y position */
+static inline int getx_shift(const GdCave *cave, int x, int y)
+{
+ return (x + cave->w) % cave->w;
+}
+
+static inline int gety_shift(const GdCave *cave, int x, int y)
+{
+ return ((x < 0 ? y - 1 : x >= cave->w ? y + 1 : y) + cave->h) % cave->h;
+}
+
static inline GdElement *getp(const GdCave *cave, const int x, const int y)
{
return cave->getp(cave, x, y);
static inline boolean is_space_dir(const GdCave *cave, const int x, const int y,
const GdDirection dir)
{
- GdElement e = get_dir(cave, x, y, dir)&O_MASK;
+ GdElement e = get_dir(cave, x, y, dir) & O_MASK;
return (e == O_SPACE || e == O_LAVA);
}
static inline void store_dir(GdCave *cave, const int x, const int y,
const GdDirection dir, const GdElement element)
{
- store(cave, x + gd_dx[dir], y + gd_dy[dir], element|SCANNED);
+ store(cave, x + gd_dx[dir], y + gd_dy[dir], element | SCANNED);
}
/* store an element to a neighbouring cell */
/* set cave get function; to implement perfect or lineshifting borders */
if (cave->lineshift)
+ {
cave->getp = getp_shift;
+ cave->getx = getx_shift;
+ cave->gety = gety_shift;
+ }
else
+ {
cave->getp = getp_perfect;
+ cave->getx = getx_perfect;
+ cave->gety = gety_perfect;
+ }
/* increment this. if the scan routine comes across player, clears it (sets to zero). */
if (cave->player_seen_ago < 100)
{
/* if we find a scanned element, change it to the normal one, and that's all. */
/* this is required, for example for chasing stones, which have moved, always passing slime! */
- if (get(cave, x, y)&SCANNED)
+ if (get(cave, x, y) & SCANNED)
{
store(cave, x, y, get(cave, x, y) & ~SCANNED);