const.inc 2.8 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143
  1. ; CONST.INC- Constants
  2. NUM_STATUS_CNTRS EQU 6
  3. OVERLAY_OFF EQU 0
  4. OVERLAY_ON EQU 1
  5. OVERLAY_STATIC EQU 2
  6. OVERLAY_TRANS EQU 3
  7. EXPL_LEAVE_SPACE EQU 0
  8. EXPL_LEAVE_ASH EQU 1
  9. EXPL_LEAVE_FIRE EQU 2
  10. CAN_SAVE EQU 0
  11. CANT_SAVE EQU 1
  12. CAN_SAVE_ON_SENSOR EQU 2
  13. FOREST_TO_EMPTY EQU 0
  14. FOREST_TO_FLOOR EQU 1
  15. FIRE_BURNS_LIMITED EQU 0
  16. FIRE_BURNS_FOREVER EQU 1
  17. NO_BOARD EQU 255
  18. NO_ENDGAME_BOARD EQU 255
  19. NO_DEATH_BOARD EQU 255
  20. DEATH_SAME_POS EQU 254
  21. PLAYER_BULLET EQU 0
  22. NEUTRAL_BULLET EQU 1
  23. ENEMY_BULLET EQU 2
  24. DIR_IDLE EQU 0
  25. DIR_NONE EQU 0
  26. DIR_N EQU 1
  27. DIR_S EQU 2
  28. DIR_E EQU 3
  29. DIR_W EQU 4
  30. DIR_RANDNS EQU 5
  31. DIR_RANDEW EQU 6
  32. DIR_RANDNE EQU 7
  33. DIR_RANDNB EQU 8
  34. DIR_SEEK EQU 9
  35. DIR_RANDANY EQU 10
  36. DIR_UNDER EQU 11
  37. DIR_ANYDIR EQU 12
  38. DIR_FLOW EQU 13
  39. DIR_NODIR EQU 14
  40. DIR_RANDB EQU 15
  41. ;These are added to the above or checked using AND.
  42. DIR_RANDP EQU 16
  43. DIR_CW EQU 32
  44. DIR_OPP EQU 64
  45. DIR_CCW EQU 96
  46. DIR_RANDNOT EQU 128
  47. HORIZONTAL EQU 0
  48. VERTICAL EQU 1
  49. NO_KEY EQU 127
  50. NO_PROTECTION EQU 0
  51. NO_SAVING EQU 1
  52. NO_EDITING EQU 2
  53. NO_PLAYING EQU 3
  54. ;"SIZE" includes terminating \0
  55. PATHNAME_SIZE EQU 129
  56. FILENAME_SIZE EQU 13
  57. NUM_BOARDS EQU 150
  58. BOARD_NAME_SIZE EQU 25
  59. COUNTER_NAME_SIZE EQU 15
  60. NUM_KEYS EQU 16
  61. ;Where something is in memory (CURRENT means it is in special variables for
  62. ;the current "whatever", MEMORY means stored in conventional memory,
  63. ;GROUPTEMPFILE means stored in a tempfile along with others of the same
  64. ;type, NOWHERE means it doesn't exist or is in it's original file)
  65. ;IMPORT means it is waiting for import.
  66. W_NOWHERE EQU 0
  67. W_CURRENT EQU 1
  68. W_MEMORY EQU 2
  69. W_TEMPFILE EQU 3
  70. W_GROUPTEMPFILE EQU 4
  71. W_EMS EQU 5
  72. W_IMPORT EQU 6
  73. ARRAY_DIR_N EQU -100
  74. ARRAY_DIR_S EQU 100
  75. ARRAY_DIR_E EQU 1
  76. ARRAY_DIR_W EQU -1
  77. ;Attribute flags
  78. A_PUSHNS EQU 1
  79. A_PUSHEW EQU 2
  80. A_PUSHABLE EQU 3
  81. A_ITEM EQU 4
  82. A_UPDATE EQU 8
  83. A_HURTS EQU 16
  84. A_UNDER EQU 32
  85. A_ENTRANCE EQU 64
  86. A_EXPLODE EQU 128
  87. A_BLOW_UP EQU 256
  88. A_SHOOTABLE EQU 512
  89. A_ENEMY EQU 1024
  90. A_AFFECT_IF_STOOD EQU 2048
  91. A_SPEC_SHOT EQU 4096
  92. A_SPEC_PUSH EQU 8192
  93. A_SPEC_BOMB EQU 16384
  94. A_SPEC_STOOD EQU 32768
  95. ;Actual number is one less due to reservation of ID #TEMP_STORAGE.
  96. NUM_ROBOTS EQU 200
  97. NUM_SCROLLS EQU 50
  98. NUM_SENSORS EQU 20
  99. NUM_COUNTERS EQU 41
  100. ;The first n counters are reserved for internal use (GEMS, etc)
  101. RESERVED_COUNTERS EQU 9
  102. ;ID number for storage of the only copy of the current robot/scroll/sensor
  103. TEMP_STORAGE EQU 0
  104. ;ID number for storage of the global robot
  105. GLOBAL_ROBOT EQU 200
  106. ;Number of musical devices
  107. NUM_DEVICES EQU 11
  108. ;Device code for no music
  109. NO_MUSIC EQU 255
  110. ;Max/min sizes
  111. MAX_ARRAY_X EQU 100
  112. MAX_ARRAY_Y EQU 100
  113. MAX_VIEWPORT_X EQU 80
  114. MAX_VIEWPORT_Y EQU 25
  115. MIN_ARRAY_X EQU 1
  116. MIN_ARRAY_Y EQU 1
  117. MIN_VIEWPORT_X EQU 1
  118. MIN_VIEWPORT_Y EQU 1
  119. ROBOT_SIZE EQU 41
  120. VIDEO_SEG EQU 0b800h
  121. SENSOR_SIZE EQU 32