#define TILE_H /* * * Regular non-animated tiles. * */ #define OBJ_SIGN 20 #define OBJ_ROCK1 56 #define OBJ_ROCK2 57 #define OBJ_ROCK3 58 #define OBJ_FIRST_GEM 23 #define OBJ_TOTAL_GEM 4 #define OBJ_BUSHES 27 /* * * Animation designations. Edit actual tile numbers in anim.c. * */ #define ANIM_LIST_TOTAL 5 /* INCREASE WHEN ADDING struct ANIMATIONs */ #define ANM_START 500 #define ANM_FIRE 500 #define ANM_WATER1 501 #define ANM_WATER2 502 #define ANM_URANIUM 503 #define ANM_FROG 504 /* * * Frog with sneakers * */ #define FROG_FACE_RIGHT 80 #define FROG_WALK_RIGHT 81 #define FROG_FACE_DOWN 85 #define FROG_WALK_DOWN 86 #define FROG_FACE_LEFT 90 #define FROG_WALK_LEFT 91 #define FROG_FACE_UP 95 #define FROG_WALK_UP 96 #define FROG_NUM_WALKS 4 /* * * Dirt-into-grass edges. * */ #define DIRTEDGE_U 40 #define DIRTEDGE_R 41 #define DIRTEDGE_D 42 #define DIRTEDGE_L 43 #define DIRTEDGE_UR 44 #define DIRTEDGE_UD 45 #define DIRTEDGE_UL 46 #define DIRTEDGE_RD 47 #define DIRTEDGE_RL 48 #define DIRTEDGE_DL 49 #define DIRTEDGE_URD 50 #define DIRTEDGE_URL 51 #define DIRTEDGE_RDL 52 #define DIRTEDGE_URDL 53 #define DIRTEDGE_UDL 54 /* * * Road tiles * */ #define ROAD_V 0 /* ³ */ #define ROAD_H 1 /* Ä */ #define ROAD_UR 2 /* Ú */ #define ROAD_UL 3 /* ¿ */ #define ROAD_DR 4 /* À */ #define ROAD_DL 5 /* Ù */ #define ROAD_X 6 /* Å */ #define ROAD_TL 7 /* ´ */ #define ROAD_TR 8 /* Ã */ #define ROAD_TU 9 /* Á */ #define ROAD_TD 10 /* Â */ /* AIDS TO ROADS */ #define FIRST_ROAD_TILE 0 #define NUM_ROAD_TILES 11 #define LAST_ROAD_TILE 10 /* * * More tile definitions, mainly for grouping tiles together. * */ #define NUM_GRASS_TILES 7 /* NUMBER OF "GRASS" TILES */ #define FIRST_GRASS_TILE 11 /* INDEX OF FIRST GRASS TILE */ #define NUM_DIRT_TILES 2 #define FIRST_DIRT_TILE 18 #define NUM_LAND_TILES 9 /* INCLUDES GRASS AND DIRT */ #define FIRST_LAND_TILE 11 #define CHANCE_LAND_GROUPING 75 /* PERCENT CHANCE GROUPING WILL OCCUR */ #define MIN_TERRAIN (WORLD_TILES_TOTAL/100) #define MAX_TERRAIN (WORLD_TILES_TOTAL/2) /* * * General animation defines -- others are at top of this file. * */ #define ANM_END (ANM_START+ANIM_LIST_TOTAL) #define is_anim(x) ((x)>=ANM_START && (x)=FIRST_DIRT_TILE && (d)=FIRST_GRASS_TILE && (g)