/*-----------------------------------------------------------------------** ** Diablo ** ** Constants and Variables ** ** (C)1995 Condor, Inc. All rights reserved. **-----------------------------------------------------------------------** ** $Header: /Diablo/DRLG_L1.H 1 1/22/97 2:06p Dgartner $ **-----------------------------------------------------------------------*/ /*-----------------------------------------------------------------------** ** Defines **-----------------------------------------------------------------------*/ #define MAXCHRS 17 #define D_NULL 0 // Unused/empty space #define D_VWALL 1 // Vertical wall #define D_HWALL 2 // Horizontal wall #define D_LRC 3 // Lower right corner #define D_ULC 4 // Upper left corner #define D_AULC 5 // Archway upper left corner #define D_URC 6 // Upper right corner #define D_LLC 7 // Lower left corner #define D_AURC 8 // Archway upper right corner #define D_ALLC 9 // Archway lower left corner #define D_TULC1 10 // Transition piece #1 upper left corner #define D_AVW 11 // Archway veritcal wall #define D_AHW 12 // Archway horizontal wall #define D_FLOOR 13 // Floor #define D_TULC2 14 // Transition piece #2 upper left corner #define D_COL 15 // Column #define D_BCAP 16 // Bottom cap #define D_RCAP 17 // Right cap #define D_DV 18 // Dirt with vertical edge #define D_DH 19 // Dirt with horizontal edge #define D_DLRC 20 // Dirt lower right corner #define D_DULC 21 // Dirt upper left corner #define D_DIRT 22 // Normal Dirt piece #define D_DURC 23 // Dirt upper right corner #define D_DLLC 24 // Dirt lower left corener #define D_DRV 25 // Door on a vertical wall #define D_DRH 26 // Door on a horizontal wall #define D_DDULC 28 // Double door upper left corner #define D_DRURC 30 // Door on upper right corner #define D_DRLLC 31 // Door on lower left corner #define D_DRVT1 40 // Vertical door on transition 1 #define D_DRVULC 41 // Vertical door on upper left corner #define D_DRHT2 42 // Horizontal door on transition 2 #define D_DRHULC 43 // Horizontal door on upper left corner #define AREAMIN 4 #define AREAMAX 12 #define NODOOR 0x00 // No door flag #define HDOOR 0x01 // Horizontal door #define VDOOR 0x02 // Vertical door #define DDOOR 0x03 // Double door (both dirs) //#define SETP_BIT 0x80 // Non changeable set piece bit (defined in gendung.h) #define SETP_MASK 0x7f #define SETP_TEMP 0x40 // Temp non changeable set piece bit #define SETP_TMASK 0xbf #define NUMDPATS 9 #define NUMSPATS 37 #define _S1 139 #define _S2 140 #define _S3 141 #define _S4 142 #define _S5 143 #define _S6 144 #define _S7 145 #define _S8 146 #define _S9 147 #define _S10 148 #define _S11 149 #define _S12 150 #define _S13 151 #define _S14 152 #define _S15 153 #define _S16 154 #define _S17 155 #define _S18 156 #define _S19 157 #define NUMBLOCKS 206 #define NUMSETPIECES 4 #define NA_KRUL_LEVEL 24 // change to 24 for real game JKE #define CORNERSTONE_LEVEL 21 /*-----------------------------------------------------------------------** ** Structures **-----------------------------------------------------------------------*/ typedef struct { int qpat; int d1; int d2; int d3; int d4; } DPatsStruct; //JKE typedef struct { int x,y; //location of lower center door mini tile BOOL Open; // is the place open? BOOL Books; // were the books used to open? int LeverX, LeverY; BOOL Lever_Thrown; int MIndex; } Na_Krul_Struct; extern Na_Krul_Struct Na_Krul; /*-----------------------------------------------------------------------** ** Prototypes **-----------------------------------------------------------------------*/ //void CreateL1Dungeon(unsigned int, int); void LoadL1Dungeon(char [], int, int); void LoadPreL1Dungeon(char [], int, int); //void InitL1DirtQuads(); //void DRLG_L1FloodTVal(); byte L5TileType(int t); void CreateL5Dungeon(unsigned int, int);