dos33fsprogs/games/riven_hgr/common_defines.inc

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LOAD_TITLE = 0
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LOAD_OUTSIDE = 1
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LOAD_PROJECTOR = 2
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LOAD_MAGSTEPS = 3
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LOAD_MAGLEV = 4
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LOAD_MOVIE1 = 5
LOAD_MOVIE2 = 6
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div7_table = $1300
mod7_table = $1400
hposn_high = $1500
hposn_low = $1600
;=============================
; common stuff
;===============================================
; level data structure definitions
;===============================================
; 24 bytes each location
; we put special at end as it's ignored if not set
LOCATION_NORTH_EXIT=0 ; new room when heading north
LOCATION_SOUTH_EXIT=1 ; new room when heading south
LOCATION_EAST_EXIT=2 ; new room when heading east
LOCATION_WEST_EXIT=3 ; new room when heading west
LOCATION_NORTH_EXIT_DIR=4 ; direction faced in new room when N
LOCATION_SOUTH_EXIT_DIR=5 ; direction faced in new room when S
LOCATION_EAST_EXIT_DIR=6 ; direction faced in new room when E
LOCATION_WEST_EXIT_DIR=7 ; direction faced in new room when W
LOCATION_NORTH_BG=8 ; pointer to north background image
LOCATION_SOUTH_BG=10 ; pointer to south background image
LOCATION_EAST_BG=12 ; pointer to east background image
LOCATION_WEST_BG=14 ; pointer to west background image
LOCATION_BGS = 16 ; bitmap saying which backgrounds valid
BG_NORTH = 1
BG_SOUTH = 2
BG_WEST = 4
BG_EAST = 8
LOCATION_SPECIAL_EXIT=17 ; if we have something clickable
; $FF if not, direction if so
LOCATION_SPECIAL_X1=18 ; collision box for the thing to click
LOCATION_SPECIAL_X2=19
LOCATION_SPECIAL_Y1=20
LOCATION_SPECIAL_Y2=21
LOCATION_SPECIAL_FUNC=22 ; pointer-1 of function to call on click
;================================
; Level definitions
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; Outside
RIVEN_MAGLEV1 = 0
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RIVEN_MAGPATH = 1
RIVEN_OVERLOOK = 2
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; Projector
RIVEN_PROJECTOR = 0
RIVEN_PROJ_DOOR = 1
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RIVEN_PROJ_STEPS= 2
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RIVEN_WAHRK = 3
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; Magsteps
RIVEN_MAGSTEPS2 = 0
RIVEN_MAGSTEPS3 = 1
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; Maglev
RIVEN_LOOKIN = 0
RIVEN_INSEAT = 1
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RIVEN_READY2GO = 2