-
Notifications
You must be signed in to change notification settings - Fork 8
/
exult_constants.h
112 lines (97 loc) · 3.79 KB
/
exult_constants.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
/*
* exult_constants.h - Some constants/macros that are used all over the code.
*
* Copyright (C) 2000-2013 The Exult Team
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#ifndef EXULT_CONSTANTS_H
#define EXULT_CONSTANTS_H
#include <string>
/*
* Sizes:
*/
const int c_basetilesize = 8; // A tile (shape) is 8x8 pixels.
const int c_tilesize = 8; // A tile (shape) is 8x8 pixels.
const int c_num_tile_bytes = c_tilesize * c_tilesize; // Total pixels per tile.
const int c_screen_tile_size = 320 / c_basetilesize; // Number of tiles in a 'screen'.
const int c_tiles_per_chunk = 16; // A chunk is 16x16 tiles.
const int c_chunksize = 16 * 8; // A chunk has 16 8x8 shapes.
const int c_num_schunks = 12;
const int c_num_chunks = 12 * 16; // Total # of chunks in each dir.
const int c_chunks_per_schunk = 16; // # chunks in each superchunk.
const int c_tiles_per_schunk = 16 * 16; // # tiles in each superchunk.
// Total # tiles in each dir.:
const int c_num_tiles = c_tiles_per_chunk * c_num_chunks;
const int c_fade_in_time = 30; // Time for fade in
const int c_fade_out_time = 30; // Time for fade out
const int c_std_delay = 200; // Standard animation delay. May want to
// make this settable!
const int c_any_shapenum = -359;
const int c_any_qual = -359;
const int c_any_framenum = -359;
const int c_any_quantity = -359;
// Maximum number of shapes:
const int c_max_shapes = 2048;
const int c_occsize = c_max_shapes / 8 + (c_max_shapes % 8 ? 1 : 0);
// Maximum number of global flags:
const int c_last_gflag = 2047;
/*
* Empty string
*/
extern const std::string c_empty_string;
#define MOVE_NODROP (1<<3)
#define MOVE_FLY (1<<4)
#define MOVE_LEVITATE (MOVE_FLY|MOVE_NODROP)
#define MOVE_WALK (1<<5)
#define MOVE_SWIM (1<<6)
#define MOVE_ALL_TERRAIN ((1<<5)|(1<<6))
#define MOVE_ETHEREAL (1<<7)
#define MOVE_ALL (MOVE_FLY|MOVE_WALK|MOVE_SWIM|MOVE_ETHEREAL)
#define MOVE_MAPEDIT (1<<8)
// Wrapping:
#define INCR_CHUNK(x) (((x) + 1)%c_num_chunks)
#define DECR_CHUNK(x) (((x) - 1 + c_num_chunks)%c_num_chunks)
#define INCR_TILE(x) (((x) + 1)%c_num_tiles)
inline int DECR_TILE(int x, int amt = 1) {
return (x - amt + c_num_tiles) % c_num_tiles;
}
// Return x - y with wrapping.
inline int SUB_TILE(int x, int y) {
int delta = x - y;
return delta < -c_num_tiles / 2 ? delta + c_num_tiles :
delta >= c_num_tiles / 2 ? delta - c_num_tiles : delta;
}
// Debug
#ifdef DEBUG
# define COUT(x) do { std::cout << x << std::endl; std::cout.flush(); } while (0)
# define CERR(x) do { std::cerr << x << std::endl; std::cerr.flush(); } while (0)
#else
# define COUT(x) do { } while(0)
# define CERR(x) do { } while(0)
#endif
// Two very useful macros that one should use instead of pure delete; they will additionally
// set the old object pointer to 0, thus helping prevent double deletes (not that "delete 0"
// is a no-op.
#define FORGET_OBJECT(x) do { delete x; x = 0; } while(0)
#define FORGET_ARRAY(x) do { delete [] x; x = 0; } while(0)
enum Exult_Game {
NONE,
BLACK_GATE,
SERPENT_ISLE,
EXULT_DEVEL_GAME, // One that we develop.
EXULT_MENU_GAME // Game type for the exult menu
};
#endif