/****************************************************************************** ** I Called this file to life so I could minimize the amount of files that ** needs to be compiled on a world-gen (hopefully down to just special.c). ** It includes constant references to locations, objects, mobiles, in either ** tables or variables. ****************************************************************************/ #ifndef TABLES_H_ #define TABLES_H_ #ifdef SPECIAL_C const int sp_shields[] = { OBJ_CATACOMB_SHIELD, -1 }; const int amulets[] = { OBJ_TREEHOUSE_AMULET, OBJ_BLIZZARD_TALISMAN, OBJ_THENEWWORLD_AMULET, -1 }; const int pits[] = { OBJ_START_PIT, OBJ_START_CHURCH_PIT, OBJ_CATACOMB_PIT_NORTH, OBJ_CATACOMB_PIT_EAST, OBJ_CATACOMB_PIT_SOUTH, OBJ_CATACOMB_PIT_WEST, OBJ_SEA_HOLE, -1}; const int exception_pits[] = { OBJ_CATACOMB_PIT_NORTH, OBJ_CATACOMB_PIT_EAST, OBJ_CATACOMB_PIT_SOUTH, OBJ_CATACOMB_PIT_WEST, -1 }; /* Maybe not the usual way to write it, but it got past my compiler like this, * and not using the normal declaration */ /* const int special_exits[][2] = { { EX_DEFENDER, LOC_CATACOMB_HALL }, { EX_GET_STUFF, LOC_CATACOMB_CHAMBER }, { EX_DOWN_SLIME,LOC_WINDOW_SLIME}, { -1, -1 } }; */ /* Where is it possible to jump from, and where do * we land... */ const int jumtb[] = { /* FROM, TO */ LOC_CASTLE_LEAP, LOC_VALLEY_NPATH, LOC_TOWER_LEDGE, LOC_CASTLE_WALLS, LOC_TREEHOUSE_TREEHOUSE_1, LOC_VALLEY_ESIDE, LOC_MOOR_PIT, LOC_LEDGE_PIT, LOC_WINDOW_WINDOW, LOC_WINDOW_CHAMBER, LOC_JBS_BRIDGE, LOC_JBS_MOUNTAINS, LOC_WINDOW_CHAMBER, LOC_WINDOW_WINDOW, LOC_CATACOMB_CHASM1, LOC_CATACOMB_CAVERN, LOC_CATACOMB_CHASM2, LOC_CATACOMB_CAVERN, LOC_CATACOMB_SLEDGE2, LOC_CATACOMB_CAVERN, LOC_CATACOMB_NLEDGE2, LOC_CATACOMB_CAVERN, LOC_CATACOMB_SLEDGE1, LOC_CATACOMB_CHASM1, LOC_CATACOMB_NLEDGE1, LOC_CATACOMB_CHASM2, 0, 0 }; const int pit_jumptb[] = { OBJ_CATACOMB_PIT_NORTH, LOC_CATACOMB_RIPS, OBJ_CATACOMB_PIT_EAST, LOC_CATACOMB_RIPS, OBJ_CATACOMB_PIT_WEST, LOC_CATACOMB_RIPS, OBJ_CATACOMB_PIT_SOUTH, LOC_CATACOMB_RIPS, OBJ_START_PIT, LOC_PIT_PIT, OBJ_START_CHURCH_PIT, LOC_PIT_PIT, OBJ_ORCHOLD_HOLEORCS, LOC_PIT_PIT, -1, 0 }; const int dragget_mobs[] = { MOB_CAVE_DRAGON, MOB_OAKTREE_COSIMO, -1 }; const int spell_enhance[] = { OBJ_ISLAND_SULPHUR, OBJ_EFOREST_SULPHUR, OBJ_BLIZZARD_WINTERGREEN, OBJ_BLIZZARD_TALISMAN, OBJ_VALLEY_LODESTONE, }; const char *dragget_msgs[] = { "The dragon makes it quite clear that he doesn't want his treasure borrowed!\n", "Cosimo guards his treasure jealously.\n", NULL }; const int rafts[] = { OBJ_VILLAGE_RAFT, -1 }; const int base_corpse = OBJ_LIMBO_BCORPSE; const int limbo_loc = LOC_LIMBO_LIMBO; const int jail_loc = LOC_JAIL_JAIL; const int pit_loc = LOC_PIT_PIT; const int dead_loc = LOC_DEAD_DEAD; const int eaten_loc = LOC_DEAD_EATEN; const int destroyed_loc = LOC_DEAD_DESTROYED; const int Puff_The_Dragon = MOB_START_PUFF; const int Umbrella_Obj = OBJ_START_UMBRELLA; const int RuneSword_Obj = OBJ_CASTLE_RUNESWORD; const int Tower_Ring_Obj = OBJ_TOWER_RING; const int Church_Cross = OBJ_CHURCH_CROSS; const int Tower_Treasure_Loc = LOC_TOWER_TREASURE; const int Tower_Door = OBJ_TOWER_DOOR_TREASURE; const int Tower_Door2 = OBJ_TOWER_DOOR_SHAZARETH; const int Down_Catacomb_Pits = LOC_CATACOMB_CHAMBER; const int Sea_Pit = LOC_SEA_SEA_7; const int HorseShoe_Obj = OBJ_CASTLE_HORSESHOE; const int Tower_Staff_Obj = OBJ_TOWER_STAFF; const int ShadyClearing = LOC_BLIZZARD_SHADY; const int LimboWater = OBJ_LIMBO_WATER; #else extern const int base_corpse; extern const int rafts[]; extern const int amulets[]; /*extern const int special_exits[][2];*/ extern const int sp_shields[]; extern const int pits[]; extern const int exception_pits[]; extern const int jumtb[]; extern const int pit_jumptb[]; extern const int limbo_loc; extern const int jail_loc; extern const int dead_loc; extern const int pit_loc; extern const int eaten_loc; extern const int destroyed_loc; extern const int thyrannen_mobs[]; extern const int Puff_The_Dragon; extern const int dragget_mobs[]; extern const char *dragget_msgs[]; extern const int Umbrella_Obj; extern const int RuneSword_Obj; extern const int Tower_Staff_Obj; extern const int Tower_Ring_Obj; extern const int Church_Cross; extern const int Tower_Treasure_Loc; extern const int Tower_Door; extern const int Tower_Door2; extern const int Down_Catacomb_Pits; extern const int Sea_Pit; extern const int spell_enhance[]; extern const int HorseShoe_Obj; extern const int ShadyClearing; extern const int LimboWater; #endif #endif