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- #define OTTER_UP 0
- #define OTTER_DOWN 1
- #define OTTER_LEFT 2
- #define OTTER_RIGHT 3
-
- #define NOSE 2 // if (NOSE > PROTECTORS) then nose is disabled
- #define WORMQUEUELIMIT 15
- #define DOGQUEUELIMIT 120
- #define LIFEMODULO 1000
- #define TIMELIMIT 599 // 9:99
- #define SECONDSPERLEVEL 120 // assert(SECONDSPERLEVEL <= TIMELIMIT);
- #define WEIGHT 5
- #define ENCLOSURE_MIN 2 // minimum size of enclosure (interior area) (must be >= 2!)
- #define ENCLOSURE_MAX 20 // maximum size of enclosure (interior area)
-
- // dog dormancy
- #define DORMANT 0
- #define AWAKENING 1
- #define CHASING 10
-
- // population limits
- #define CREATURES 50
- #define MAGNETS 50
- #define PROTECTORS 2 // <=4!
-
- #define ANIMSPEED_BANANA 6
- #define ANIMSPEED_BIRD 3
- #define ANIMSPEED_MISSILE 4
-
- #define SPEED_MAGNET 9
- #define SPEED_PROTECTOR 12
-
- #define DISTANCE_FAST 4
- #define DISTANCE_BIRD 4
- #define DISTANCE_GIRAFFE 5
- #define DISTANCE_MOUSE 10
- #define DISTANCE_NORMAL 3
- #define DISTANCE_NOSE 4
- #define DISTANCE_SLOW 2
-
- #define POINTS_EMPTY 1
- #define POINTS_SILVER 5
- #define POINTS_GOLD 10
- #define POINTS_BANANA 20
- #define POINTS_CHERRY 50
- #define POINTS_LETTER 100
- #define POINTS_GRAVE 100
- #define POINTS_FLOWER 100
-
- #define ADD_AMMO 5 // in bullets
- #define ADD_ARMOUR 25 // in VERYSLOWs
- #define ADD_CLOCK 30 // in seconds
- #define ADD_CUTTER 30 // in VERYSLOWs
- #define ADD_GLOW 30 // in VERYSLOWs
- #define ADD_ICE 10 // in VERYSLOWs
- #define ADD_MINIHEALER 5 // in lives
- #define ADD_MINIBOMB 5 // in squares radius
- #define ADD_SUPERBOMB 10 // in squares radius
- #define ADD_SUPERHEALER 20 // in lives
- #define ADD_TREASURE 10 // in seconds
-
- #define RAND_ARMOUR 30
- #define RAND_CLOCK 30
- #define RAND_CUTTER 25
- #define RAND_GLOW 50
- #define RAND_ICE 5
- #define RAND_MINIBOMB 15
- #define RAND_SUPERBOMB 30
- #define RAND_TREASURE 10
-
- #define AMMOLIMIT 100
- #define ARMOURLIMIT 100
- #define CUTTERLIMIT 100
- #define GLOWLIMIT 100
- #define STARTLIVES 100
- #define LIVESLIMIT 150
- #define MULTILIMIT 8 /* don't set >8! */
- #define POWERLIMIT 6
- #define SCORELIMIT 99999999 // 99 million
-
- struct CreatureStruct
- { ABOOL alive, visible;
- SBYTE x, y, deltax, deltay,
- pos, // dogs, monkeys, octopi
- dir, // octopi, bulls, frogs, birds
- tonguedir, // frogs, octopi
- tonguex; // frogs
- UBYTE speed, last, oldlast, species,
- dormant, // dogs, frogs
- frame, // birds, missiles
- journey, going, then, // otters
- subspecies, // camels, fragments
- player; // drips, missiles, birds, dogs
- ULONG score;
- };
- struct MagnetStruct
- { ABOOL alive;
- SBYTE x, y, player;
- UBYTE object;
- };
- struct ObjectStruct
- { UWORD freq;
- ULONG score;
- };
- struct ProtectorStruct
- { SBYTE x, y, deltax, deltay, relx, rely;
- ABOOL alive, last, visible;
- };
-
- #define PAIN_BOMB 3
- #define PAIN_GLOW 4
- #define PAIN_METAL 3
- #define PAIN_SLAYER 2
- #define PAIN_STONE 2
- #define PAIN_TELEPORT 5
- #define PAIN_WORMFIRE 5
- #define PAIN_WOOD 2
- #define PAIN_ENEMYTAIL 3
- #define PAIN_FRIENDLYTAIL 2
-
- #define FREQ_CAMELDROP 70
- #define FREQ_CAMELTURN 2
- #define FREQ_CLOUDFIRE 25
- #define FREQ_CLOUDRAIN 15
- #define FREQ_FROGFIRE 90
- #define FREQ_FROGMOVE 25
- #define FREQ_HORSETURN 20
- #define FREQ_KANGAROOFIRE 20
- #define FREQ_KANGAROOTURN 5
- #define FREQ_OCTOPUSFIRE 40
- #define FREQ_OCTOPUSSPIN 2
- #define FREQ_SALAMANDERFIRE 35
- #define FREQ_SLIME 200
- #define FREQ_SLIMEGROW 95
- #define FREQ_SPIDERTURN 5
- #define FREQ_TELEPORT 500
-