scummvm/sword2/defs.h

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/* Copyright (C) 1994-1998 Revolution Software Ltd.
* Copyright (C) 2003-2005 The ScummVM project
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*
* 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.
*
* $Header$
*/
#ifndef DEFS
#define DEFS
#define SIZE 0x10000 // 65536 items per section
#define NuSIZE 0xffff // & with this
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#define TEXT_OK 0x08EB0000
#define TEXT_CANCEL 0x08EB0001
#define TEXT_RESTORE 0x08EB0002
#define TEXT_SAVE 0x08EB0003
#define TEXT_QUIT 0x08EB0004
#define TEXT_RESTART 0x08EB0005
#define TEXT_OPTIONS 0x08EB000A
#define TEXT_SUBTITLES 0x08EB000B
#define TEXT_OBJECT_LABELS 0x08EB000C
#define TEXT_MUSIC_VOLUME 0x08EB000E
#define TEXT_SPEECH_VOLUME 0x08EB000F
#define TEXT_FX_VOLUME 0x08EB0010
#define TEXT_GFX_QUALITY 0x08EB0011
#define TEXT_REVERSE_STEREO 0x08EB0015
// always 8 (George object used for Nico player character as well)
#define CUR_PLAYER_ID 8
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// global variable references
enum {
ID = 0,
RESULT = 1,
PLAYER_ACTION = 2,
// CUR_PLAYER_ID = 3,
PLAYER_ID = 305,
TALK_FLAG = 13,
MOUSE_X = 4,
MOUSE_Y = 5,
LEFT_BUTTON = 109,
RIGHT_BUTTON = 110,
CLICKED_ID = 178,
IN_SUBJECT = 6,
COMBINE_BASE = 7,
OBJECT_HELD = 14,
SPEECH_ID = 9,
INS1 = 10,
INS2 = 11,
INS3 = 12,
INS4 = 60,
INS5 = 61,
INS_COMMAND = 59,
PLAYER_FEET_X = 141,
PLAYER_FEET_Y = 142,
PLAYER_CUR_DIR = 937,
// for debug.cpp
LOCATION = 62,
// so scripts can force scroll offsets
SCROLL_X = 345,
SCROLL_Y = 346,
EXIT_CLICK_ID = 710,
EXIT_FADING = 713,
SYSTEM_TESTING_ANIMS = 912,
SYSTEM_TESTING_TEXT = 1230,
SYSTEM_WANT_PREVIOUS_LINE = 1245,
// 1=on 0=off (set in fnAddHuman and fnNoHuman)
MOUSE_AVAILABLE = 686,
// used in fnChoose
AUTO_SELECTED = 1115,
// see fnStartConversation and fnChooser
CHOOSER_COUNT_FLAG = 15,
// signifies a demo mode
DEMO = 1153,
// Indicates to script whether this is the Playstation version.
// PSXFLAG = 1173,
// for the poor PSX so it knows what language is running.
// GAME_LANGUAGE = 111,
// 1 = dead
DEAD = 1256,
// If set indicates that the speech anim is to run through only once.
SPEECHANIMFLAG = 1278,
// for the engine
SCROLL_OFFSET_X = 1314
};
// Resource IDs
enum {
// mouse mointers - It's pretty much safe to do it like this
NORMAL_MOUSE_ID = 17,
SCROLL_LEFT_MOUSE_ID = 1440,
SCROLL_RIGHT_MOUSE_ID = 1441,
// Console Font - does not use game text - only English required
CONSOLE_FONT_ID = 340,
// Speech Font
ENGLISH_SPEECH_FONT_ID = 341,
FINNISH_SPEECH_FONT_ID = 956,
POLISH_SPEECH_FONT_ID = 955,
// Control Panel Font (and un-selected savegame descriptions)
ENGLISH_CONTROLS_FONT_ID = 2005,
FINNISH_CONTROLS_FONT_ID = 959,
POLISH_CONTROLS_FONT_ID = 3686,
// Red Font (for selected savegame descriptions)
// BS2 doesn't draw selected savegames in red, so I guess this is a
// left-over from BS1
ENGLISH_RED_FONT_ID = 2005, // 1998 // Redfont
FINNISH_RED_FONT_ID = 959, // 960 // FinRedFn
POLISH_RED_FONT_ID = 3686, // 3688 // PolRedFn
// Control panel palette resource id
CONTROL_PANEL_PALETTE = 261,
// res id's of the system menu icons
OPTIONS_ICON = 344,
QUIT_ICON = 335,
SAVE_ICON = 366,
RESTORE_ICON = 364,
RESTART_ICON = 342,
// conversation exit icon, 'EXIT' menu icon (used in fnChoose)
EXIT_ICON = 65
};
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#endif