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Cleanup.
Since this file contains a list of global variables which are accessed both directly by the engine and - presumably - by the scripts, this could lead to some nasty regressions. I've triple-checked the list against the old version, so it *should* be ok, I just thought I'd point it out. svn-id: r10268
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115
sword2/defs.h
115
sword2/defs.h
@ -23,81 +23,92 @@
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#include "header.h"
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#include "resman.h"
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//--------------------------------------------------------------------------------------
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#define SIZE 0x10000 // 65536 items per section
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#define NuSIZE 0xffff // & with this
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//--------------------------------------------------------------------------------------
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// global variable references
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// NB. 4 * <number from linc's Global Variables list>
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#define ID *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader))
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#define RESULT *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 1) // 4 * <number from linc's Global Variables list>
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#define PLAYER_ACTION *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 2)
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//#define CUR_PLAYER_ID *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 3)
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#define CUR_PLAYER_ID 8 // always 8 (George object used for Nico player character as well)
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#define PLAYER_ID *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 305)
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#define TALK_FLAG *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 13)
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#define VAR(n) (*(uint32 *) (res_man.resList[1]->ad + sizeof(_standardHeader) + 4 * (n)))
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#define MOUSE_X *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 4)
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#define MOUSE_Y *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 5)
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#define LEFT_BUTTON *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 109)
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#define RIGHT_BUTTON *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 110)
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#define CLICKED_ID *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 178)
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#define ID VAR(0)
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#define RESULT VAR(1)
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#define PLAYER_ACTION VAR(2)
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// #define CUR_PLAYER_ID VAR(3)
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// always 8 (George object used for Nico player character as well)
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#define CUR_PLAYER_ID 8
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#define PLAYER_ID VAR(305)
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#define TALK_FLAG VAR(13)
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#define IN_SUBJECT *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 6)
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#define COMBINE_BASE *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 7)
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#define OBJECT_HELD *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 14)
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#define MOUSE_X VAR(4)
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#define MOUSE_Y VAR(5)
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#define LEFT_BUTTON VAR(109)
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#define RIGHT_BUTTON VAR(110)
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#define CLICKED_ID VAR(178)
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#define SPEECH_ID *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 9)
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#define INS1 *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 10)
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#define INS2 *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 11)
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#define INS3 *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 12)
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#define INS4 *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 60)
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#define INS5 *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 61)
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#define INS_COMMAND *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 59)
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#define IN_SUBJECT VAR(6)
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#define COMBINE_BASE VAR(7)
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#define OBJECT_HELD VAR(14)
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#define PLAYER_FEET_X *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 141)
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#define PLAYER_FEET_Y *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 142)
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#define PLAYER_CUR_DIR *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 937)
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#define SPEECH_ID VAR(9)
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#define INS1 VAR(10)
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#define INS2 VAR(11)
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#define INS3 VAR(12)
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#define INS4 VAR(60)
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#define INS5 VAR(61)
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#define INS_COMMAND VAR(59)
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#define LOCATION *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 62) // for debug.cpp
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#define PLAYER_FEET_X VAR(141)
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#define PLAYER_FEET_Y VAR(142)
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#define PLAYER_CUR_DIR VAR(937)
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#define SCROLL_X *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 345) // so scripts can force scroll offsets
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#define SCROLL_Y *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 346) // so scripts can force scroll offsets
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// for debug.cpp
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#define LOCATION VAR(62)
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#define EXIT_CLICK_ID *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 710)
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#define EXIT_FADING *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 713)
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// so scripts can force scroll offsets
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#define SCROLL_X VAR(345)
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#define SCROLL_Y VAR(346)
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#define SYSTEM_TESTING_ANIMS *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 912)
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#define SYSTEM_TESTING_TEXT *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 1230)
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#define SYSTEM_WANT_PREVIOUS_LINE *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 1245)
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#define EXIT_CLICK_ID VAR(710)
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#define EXIT_FADING VAR(713)
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#define MOUSE_AVAILABLE *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 686) // 1=on 0=off (set in FN_add_human & FN_no_human)
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#define SYSTEM_TESTING_ANIMS VAR(912)
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#define SYSTEM_TESTING_TEXT VAR(1230)
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#define SYSTEM_WANT_PREVIOUS_LINE VAR(1245)
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#define AUTO_SELECTED *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 1115) // used in FN_choose
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// 1=on 0=off (set in FN_add_human & FN_no_human)
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#define MOUSE_AVAILABLE VAR(686)
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#define CHOOSER_COUNT_FLAG *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 15) // see FN_start_conversation & FN_chooser
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// used in FN_choose
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#define AUTO_SELECTED VAR(1115)
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#define DEMO *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 1153) //signifies a demo mode
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// see FN_start_conversation & FN_chooser
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#define CHOOSER_COUNT_FLAG VAR(15)
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#define PSXFLAG *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 1173) // Indicates to script whether this is the Playstation version.
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// signifies a demo mode
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#define DEMO VAR(1153)
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#define DEAD *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 1256) //=1 =dead
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#define SPEECHANIMFLAG *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 1278) // If set indicates that the speech anim is to run through only once.
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// Indicates to script whether this is the Playstation version.
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// #define PSXFLAG VAR(1173)
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#define SCROLL_OFFSET_X *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 1314) //for the engine
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// 1 = dead
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#define DEAD VAR(1256)
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// If set indicates that the speech anim is to run through only once.
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#define SPEECHANIMFLAG VAR(1278)
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// for the engine
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#define SCROLL_OFFSET_X VAR(1314)
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// for the poor PSX so it knows what language is running.
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// #define GAME_LANGUAGE VAR(111)
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#define GAME_LANGUAGE *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 111) //for the poor PSX so it knows what language is running.
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//--------------------------------------------------------------------------------------
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//resource id's of pouse mointers. It's pretty much safe to do it like this
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#define NORMAL_MOUSE_ID 17
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#define SCROLL_LEFT_MOUSE_ID 1440
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#define SCROLL_RIGHT_MOUSE_ID 1441
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//--------------------------------------------------------------------------------------
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// Console Font - does not use game text - only English required
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#define CONSOLE_FONT_ID 340 // ConsFont
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@ -116,12 +127,10 @@
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#define FINNISH_RED_FONT_ID 959 // 960 // FinRedFn
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#define POLISH_RED_FONT_ID 3686 // 3688 // PolRedFn
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//--------------------------------------------------------------------------------------
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// Control panel palette resource id
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#define CONTROL_PANEL_PALETTE 261
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//--------------------------------------------------------------------------------------
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// res id's of the system menu icons
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#define OPTIONS_ICON 344
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#define QUIT_ICON 335
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@ -129,11 +138,7 @@
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#define RESTORE_ICON 364
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#define RESTART_ICON 342
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//--------------------------------------------------------------------------------------
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// res id of conversation exit icon
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#define EXIT_ICON 65 // 'EXIT' menu icon (used in FN_choose)
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//--------------------------------------------------------------------------------------
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// res id of conversation exit icon, 'EXIT' menu icon (used in FN_choose)
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#define EXIT_ICON 65
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#endif
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