scummvm/sword2/defs.h
Torbjörn Andersson 4c3a68027f Use the same syntax for accessing script variables as BS1 does, i.e. now
it's Logic::_scriptVars[ID] instead of just ID. Apart from looking cool, it
makes it much easier to tell the difference between variables and constants
when looking at the code.

Of course, this sort of sweeping changes is jolly good for introducing
truly weird regressions, which is why I waited until after 0.6.0.

svn-id: r13331
2004-03-17 09:03:15 +00:00

146 lines
3.4 KiB
C

/* Copyright (C) 1994-2004 Revolution Software Ltd
*
* 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
// always 8 (George object used for Nico player character as well)
#define CUR_PLAYER_ID 8
// 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
};
#endif