mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-28 20:55:19 +00:00
baf975f072
svn-id: r34191
123 lines
3.4 KiB
C++
123 lines
3.4 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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*/
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#ifndef TINSEL_DW_H
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#define TINSEL_DW_H
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#include "common/scummsys.h"
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#include "common/endian.h"
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namespace Tinsel {
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/** scene handle data type */
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typedef uint32 SCNHANDLE;
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/** polygon handle */
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typedef int HPOLYGON;
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#define EOS_CHAR '\0' // string terminator
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#define LF_CHAR '\x0a' // line feed
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// file names
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#define SAMPLE_FILE "english.smp" // all samples
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#define SAMPLE_INDEX "english.idx" // sample index filename
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#define MIDI_FILE "midi.dat" // all MIDI sequences
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#define INDEX_FILENAME "index" // name of index file
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#define SCNHANDLE_SHIFT 23 // amount to shift scene handles by
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#define NO_SCNHANDLES 300 // number of memory handles for scenes
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#define MASTER_SCNHANDLE (0 << SCNHANDLE_SHIFT) // master scene memory handle
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// the minimum value a integer number can have
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#define MIN_INT (1 << (8*sizeof(int) - 1))
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#define MIN_INT16 (-32767)
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// the maximum value a integer number can have
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#define MAX_INT (~MIN_INT)
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// TODO: v1->v2 scene files
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#ifdef FILE_SPLIT
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// each scene is split into 2 files
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#define INV_OBJ_SCNHANDLE (2 << SCNHANDLE_SHIFT) // inventory object handle (if there are inventory objects)
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#else
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#define INV_OBJ_SCNHANDLE (1 << SCNHANDLE_SHIFT) // inventory object handle (if there are inventory objects)
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#endif
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#define FIELD_WORLD 0
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#define FIELD_STATUS 1
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// We don't set the Z position for print and talk text
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// i.e. it gets a Z position of 0
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#define Z_INV_BRECT 10 // Inventory background rectangle
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#define Z_INV_MFRAME 15 // Inventory window frame
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#define Z_INV_HTEXT 15 // Inventory heading text
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#define Z_INV_ICONS 16 // Icons in inventory
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#define Z_INV_ITEXT 995 // Icon text
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#define Z_INV_RFRAME 22 // Re-sizing frame
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#define Z_CURSOR 1000 // Cursor
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#define Z_CURSORTRAIL 999 // Cursor trails
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#define Z_ACURSOR 990 // Auxillary cursor
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#define Z_TAG_TEXT 995 // In front of auxillary cursor
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#define Z_MDGROOVE 20
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#define Z_MDSLIDER 21
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#define Z_TOPPLAY 100
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#define Z_TOPW_TEXT Z_TAG_TEXT
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// Started a collection of assorted maximum numbers here:
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#define MAX_MOVERS 6 // Moving actors using path system
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#define MAX_SAVED_ACTORS 32 // Saved 'Normal' actors
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#define MAX_SAVED_ALIVES 512 // Saves actors'lives
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// Legal non-existant entrance number for LoadScene()
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#define NO_ENTRY_NUM (-3458) // Magic unlikely number
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#define SAMPLETIMEOUT (15*ONE_SECOND)
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// Language for the resource strings
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enum LANGUAGE {
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TXT_ENGLISH,
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TXT_FRENCH,
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TXT_GERMAN,
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TXT_ITALIAN,
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TXT_SPANISH
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};
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} // end of namespace Tinsel
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#endif // TINSEL_DW_H
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