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defs.h

/* ScummVM - Graphic Adventure Engine
 *
 * ScummVM is the legal property of its developers, whose names
 * are too numerous to list here. Please refer to the COPYRIGHT
 * file distributed with this source distribution.
 *
 * Additional copyright for this file:
 * Copyright (C) 1994-1998 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 *
 * $URL: https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/tags/release-0-11-1/engines/sword2/defs.h $
 * $Id: defs.h 30944 2008-02-23 22:50:18Z sev $
 */

#ifndef     SWORD2_DEFS_H
#define     SWORD2_DEFS_H

#define     SIZE  0x10000                 // 65536 items per section
#define     NuSIZE      0xffff                  // & with this

// Return codes

enum {
      // Generic error codes
      RD_OK                   = 0x00000000,
      RDERR_UNKNOWN                 = 0x00000001,
      RDERR_OUTOFMEMORY       = 0x00000003,
      RDERR_INVALIDFILENAME         = 0x00000004,

      // Drawing error codes
      RDERR_DECOMPRESSION           = 0x00010007,

      // Sprite drawing error codes
      RDERR_NOTIMPLEMENTED          = 0x00060001,
      RDERR_NOTCLOSED               = 0x00050005,
      RDERR_NOTOPEN                 = 0x00050006,

      // Menubar error codes
      RDERR_INVALIDMENU       = 0x00060000,
      RDERR_INVALIDPOCKET           = 0x00060001,
      RDERR_INVALIDCOMMAND          = 0x00060002,

      // Palette fading error codes
      RDERR_FADEINCOMPLETE          = 0x00070000,

      // Sound engine error codes
      RDERR_SPEECHPLAYING           = 0x00080004,
      RDERR_SPEECHNOTPLAYING        = 0x00080005,
      RDERR_INVALIDWAV        = 0x00080006,
      RDERR_FXALREADYOPEN           = 0x00080009,
      RDERR_FXNOTOPEN               = 0x0008000B,
      RDERR_INVALIDID               = 0x0008000D
};

// Text ids for the control panel etc.

enum {
      TEXT_OK                       = 0x08EB0000,
      TEXT_CANCEL             = 0x08EB0001,
      TEXT_RESTORE                  = 0x08EB0002,
      TEXT_SAVE               = 0x08EB0003,
      TEXT_QUIT               = 0x08EB0004,
      TEXT_RESTART                  = 0x08EB0005,
      TEXT_OPTIONS                  = 0x08EB000A,
      TEXT_SUBTITLES                = 0x08EB000B,
      TEXT_OBJECT_LABELS            = 0x08EB000C,
      TEXT_MUSIC_VOLUME       = 0x08EB000E,
      TEXT_SPEECH_VOLUME            = 0x08EB000F,
      TEXT_FX_VOLUME                = 0x08EB0010,
      TEXT_GFX_QUALITY        = 0x08EB0011,
      TEXT_REVERSE_STEREO           = 0x08EB0015,
      TEXT_RESTORE_CANT_OPEN        = 0x0CBA017E,
      TEXT_RESTORE_INCOMPATIBLE     = 0x0CBA017F,
      TEXT_RESTORE_FAILED           = 0x0CBA0181,
      TEXT_SAVE_CANT_OPEN           = 0x0CBA0182,
      TEXT_SAVE_FAILED        = 0x0CBA0184
};

// 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

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