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engines/tinsel/dw.h
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117
engines/tinsel/dw.h
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/* 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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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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*
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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, see <http://www.gnu.org/licenses/>.
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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 MIDI_FILE "midi.dat" // all MIDI sequences
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#define INDEX_FILENAME "index" // name of index file
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#define PSX_INDEX_FILENAME "index.dat" // name of index file in psx version
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#define NO_SCNHANDLES 300 // number of memory handles for scenes
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#define MASTER_SCNHANDLE 0 // 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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// inventory object handle (if there are inventory objects)
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#define INV_OBJ_SCNHANDLE ((TinselVersion == 0) ? (2 << SCNHANDLE_SHIFT) : (1 << SCNHANDLE_SHIFT))
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#define FIELD_WORLD ((TinselVersion == 3) ? 2 : 0)
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#define FIELD_STATUS ((TinselVersion == 3) ? 8 : 1)
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#define ZSHIFT 10
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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 ((TinselVersion == 3) ? 16 : 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 auxiliary 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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// TODO: Noir only has two movers - deal with that
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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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#define MAX_SAVED_ACTOR_Z 512 // Saves actors' Z-ness
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// Legal non-existent entrance number for LoadScene()
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#define NO_ENTRY_NUM (-3458) // Magic unlikely number
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#define SAMPLETIMEOUT (20*ONE_SECOND)
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// Language for the resource strings
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enum LANGUAGE {
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TXT_ENGLISH, TXT_FRENCH, TXT_GERMAN, TXT_ITALIAN, TXT_SPANISH,
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TXT_HEBREW, TXT_HUNGARIAN, TXT_JAPANESE, TXT_US,
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NUM_LANGUAGES
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};
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#define MAX_READ_RETRIES 5
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// Definitions used for error messages
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#define FILE_IS_CORRUPT "File %s is corrupt"
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#define FILE_READ_ERROR "Error reading file %s"
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#define CANNOT_FIND_FILE "Cannot find file %s"
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#define NO_MEM "Cannot allocate memory for %s!"
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} // End of namespace Tinsel
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#endif // TINSEL_DW_H
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