/* 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. * * 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 3 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, see . * */ #ifndef HODJNPODJ_NOVACANCY_DIMENS_H #define HODJNPODJ_NOVACANCY_DIMENS_H namespace Bagel { namespace HodjNPodj { namespace NoVacancy { /////////////////////////<<<<<<<<>>>>>/////////////////// #define NUM_DOOR_CELS 5 //originally 9. #define NUM_LDIE_CELS 12 //originally 22 #define NUM_RDIE_CELS 11//9 //originally 17 #define NUM_SINGLE_DIE_CELS NUM_LDIE_CELS #define BOTTLE_CELS 28 #define HAT4_CELS 10 #define SLEEP_OPENING_TIME (810/NUM_DOOR_CELS) #define SLEEP_CLOSING_TIME (740/NUM_DOOR_CELS) #define _STRINGTABLE 1 // use stringtable for retrieving string constants. #define RULES ".\\novac.txt" // rules text file. #if !_STRINGTABLE /////////////////////////<<<<<<<<>>>>>>>>////////////////////// #define MIDI_FILE ".\\sound\\shotmac.mid" //background music #define CREAKING_DOOR_CLOSING ".\\sound\\doorclos.wav" //creaking/slamming door closing. #define CREAKING_DOOR_OPENING ".\\sound\\dooropen.wav" //creaking door opening. #define ROLLING_DICE_WAVE ".\\sound\\dice2.wav" //rolling of dice. #define EXTRA ".\\sound\\extra.wav" // newspaper EasterEgg #define GHOST ".\\sound\\ghost.wav" // bottle EasterEgg #define HAT ".\\sound\\hat.wav" #define MEOW ".\\sound\\meow.wav" #define HICCUPS ".\\sound\\hiccups.wav" #define SORRY ".\\sound\\sorry.wav" #define SOSORRY ".\\sound\\sosorry.wav" #define NOPE ".\\sound\\nope.wav" #define APPLAUSE ".\\sound\\applause.wav" #define FOOTSTEP ".\\sound\\footstep.wav" #define SINGRAIN ".\\sound\\singrain.wav" #define SHAKE ".\\SOUND\\SHAKE.WAV" #define ROLL ".\\SOUND\\ROLL.WAV" /////////////////////////<<<<<<<<>>>>>>////////////////////// #define MINI_GAME_MAP ".\\ART\\NOVACSY3.BMP" //splash screen #define ROLLING_LDIE_ANIMATION ".\\art\\ld.bmp" //the 2-dice case cell strip for leftdie (white bckgnd) #define ROLLING_RDIE_ANIMATION ".\\art\\Rd.bmp" //the 2-dice case cell strip for r-die (white bckgnd) #define SINGLE_ROLLING_DIE_ANIMATION ROLLING_LDIE_ANIMATION //the single die case cell strip /////////////---------? #define BOTTLE_STRIP_door_closed ".\\art\\bottle1.bmp" #define HAT4_STRIP_door_open ".\\art\\cat_open.bmp" #define HAT4_STRIP_door_closed ".\\art\\cat_clsd.bmp" #else //_STRINGTABLE /* string table constants */ #define IDS_RULES 13 // rules text file. /////////////////////////<<<<<<<<>>>>>>>>////////////////////// #define IDS_MIDI_FILE 1 //background music #define IDS_RULES_WAV 2 //rules wave file #define IDS_CREAKING_DOOR_CLOSING 3 //creaking/slamming door closing. #define IDS_CREAKING_DOOR_OPENING 4 //creaking door opening. #define IDS_ROLLING_DICE_WAVE 5 //rolling of dice. #define IDS_SORRY 6 #define IDS_SOSORRY 7 #define IDS_NOPE 8 #define IDS_APPLAUSE 9 #define IDS_SHAKE 65 #define IDS_ROLL 66 #define IDS_EXTRA 16 // newspaper EasterEgg #define IDS_GHOST 17 // bottle EasterEgg #define IDS_HAT 18 #define IDS_MEOW 19 #define IDS_HICCUPS 20 #define IDS_FOOTSTEP 21 #define IDS_SINGRAIN 22 /////////////////////////<<<<<<<<>>>>>>////////////////////// #define IDS_MINI_GAME_MAP 10 //splash screen #define IDS_ROLLING_LDIE_ANIMATION 11 //the 2-dice case cell strip for leftdie (white bckgnd) #define IDS_ROLLING_RDIE_ANIMATION 12 //the 2-dice case cell strip for r-die (white bckgnd) #define IDS_SINGLE_ROLLING_DIE_ANIMATION IDS_ROLLING_LDIE_ANIMATION //the single die case cell strip /////////////---------? #define IDS_BOTTLE_STRIP_door_closed 23 #define IDS_HAT4_STRIP_door_open 24 #define IDS_HAT4_STRIP_door_closed 25 //////////////////// these are unused in v1.60 of the Game. #define IDS_NO_LEFT_DIE 48 //the bmp of floor below THE LEFt die. #define IDS_lROLLED_1 49 // dice rolls. #define IDS_lROLLED_2 50 #define IDS_lROLLED_3 51 #define IDS_lROLLED_4 52 #define IDS_lROLLED_5 53 #define IDS_lROLLED_6 54 #define IDS_NO_RIGHT_DIE 55 //the bmp of floor below THE right die. #define IDS_rROLLED_1 56 //r-Dice rolls. #define IDS_rROLLED_2 57 #define IDS_rROLLED_3 58 #define IDS_rROLLED_4 59 #define IDS_rROLLED_5 60 #define IDS_rROLLED_6 61 #define IDS_DOOR_MONOLITHE 62 //////////////////////////////////////////////////////////////////////////////////////////// #define IDS_DICE_MONOLITHE 41 #define IDS_D1 32 // cell strips of doors. #define IDS_D2 33 #define IDS_D3 34 #define IDS_D4 35 #define IDS_D5 36 #define IDS_D6 37 #define IDS_D7 38 #define IDS_D8 39 #define IDS_D9 40 #endif //_STRINGTABLE //////////////////////////<<<<<<<<>>>>>>>????????////////////////////// #define DOOR1_TOP 116 // dimensions of doors. #define DOOR1_LEFT 61 #define DOOR1_BOTTOM (DOOR1_TOP+ 143) //156 #define DOOR1_RIGHT (DOOR1_LEFT+ 52) #define DOOR1_MIDPOINT_X ((DOOR1_LEFT+DOOR1_RIGHT)>>1) // midpoint of door#1. #define DOOR1_MIDPOINT_Y ((DOOR1_TOP+DOOR1_BOTTOM)>>1) #define DOOR2_TOP 116 #define DOOR2_LEFT 119 #define DOOR2_BOTTOM (DOOR2_TOP+ 142) //155 #define DOOR2_RIGHT (DOOR2_LEFT+ 50) #define DOOR3_TOP 114 #define DOOR3_LEFT 174 #define DOOR3_BOTTOM (DOOR3_TOP+145) //157 #define DOOR3_RIGHT (DOOR3_LEFT+ 52) #define DOOR4_TOP 116 #define DOOR4_LEFT 232 #define DOOR4_BOTTOM (DOOR4_TOP+137) //156 #define DOOR4_RIGHT (DOOR4_LEFT+ 53) #define DOOR5_TOP 115 #define DOOR5_LEFT 292 #define DOOR5_BOTTOM (DOOR5_TOP+156) #define DOOR5_RIGHT (DOOR5_LEFT+ 49) #define DOOR6_TOP 115 #define DOOR6_LEFT 347 #define DOOR6_BOTTOM (DOOR6_TOP+136) //157 #define DOOR6_RIGHT (DOOR6_LEFT+ 51) #define DOOR7_TOP 114 #define DOOR7_LEFT 404 #define DOOR7_BOTTOM (DOOR7_TOP+157 ) #define DOOR7_RIGHT (DOOR7_LEFT+ 52) #define DOOR8_TOP 114 #define DOOR8_LEFT 464 #define DOOR8_BOTTOM (DOOR8_TOP+ 156) #define DOOR8_RIGHT (DOOR8_LEFT+ 52) #define DOOR9_TOP 114 #define DOOR9_LEFT 522 #define DOOR9_BOTTOM (DOOR9_TOP+156 ) #define DOOR9_RIGHT (DOOR9_LEFT+ 51) #define LDIE_LEFT 233 //left hand die #define LDIE_TOP 342 #define LDIE_RIGHT LDIE_LEFT+59 #define LDIE_BOTTOM LDIE_TOP+61 #define LDIE_MIDPOINT_X ((LDIE_LEFT+LDIE_RIGHT)>>1) // midpoint of L-die. #define LDIE_MIDPOINT_Y ((LDIE_TOP+LDIE_BOTTOM)>>1) #define SINGLE_DIE_LEFT LDIE_LEFT //the die in the single die case #define SINGLE_DIE_TOP LDIE_TOP #define SINGLE_DIE_MIDPOINT_X (SINGLE_DIE_LEFT+10) // WE ARENT NECESSARILY LOOKIN FOR midpoint OF die. #define SINGLE_DIE_MIDPOINT_Y (SINGLE_DIE_TOP+10) //Any point in the rectangle spanned by the die will suffice. #define RDIE_LEFT 336 //the right hand die #define RDIE_TOP 345 #define RDIE_RIGHT RDIE_LEFT+57 #define RDIE_BOTTOM RDIE_TOP+60 #define DOOR_SPACING 58 // average horiz. spacing between... #define SPACING DOOR_SPACING // midpoints of doors. #define PAPER_L 40 #define PAPER_T 260 #define PAPER_R 79 #define PAPER_B 275 #define aBRSHOES_L 108 #define aBRSHOES_T 259 #define aBRSHOES_R 133 #define aBRSHOES_B 275 #define bBRSHOES_L 122 #define bBRSHOES_T 265 #define bBRSHOES_R 152 #define bBRSHOES_B 280 #define BLSHOES_L 575 #define BLSHOES_T 260 #define BLSHOES_R 609 #define BLSHOES_B 270 #define BOTTLE_L 169 #define BOTTLE_T 268 #define BOTTLE_R 231 #define BOTTLE_B 279 #define BOTTLE_SPRITE_L 168 #define BOTTLE_SPRITE_T 200 #define HAT4_L 253 #define HAT4_T 259 #define HAT4_R 308 #define HAT4_B 304 #define HAT4_SPRITE_L 224 #define HAT4_SPRITE_T 215 #define HAT6_L 363 #define HAT6_T 254 #define HAT6_R 389 #define HAT6_B 342 #define STAND_L 457 #define STAND_T 206 #define STAND_R 463 #define STAND_B 272 #define GLASS_L 517 #define GLASS_T 259 #define GLASS_R 522 #define GLASS_B 270 } // namespace NoVacancy } // namespace HodjNPodj } // namespace Bagel #endif