132 lines
4.9 KiB
C++
132 lines
4.9 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 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 AGS_SHARED_AC_COMMON_DEFINES_H
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#define AGS_SHARED_AC_COMMON_DEFINES_H
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#include "ags/shared/core/platform.h"
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namespace AGS3 {
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// Some arbitrary return values, should be replaced with either
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// simple boolean, or HError
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#define EXIT_NORMAL 0
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#define EXIT_CRASH 92
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#define EXIT_ERROR 93
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// Legacy (UNSUPPORTED!) interaction script constants
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//
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// NUMCONDIT : whataction[0]: Char walks off left
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// [1]: Char walks off right
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// [2]: Char walks off bottom
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// [3]: Char walks off top
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// [4]: First enters screen
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// [5]: Every time enters screen
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// [6]: execute every loop
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// [5]...[19]: Char stands on lookat type
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// [20]...[35]: Look at type
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// [36]...[49]: Action on type
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// [50]...[65]: Use inv on type
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// [66]...[75]: Look at object
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// [76]...[85]: Action on object
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// [86]...[95]: Speak to object
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// [96]...[105]: Use inv on object
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// [106]...[124]: Misc conditions 1-20
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// game ver whataction[]=
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// v1.00 0 : Go to screen
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// 1 : Don't do anything
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// 2 : Can't walk
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// 3 : Man dies
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// 4 : Run animation
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// 5 : Display message
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// 6 : Remove an object (set object.on=0)
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// 7 : Remove object & add Val2 to inventory
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// 8 : Add Val1 to inventory (Val2=num times)
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// 9 : Run a script
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// v1.00 SR-1 10 : Run graphical script
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// v1.1 11 : Play sound effect SOUND%d.WAV
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// v1.12 12 : Play FLI/FLC animation FLIC%d.FLC or FLIC%d.FLI
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// 13 : Turn object on
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// v2.00 14 : Run conversation
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#if defined(OBSOLETE)
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#define NUM_MISC 20
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#define NUMOTCON 7 // number of conditions before standing on
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#define NUM_CONDIT (120 + NUMOTCON)
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#define MISC_COND (MAX_WALK_BEHINDS * 4 + NUMOTCON + MAX_ROOM_OBJECTS * 4)
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#define NUMRESPONSE 14
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#define NUMCOMMANDS 15
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#define GO_TO_SCREEN 0
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#define NO_ACTION 1
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#define NO_WALK 2
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#define MAN_DIES 3
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#define RUN_ANIMATE 4
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#define SHOW_MESSAGE 5
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#define OBJECT_OFF 6
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#define OBJECT_INV 7
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#define ADD_INV 8
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#define RUNSCRIPT 9
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#define GRAPHSCRIPT 10
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#define PLAY_SOUND 11
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#define PLAY_FLI 12
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#define OBJECT_ON 13
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#define RUN_DIALOG 14
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#endif
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// Script name length limit for some game objects
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#define LEGACY_MAX_SCRIPT_NAME_LEN 20
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// Number of state-saved rooms
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#define MAX_ROOMS 300
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// Some obsolete room data, likely pre-2.5
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#define MAX_LEGACY_ROOM_FLAGS 15
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// Old object name limit
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#define LEGACY_MAXOBJNAMELEN 30
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// Max number of sprites in older versions
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#define LEGACY_MAX_SPRITES_V25 6000
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#define LEGACY_MAX_SPRITES 30000
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// The game to screen coordinate conversion multiplier, was used in older high-res games
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#define HIRES_COORD_MULTIPLIER 2
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// Room object flags (currently limited by a byte)
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#define OBJF_NOINTERACT 0x01 // not clickable
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#define OBJF_NOWALKBEHINDS 0x02 // ignore walk-behinds
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#define OBJF_HASTINT 0x04 // the tint_* members are valid
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#define OBJF_USEREGIONTINTS 0x08 // obey region tints/light areas
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#define OBJF_USEROOMSCALING 0x10 // obey room scaling areas
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#define OBJF_SOLID 0x20 // blocks characters from moving
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#define OBJF_LEGACY_LOCKED 0x40 // object position is locked in the editor (OBSOLETE since 3.5.0)
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#define OBJF_HASLIGHT 0x80 // the tint_light is valid and treated as brightness
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#define OBJF_TINTLIGHTMASK (OBJF_HASTINT | OBJF_HASLIGHT | OBJF_USEREGIONTINTS)
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// Animation flow mode
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// NOTE: had to move to common_defines, because used by CharacterInfo
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// Animates once and stops at the *last* frame
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#define ANIM_ONCE 0
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// Animates infinitely until stopped by command
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#define ANIM_REPEAT 1
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// Animates once and stops, resetting to the very first frame
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#define ANIM_ONCERESET 2
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} // namespace AGS3
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#endif
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