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