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author | Torbjörn Andersson | 2003-09-17 09:03:40 +0000 |
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committer | Torbjörn Andersson | 2003-09-17 09:03:40 +0000 |
commit | 7d0b682cc950a8cc9865f71e28f0d8e7502342c4 (patch) | |
tree | 555fabb51f0b007a4e6e47f9b28148d8f9d4930f | |
parent | 2536823c23d5bc7cb5a376eefc3444f1b8d3b485 (diff) | |
download | scummvm-rg350-7d0b682cc950a8cc9865f71e28f0d8e7502342c4.tar.gz scummvm-rg350-7d0b682cc950a8cc9865f71e28f0d8e7502342c4.tar.bz2 scummvm-rg350-7d0b682cc950a8cc9865f71e28f0d8e7502342c4.zip |
Cleanup.
Since this file contains a list of global variables which are accessed
both directly by the engine and - presumably - by the scripts, this could
lead to some nasty regressions. I've triple-checked the list against the
old version, so it *should* be ok, I just thought I'd point it out.
svn-id: r10268
-rw-r--r-- | sword2/defs.h | 153 |
1 files changed, 79 insertions, 74 deletions
diff --git a/sword2/defs.h b/sword2/defs.h index f90e662f07..0ae8ff0bec 100644 --- a/sword2/defs.h +++ b/sword2/defs.h @@ -23,83 +23,94 @@ #include "header.h" #include "resman.h" -//-------------------------------------------------------------------------------------- -#define SIZE 0x10000 //65536 items per section -#define NuSIZE 0xffff //& with this - -//-------------------------------------------------------------------------------------- -//global variable references +#define SIZE 0x10000 // 65536 items per section +#define NuSIZE 0xffff // & with this +// global variable references // NB. 4 * <number from linc's Global Variables list> -#define ID *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)) -#define RESULT *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 1) // 4 * <number from linc's Global Variables list> -#define PLAYER_ACTION *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 2) -//#define CUR_PLAYER_ID *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 3) -#define CUR_PLAYER_ID 8 // always 8 (George object used for Nico player character as well) -#define PLAYER_ID *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 305) -#define TALK_FLAG *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 13) +#define VAR(n) (*(uint32 *) (res_man.resList[1]->ad + sizeof(_standardHeader) + 4 * (n))) + +#define ID VAR(0) +#define RESULT VAR(1) +#define PLAYER_ACTION VAR(2) +// #define CUR_PLAYER_ID VAR(3) +// always 8 (George object used for Nico player character as well) +#define CUR_PLAYER_ID 8 +#define PLAYER_ID VAR(305) +#define TALK_FLAG VAR(13) + +#define MOUSE_X VAR(4) +#define MOUSE_Y VAR(5) +#define LEFT_BUTTON VAR(109) +#define RIGHT_BUTTON VAR(110) +#define CLICKED_ID VAR(178) + +#define IN_SUBJECT VAR(6) +#define COMBINE_BASE VAR(7) +#define OBJECT_HELD VAR(14) -#define MOUSE_X *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 4) -#define MOUSE_Y *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 5) -#define LEFT_BUTTON *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 109) -#define RIGHT_BUTTON *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 110) -#define CLICKED_ID *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 178) +#define SPEECH_ID VAR(9) +#define INS1 VAR(10) +#define INS2 VAR(11) +#define INS3 VAR(12) +#define INS4 VAR(60) +#define INS5 VAR(61) +#define INS_COMMAND VAR(59) -#define IN_SUBJECT *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 6) -#define COMBINE_BASE *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 7) -#define OBJECT_HELD *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 14) +#define PLAYER_FEET_X VAR(141) +#define PLAYER_FEET_Y VAR(142) +#define PLAYER_CUR_DIR VAR(937) -#define SPEECH_ID *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 9) -#define INS1 *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 10) -#define INS2 *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 11) -#define INS3 *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 12) -#define INS4 *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 60) -#define INS5 *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 61) -#define INS_COMMAND *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 59) +// for debug.cpp +#define LOCATION VAR(62) -#define PLAYER_FEET_X *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 141) -#define PLAYER_FEET_Y *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 142) -#define PLAYER_CUR_DIR *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 937) +// so scripts can force scroll offsets +#define SCROLL_X VAR(345) +#define SCROLL_Y VAR(346) -#define LOCATION *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 62) // for debug.cpp +#define EXIT_CLICK_ID VAR(710) +#define EXIT_FADING VAR(713) -#define SCROLL_X *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 345) // so scripts can force scroll offsets -#define SCROLL_Y *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 346) // so scripts can force scroll offsets +#define SYSTEM_TESTING_ANIMS VAR(912) +#define SYSTEM_TESTING_TEXT VAR(1230) +#define SYSTEM_WANT_PREVIOUS_LINE VAR(1245) -#define EXIT_CLICK_ID *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 710) -#define EXIT_FADING *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 713) +// 1=on 0=off (set in FN_add_human & FN_no_human) +#define MOUSE_AVAILABLE VAR(686) -#define SYSTEM_TESTING_ANIMS *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 912) -#define SYSTEM_TESTING_TEXT *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 1230) -#define SYSTEM_WANT_PREVIOUS_LINE *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 1245) +// used in FN_choose +#define AUTO_SELECTED VAR(1115) -#define MOUSE_AVAILABLE *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 686) // 1=on 0=off (set in FN_add_human & FN_no_human) +// see FN_start_conversation & FN_chooser +#define CHOOSER_COUNT_FLAG VAR(15) -#define AUTO_SELECTED *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 1115) // used in FN_choose +// signifies a demo mode +#define DEMO VAR(1153) -#define CHOOSER_COUNT_FLAG *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 15) // see FN_start_conversation & FN_chooser +// Indicates to script whether this is the Playstation version. +// #define PSXFLAG VAR(1173) -#define DEMO *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 1153) //signifies a demo mode +// 1 = dead +#define DEAD VAR(1256) -#define PSXFLAG *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 1173) // Indicates to script whether this is the Playstation version. + // If set indicates that the speech anim is to run through only once. +#define SPEECHANIMFLAG VAR(1278) -#define DEAD *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 1256) //=1 =dead -#define SPEECHANIMFLAG *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 1278) // If set indicates that the speech anim is to run through only once. +// for the engine +#define SCROLL_OFFSET_X VAR(1314) -#define SCROLL_OFFSET_X *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 1314) //for the engine +// for the poor PSX so it knows what language is running. +// #define GAME_LANGUAGE VAR(111) -#define GAME_LANGUAGE *(uint32 *)(res_man.resList[1]->ad+sizeof(_standardHeader)+4* 111) //for the poor PSX so it knows what language is running. -//-------------------------------------------------------------------------------------- //resource id's of pouse mointers. It's pretty much safe to do it like this -#define NORMAL_MOUSE_ID 17 -#define SCROLL_LEFT_MOUSE_ID 1440 -#define SCROLL_RIGHT_MOUSE_ID 1441 +#define NORMAL_MOUSE_ID 17 +#define SCROLL_LEFT_MOUSE_ID 1440 +#define SCROLL_RIGHT_MOUSE_ID 1441 -//-------------------------------------------------------------------------------------- // Console Font - does not use game text - only English required -#define CONSOLE_FONT_ID 340 // ConsFont +#define CONSOLE_FONT_ID 340 // ConsFont // Speech Font #define ENGLISH_SPEECH_FONT_ID 341 // SpchFont @@ -107,33 +118,27 @@ #define POLISH_SPEECH_FONT_ID 955 // PolSpcFn // Control Panel Font (and un-selected savegame descriptions) -#define ENGLISH_CONTROLS_FONT_ID 2005 // Sfont +#define ENGLISH_CONTROLS_FONT_ID 2005 // Sfont #define FINNISH_CONTROLS_FONT_ID 959 // FinSavFn -#define POLISH_CONTROLS_FONT_ID 3686 // PolSavFn +#define POLISH_CONTROLS_FONT_ID 3686 // PolSavFn // Red Font (for selected savegame descriptions) -#define ENGLISH_RED_FONT_ID 2005 // 1998 // Redfont -#define FINNISH_RED_FONT_ID 959 // 960 // FinRedFn -#define POLISH_RED_FONT_ID 3686 // 3688 // PolRedFn +#define ENGLISH_RED_FONT_ID 2005 // 1998 // Redfont +#define FINNISH_RED_FONT_ID 959 // 960 // FinRedFn +#define POLISH_RED_FONT_ID 3686 // 3688 // PolRedFn -//-------------------------------------------------------------------------------------- // Control panel palette resource id -#define CONTROL_PANEL_PALETTE 261 +#define CONTROL_PANEL_PALETTE 261 -//-------------------------------------------------------------------------------------- // res id's of the system menu icons -#define OPTIONS_ICON 344 -#define QUIT_ICON 335 -#define SAVE_ICON 366 -#define RESTORE_ICON 364 -#define RESTART_ICON 342 - -//-------------------------------------------------------------------------------------- -// res id of conversation exit icon - -#define EXIT_ICON 65 // 'EXIT' menu icon (used in FN_choose) - -//-------------------------------------------------------------------------------------- +#define OPTIONS_ICON 344 +#define QUIT_ICON 335 +#define SAVE_ICON 366 +#define RESTORE_ICON 364 +#define RESTART_ICON 342 + +// res id of conversation exit icon, 'EXIT' menu icon (used in FN_choose) +#define EXIT_ICON 65 #endif |