/* 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 2 * 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, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #ifndef TINSEL_DW_H #define TINSEL_DW_H #include "common/scummsys.h" #include "common/endian.h" namespace Tinsel { /** scene handle data type */ typedef uint32 SCNHANDLE; /** polygon handle */ typedef int HPOLYGON; #define EOS_CHAR '\0' // string terminator #define LF_CHAR '\x0a' // line feed // file names #define MIDI_FILE "midi.dat" // all MIDI sequences #define INDEX_FILENAME "index" // name of index file #define PSX_INDEX_FILENAME "index.dat" // name of index file in psx version #define NO_SCNHANDLES 300 // number of memory handles for scenes #define MASTER_SCNHANDLE 0 // master scene memory handle // the minimum value a integer number can have #define MIN_INT (1 << (8*sizeof(int) - 1)) #define MIN_INT16 (-32767) // the maximum value a integer number can have #define MAX_INT (~MIN_INT) // inventory object handle (if there are inventory objects) #define INV_OBJ_SCNHANDLE (TinselV0 ? (2 << SCNHANDLE_SHIFT) : (1 << SCNHANDLE_SHIFT)) #define FIELD_WORLD 0 #define FIELD_STATUS 1 #define ZSHIFT 10 // We don't set the Z position for print and talk text // i.e. it gets a Z position of 0 #define Z_INV_BRECT 10 // Inventory background rectangle #define Z_INV_MFRAME 15 // Inventory window frame #define Z_INV_HTEXT 15 // Inventory heading text #define Z_INV_ICONS 16 // Icons in inventory #define Z_INV_ITEXT 995 // Icon text #define Z_INV_RFRAME 22 // Re-sizing frame #define Z_CURSOR 1000 // Cursor #define Z_CURSORTRAIL 999 // Cursor trails #define Z_ACURSOR 990 // Auxillary cursor #define Z_TAG_TEXT 995 // In front of auxillary cursor #define Z_MDGROOVE 20 #define Z_MDSLIDER 21 #define Z_TOPPLAY 100 #define Z_TOPW_TEXT Z_TAG_TEXT // Started a collection of assorted maximum numbers here: #define MAX_MOVERS 6 // Moving actors using path system #define MAX_SAVED_ACTORS 32 // Saved 'Normal' actors #define MAX_SAVED_ALIVES 512 // Saves actors'lives #define MAX_SAVED_ACTOR_Z 512 // Saves actors' Z-ness // Legal non-existent entrance number for LoadScene() #define NO_ENTRY_NUM (-3458) // Magic unlikely number #define SAMPLETIMEOUT (20*ONE_SECOND) // Language for the resource strings enum LANGUAGE { TXT_ENGLISH, TXT_FRENCH, TXT_GERMAN, TXT_ITALIAN, TXT_SPANISH, TXT_HEBREW, TXT_HUNGARIAN, TXT_JAPANESE, TXT_US, NUM_LANGUAGES }; #define MAX_READ_RETRIES 5 // Definitions used for error messages #define FILE_IS_CORRUPT "File %s is corrupt" #define FILE_READ_ERROR "Error reading file %s" #define CANNOT_FIND_FILE "Cannot find file %s" #define NO_MEM "Cannot allocate memory for %s!" } // End of namespace Tinsel #endif // TINSEL_DW_H