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/* 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
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