1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
|
/* Copyright (C) 1994-1998 Revolution Software Ltd.
* Copyright (C) 2003-2005 The ScummVM project
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*/
#ifndef DEFS
#define DEFS
#define SIZE 0x10000 // 65536 items per section
#define NuSIZE 0xffff // & with this
// always 8 (George object used for Nico player character as well)
#define CUR_PLAYER_ID 8
// global variable references
enum {
ID = 0,
RESULT = 1,
PLAYER_ACTION = 2,
// CUR_PLAYER_ID = 3,
PLAYER_ID = 305,
TALK_FLAG = 13,
MOUSE_X = 4,
MOUSE_Y = 5,
LEFT_BUTTON = 109,
RIGHT_BUTTON = 110,
CLICKED_ID = 178,
IN_SUBJECT = 6,
COMBINE_BASE = 7,
OBJECT_HELD = 14,
SPEECH_ID = 9,
INS1 = 10,
INS2 = 11,
INS3 = 12,
INS4 = 60,
INS5 = 61,
INS_COMMAND = 59,
PLAYER_FEET_X = 141,
PLAYER_FEET_Y = 142,
PLAYER_CUR_DIR = 937,
// for debug.cpp
LOCATION = 62,
// so scripts can force scroll offsets
SCROLL_X = 345,
SCROLL_Y = 346,
EXIT_CLICK_ID = 710,
EXIT_FADING = 713,
SYSTEM_TESTING_ANIMS = 912,
SYSTEM_TESTING_TEXT = 1230,
SYSTEM_WANT_PREVIOUS_LINE = 1245,
// 1=on 0=off (set in fnAddHuman and fnNoHuman)
MOUSE_AVAILABLE = 686,
// used in fnChoose
AUTO_SELECTED = 1115,
// see fnStartConversation and fnChooser
CHOOSER_COUNT_FLAG = 15,
// signifies a demo mode
DEMO = 1153,
// Indicates to script whether this is the Playstation version.
// PSXFLAG = 1173,
// for the poor PSX so it knows what language is running.
// GAME_LANGUAGE = 111,
// 1 = dead
DEAD = 1256,
// If set indicates that the speech anim is to run through only once.
SPEECHANIMFLAG = 1278,
// for the engine
SCROLL_OFFSET_X = 1314
};
// Resource IDs
enum {
// mouse mointers - It's pretty much safe to do it like this
NORMAL_MOUSE_ID = 17,
SCROLL_LEFT_MOUSE_ID = 1440,
SCROLL_RIGHT_MOUSE_ID = 1441,
// Console Font - does not use game text - only English required
CONSOLE_FONT_ID = 340,
// Speech Font
ENGLISH_SPEECH_FONT_ID = 341,
FINNISH_SPEECH_FONT_ID = 956,
POLISH_SPEECH_FONT_ID = 955,
// Control Panel Font (and un-selected savegame descriptions)
ENGLISH_CONTROLS_FONT_ID = 2005,
FINNISH_CONTROLS_FONT_ID = 959,
POLISH_CONTROLS_FONT_ID = 3686,
// Red Font (for selected savegame descriptions)
// BS2 doesn't draw selected savegames in red, so I guess this is a
// left-over from BS1
ENGLISH_RED_FONT_ID = 2005, // 1998 // Redfont
FINNISH_RED_FONT_ID = 959, // 960 // FinRedFn
POLISH_RED_FONT_ID = 3686, // 3688 // PolRedFn
// Control panel palette resource id
CONTROL_PANEL_PALETTE = 261,
// res id's of the system menu icons
OPTIONS_ICON = 344,
QUIT_ICON = 335,
SAVE_ICON = 366,
RESTORE_ICON = 364,
RESTART_ICON = 342,
// conversation exit icon, 'EXIT' menu icon (used in fnChoose)
EXIT_ICON = 65
};
#endif
|