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common_defines.h
1 /* ScummVM - Graphic Adventure Engine
2  *
3  * ScummVM is the legal property of its developers, whose names
4  * are too numerous to list here. Please refer to the COPYRIGHT
5  * file distributed with this source distribution.
6  *
7  * This program is free software: you can redistribute it and/or modify
8  * it under the terms of the GNU General Public License as published by
9  * the Free Software Foundation, either version 3 of the License, or
10  * (at your option) any later version.
11  *
12  * This program is distributed in the hope that it will be useful,
13  * but WITHOUT ANY WARRANTY; without even the implied warranty of
14  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15  * GNU General Public License for more details.
16  *
17  * You should have received a copy of the GNU General Public License
18  * along with this program. If not, see <http://www.gnu.org/licenses/>.
19  *
20  */
21 
22 #ifndef AGS_SHARED_AC_COMMON_DEFINES_H
23 #define AGS_SHARED_AC_COMMON_DEFINES_H
24 
25 #include "ags/shared/core/platform.h"
26 
27 namespace AGS3 {
28 
29 // Some arbitrary return values, should be replaced with either
30 // simple boolean, or HError
31 #define EXIT_NORMAL 0
32 #define EXIT_CRASH 92
33 #define EXIT_ERROR 93
34 
35 // Legacy (UNSUPPORTED!) interaction script constants
36 //
37 // NUMCONDIT : whataction[0]: Char walks off left
38 // [1]: Char walks off right
39 // [2]: Char walks off bottom
40 // [3]: Char walks off top
41 // [4]: First enters screen
42 // [5]: Every time enters screen
43 // [6]: execute every loop
44 // [5]...[19]: Char stands on lookat type
45 // [20]...[35]: Look at type
46 // [36]...[49]: Action on type
47 // [50]...[65]: Use inv on type
48 // [66]...[75]: Look at object
49 // [76]...[85]: Action on object
50 // [86]...[95]: Speak to object
51 // [96]...[105]: Use inv on object
52 // [106]...[124]: Misc conditions 1-20
53 
54 // game ver whataction[]=
55 // v1.00 0 : Go to screen
56 // 1 : Don't do anything
57 // 2 : Can't walk
58 // 3 : Man dies
59 // 4 : Run animation
60 // 5 : Display message
61 // 6 : Remove an object (set object.on=0)
62 // 7 : Remove object & add Val2 to inventory
63 // 8 : Add Val1 to inventory (Val2=num times)
64 // 9 : Run a script
65 // v1.00 SR-1 10 : Run graphical script
66 // v1.1 11 : Play sound effect SOUND%d.WAV
67 // v1.12 12 : Play FLI/FLC animation FLIC%d.FLC or FLIC%d.FLI
68 // 13 : Turn object on
69 // v2.00 14 : Run conversation
70 #if defined(OBSOLETE)
71 #define NUM_MISC 20
72 #define NUMOTCON 7 // number of conditions before standing on
73 #define NUM_CONDIT (120 + NUMOTCON)
74 #define MISC_COND (MAX_WALK_BEHINDS * 4 + NUMOTCON + MAX_ROOM_OBJECTS * 4)
75 #define NUMRESPONSE 14
76 #define NUMCOMMANDS 15
77 #define GO_TO_SCREEN 0
78 #define NO_ACTION 1
79 #define NO_WALK 2
80 #define MAN_DIES 3
81 #define RUN_ANIMATE 4
82 #define SHOW_MESSAGE 5
83 #define OBJECT_OFF 6
84 #define OBJECT_INV 7
85 #define ADD_INV 8
86 #define RUNSCRIPT 9
87 #define GRAPHSCRIPT 10
88 #define PLAY_SOUND 11
89 #define PLAY_FLI 12
90 #define OBJECT_ON 13
91 #define RUN_DIALOG 14
92 #endif
93 
94 // Script name length limit for some game objects
95 #define LEGACY_MAX_SCRIPT_NAME_LEN 20
96 // Number of state-saved rooms
97 #define MAX_ROOMS 300
98 // Some obsolete room data, likely pre-2.5
99 #define MAX_LEGACY_ROOM_FLAGS 15
100 // Old object name limit
101 #define LEGACY_MAXOBJNAMELEN 30
102 // Max number of sprites in older versions
103 #define LEGACY_MAX_SPRITES_V25 6000
104 #define LEGACY_MAX_SPRITES 30000
105 
106 // The game to screen coordinate conversion multiplier, was used in older high-res games
107 #define HIRES_COORD_MULTIPLIER 2
108 
109 // Room object flags (currently limited by a byte)
110 #define OBJF_NOINTERACT 0x01 // not clickable
111 #define OBJF_NOWALKBEHINDS 0x02 // ignore walk-behinds
112 #define OBJF_HASTINT 0x04 // the tint_* members are valid
113 #define OBJF_USEREGIONTINTS 0x08 // obey region tints/light areas
114 #define OBJF_USEROOMSCALING 0x10 // obey room scaling areas
115 #define OBJF_SOLID 0x20 // blocks characters from moving
116 #define OBJF_LEGACY_LOCKED 0x40 // object position is locked in the editor (OBSOLETE since 3.5.0)
117 #define OBJF_HASLIGHT 0x80 // the tint_light is valid and treated as brightness
118 #define OBJF_TINTLIGHTMASK (OBJF_HASTINT | OBJF_HASLIGHT | OBJF_USEREGIONTINTS)
119 
120 // Animation flow mode
121 // NOTE: had to move to common_defines, because used by CharacterInfo
122 // Animates once and stops at the *last* frame
123 #define ANIM_ONCE 0
124 // Animates infinitely until stopped by command
125 #define ANIM_REPEAT 1
126 // Animates once and stops, resetting to the very first frame
127 #define ANIM_ONCERESET 2
128 
129 } // namespace AGS3
130 
131 #endif
Definition: ags.h:40