Starting to turn the constants in boe.consts.h into enums. So far the overall mode and the player main status have been changed.

Also tried in vain to fix the problem with controls not being drawn.

git-svn-id: http://openexile.googlecode.com/svn/trunk@34 4ebdad44-0ea0-11de-aab3-ff745001d230
This commit is contained in:
2009-04-26 22:30:53 +00:00
parent fcda358c5e
commit 440eb5a765
24 changed files with 261 additions and 166 deletions

View File

@@ -64,24 +64,27 @@
*/
/* overall mode; some seem to be missing */
#define MODE_OUTDOORS 0
#define MODE_TOWN 1
#define MODE_TALK_TOWN 2 // looking for someone to talk
#define MODE_TOWN_TARGET 3 // spell target, that is
#define MODE_USE 4
#define MODE_COMBAT 10
#define MODE_SPELL_TARGET 11
#define MODE_FIRING 12 // firing from bow or crossbow
#define MODE_THROWING 13 // throwing missle
#define MODE_FANCY_TARGET 14 // spell target, that is; I think it's for multitarget spells
#define MODE_DROPPING 15
#define MODE_TALKING 20
#define MODE_SHOPPING 21
#define MODE_LOOK_OUTDOORS 35 // looking at something
#define MODE_LOOK_TOWN 36
#define MODE_LOOK_COMBAT 37
#define MODE_STARTUP 45
#define MODE_RESTING 50
enum eGameMode {
MODE_OUTDOORS = 0,
MODE_TOWN = 1,
MODE_TALK_TOWN = 2, // looking for someone to talk
MODE_TOWN_TARGET = 3, // spell target, that is
MODE_USE_TOWN = 4,
MODE_DROP_TOWN = 5,
MODE_COMBAT = 10,
MODE_SPELL_TARGET = 11,
MODE_FIRING = 12, // firing from bow or crossbow
MODE_THROWING = 13, // throwing missle
MODE_FANCY_TARGET = 14, // spell target, that is; I think it's for multitarget spells
MODE_DROP_COMBAT = 15,
MODE_TALKING = 20,
MODE_SHOPPING = 21,
MODE_LOOK_OUTDOORS = 35, // looking at something
MODE_LOOK_TOWN = 36,
MODE_LOOK_COMBAT = 37,
MODE_STARTUP = 45,
MODE_RESTING = 50,
};
// Scenario Editor Modes
// 0 - drawing
// 2 - town wandering arrival point
@@ -130,17 +133,17 @@
//#define MODE_SCEN_INTRO 61
//#define MODE_ 62
/* adven[i].main_status */ //complete
#define MAIN_STATUS_ABSENT 0 // absent, empty slot
#define MAIN_STATUS_ALIVE 1
#define MAIN_STATUS_DEAD 2
#define MAIN_STATUS_DUST 3
#define MAIN_STATUS_STONE 4
#define MAIN_STATUS_FLED 5
#define MAIN_STATUS_SURFACE 6 // fled to surface?
#define MAIN_STATUS_WON 7
/* main status modifiers */
#define MAIN_STATUS_SPLIT 10 // split from party
///* adven[i].main_status */ //complete
//#define MAIN_STATUS_ABSENT 0 // absent, empty slot
//#define MAIN_STATUS_ALIVE 1
//#define MAIN_STATUS_DEAD 2
//#define MAIN_STATUS_DUST 3
//#define MAIN_STATUS_STONE 4
//#define MAIN_STATUS_FLED 5
//#define MAIN_STATUS_SURFACE 6 // fled to surface?
//#define MAIN_STATUS_WON 7
///* main status modifiers */
//#define MAIN_STATUS_SPLIT 10 // split from party
/* adven[i].skills */ //complete