Files
oboe/osx/pcedit/pc.global.h
Celtic Minstrel 9bbfc01c5d - Removed the ViewDlog target (since it's deprecated by the new dialog engine)
- Renamed some things for shorter filenames
- Moved the license into the doc folder
- Cleaned up the project internal hierarchy so that it knows of the external file hierarchy (This should reduce the steps needed to fix bad references when a name is changed.)

git-svn-id: http://openexile.googlecode.com/svn/trunk@112 4ebdad44-0ea0-11de-aab3-ff745001d230
2009-07-13 17:26:40 +00:00

429 lines
12 KiB
C

//#define EXILE_BIG_GUNS 1
#define DRAG_EDGE 15
#define IN_FRONT (WindowPtr)-1L
#define T_M 60
#define NUM_TOWN_ITEMS 115
#define DRAG_EDGE 15
#define IN_FRONT (WindowPtr)-1L
#define DISPLAY_LEFT 23
#define DISPLAY_TOP 23
#define BITMAP_WIDTH 28
#define BITMAP_HEIGHT 36
//#define STORED_GRAPHICS 240
#define PC_WIN_UL_X 291
#define PC_WIN_UL_Y 5
#define ITEM_WIN_UL_X 291
#define ITEM_WIN_UL_Y 130
#define TEXT_WIN_UL_X 291
#define TEXT_WIN_UL_Y 283
#define NUM_BUTTONS 15
#define ASB add_string_to_buf
#define PSD univ.party.stuff_done
#define DES display_enc_string
#define D2ES display_2_enc_string
#define DOOR_LIGHT can_enter = run_trap(7,&PSD[c_town.town_num][which],4220,0); break;
#define DOOR_HEAVY can_enter = run_trap(7,&PSD[c_town.town_num][which],4220,20); break;
#define DOOR_ALARM can_enter = run_trap(7,&PSD[c_town.town_num][which],4220,11); break;
#define DRESSER_LIGHT can_enter = run_trap(7,&PSD[c_town.town_num][which],4221,0); break;
#define DRESSER_HEAVY can_enter = run_trap(7,&PSD[c_town.town_num][which],4221,20); break;
#define DRESSER_ALARM can_enter = run_trap(7,&PSD[c_town.town_num][which],4221,11); break;
#define FLOOR_LIGHT can_enter = run_trap(7,&PSD[c_town.town_num][which],4222,0); break;
#define FLOOR_HEAVY can_enter = run_trap(7,&PSD[c_town.town_num][which],4222,20); break;
#define FLOOR_ALARM can_enter = run_trap(7,&PSD[c_town.town_num][which],4222,11); break;
#define CHEST_LIGHT can_enter = run_trap(7,&PSD[c_town.town_num][which],3450,0); break;
#define CHEST_HEAVY can_enter = run_trap(7,&PSD[c_town.town_num][which],3450,20); break;
#define CHEST_ALARM can_enter = run_trap(7,&PSD[c_town.town_num][which],3450,11); break;
#define printFlag() printf("%s %i\n",__FILE__,__LINE__)
//typedef struct {
// char x,y;
// } location;
//typedef struct {
// short x,y;} shortloc;
//typedef struct {
// short type,sd1,sd2,pic,m1,m2,ex1a,ex1b,ex2a,ex2b,jumpto;
// } special_node_type;
//typedef struct {
// short personality,type;
// char link1[4],link2[4];
// short extras[4];
// } talking_node_type;
//typedef struct {
// unsigned char strlens[200];
// talking_node_type talk_nodes[60];
// } talking_record_type;
//typedef struct {
// short picture;
// unsigned char blockage,flag1,flag2,special,trans_to_what,fly_over,boat_over;
// unsigned char block_horse,light_radius,step_sound,shortcut_key,res1,res2,res3;
// } terrain_type_type;
//typedef struct {
// unsigned char monst[4];
// } wandering_type;
//typedef struct {
// unsigned char monst[7];
// unsigned char friendly[3];
// short spec_on_meet,spec_on_win,spec_on_flee,cant_flee;
// short end_spec1,end_spec2;
//} out_wandering_type;
//typedef struct {
// unsigned char terrain[48][48];
// location special_locs[18];
// unsigned char special_id[18];
// location exit_locs[8];
// char exit_dests[8];
// location sign_locs[8];
// out_wandering_type wandering[4],special_enc[4];
// location wandering_locs[4];
// Rect info_rect[8];
// unsigned char strlens[180];
// special_node_type specials[60];
// } outdoor_record_type;
//typedef struct {
// unsigned char number;
// unsigned char start_attitude;
// location start_loc;
// unsigned char mobile;
// unsigned char time_flag;
// unsigned char extra1,extra2;
// short spec1, spec2;
// char spec_enc_code,time_code;
// short monster_time,personality;
// short special_on_kill,facial_pic;
//
// } creature_start_type;
//typedef struct {
// short variety, item_level;
// char awkward, bonus, protection, charges, type;
// unsigned char graphic_num,ability, type_flag, is_special;
// short value;
// bool identified, magic;
// unsigned char weight, description_flag;
// char full_name[25], name[15];
// unsigned char reserved1,reserved2;
// unsigned char magic_use_type, ability_strength, treas_class, real_abil;
//
//} short_item_record_type;
//typedef struct {
// short variety, item_level;
// char awkward, bonus, protection, charges, type, magic_use_type;
// unsigned char graphic_num,ability, ability_strength,type_flag, is_special;
// short value;
// unsigned char weight, special_class;
// location item_loc;
// char full_name[25], name[15];
// unsigned char treas_class,item_properties,reserved1,reserved2;
//} item_record_type;
//typedef struct {
// location item_loc;
// short item_code,ability;
// unsigned char charges,always_there,property,contained;
// } preset_item_type;
//typedef struct {
// location field_loc;
// short field_type;
// } preset_field_type;
//typedef struct {
// short town_chop_time,town_chop_key;
// wandering_type wandering[4];
// location wandering_locs[4];
// location special_locs[50];
// unsigned char spec_id[50];
// location sign_locs[15];
// short lighting;
// location start_locs[4];
// location exit_locs[4];
// short exit_specs[4];
// Rect in_town_rect;
// preset_item_type preset_items[64];
// short max_num_monst;
// preset_field_type preset_fields[50];
// short spec_on_entry,spec_on_entry_if_dead;
// short timer_spec_times[8];
// short timer_specs[8];
// unsigned char strlens[180];
// special_node_type specials[100];
// unsigned char specials1,specials2,res1,res2;
// short difficulty;
// } town_record_type;
//typedef struct {
// unsigned char terrain[64][64];
// Rect room_rect[16];
// creature_start_type creatures[60];
// unsigned char lighting[8][64];
// } big_tr_type;
//typedef struct {
// unsigned char terrain[48][48];
// Rect room_rect[16];
// creature_start_type creatures[40];
// unsigned char lighting[6][48];
// } ave_tr_type;
//typedef struct {
// unsigned char terrain[32][32];
// Rect room_rect[16];
// creature_start_type creatures[30];
// unsigned char lighting[4][32];
// } tiny_tr_type;
//typedef struct {
// short block_type;
// short block_destroy_time;
// char block_alignment;
// char block_key_time;
// location block_loc;
// } city_block_type;
//typedef struct {
// Rect what_rect;
// unsigned char ter_type;
// unsigned char hollow;
// } city_ter_rect_type;
//typedef struct {
// creature_start_type creatures[30];
// city_block_type city_block[15];
// city_ter_rect_type city_ter_rect[10];
// } template_town_type;
//typedef struct {
// item_record_type scen_items[400];
// char monst_names[256][20];
// char ter_names[256][30];
// } scen_item_data_type;
//typedef struct {
// short ter_type,item_num[10],item_odds[10],property;
// } item_storage_shortcut_type;
//typedef struct {
// unsigned char m_num,level,m_name[26];
// short health,m_health,mp,max_mp;
// unsigned char armor,skill;
// short a[3];
// unsigned char a1_type,a23_type,m_type,speed,ap,mu,cl,breath,breath_type,treasure,spec_skill,poison;
// short morale,m_morale;
// short corpse_item,corpse_item_chance;
// short status[15];
// unsigned char direction,immunities,x_width,y_width,radiate_1,radiate_2;
// unsigned char default_attitude,summon_type,default_facial_pic,res1,res2,res3;
// short picture_num;
//
// } monster_record_type;
//typedef struct {
// short active,attitude;
// unsigned char number;
// location m_loc;
// monster_record_type m_d;
// bool mobile;
// short summoned;
// creature_start_type monst_start;
// } creature_data_type;
//typedef struct {
// location horse_loc,horse_loc_in_sec,horse_sector;
// short which_town;
// bool exists,property;
// } horse_record_type;
//typedef struct {
// location boat_loc,boat_loc_in_sec,boat_sector;
// short which_town;
// bool exists,property;
//} boat_record_type;
//typedef struct {
// unsigned char flag1, flag2, flag3, flag4;
// unsigned char ver[3],min_run_ver,prog_make_ver[3],num_towns;
// unsigned char out_width,out_height,difficulty,intro_pic,default_ground;
// } scen_header_type;
// typedef struct {
// unsigned char flag1, flag2, flag3, flag4;
// unsigned char ver[3],min_run_ver,prog_make_ver[3],num_towns;
// unsigned char out_width,out_height,difficulty,intro_pic,default_ground;
// unsigned char town_size[200];
// unsigned char town_hidden[200];
// short flag_a;
// short intro_mess_pic,intro_mess_len;
// location where_start,out_sec_start,out_start;
// short which_town_start;
// short flag_b;
// short town_data_size[200][5];
// short town_to_add_to[10];
// short flag_to_add_to_town[10][2];
// short flag_c;
// short out_data_size[100][2];
// Rect store_item_rects[3];
// short store_item_towns[3];
// short flag_e;
// short special_items[50];
// short special_item_special[50];
// short rating,uses_custom_graphics;
// short flag_f;
// monster_record_type scen_monsters[256];
// boat_record_type scen_boats[30];
// horse_record_type scen_horses[30];
// short flag_g;
// terrain_type_type ter_types[256];
// short scenario_timer_times[20];
// short scenario_timer_specs[20];
// short flag_h;
// special_node_type scen_specials[256];
// item_storage_shortcut_type storage_shortcuts[10];
// short flag_d;
// unsigned char scen_str_len[300];
// short flag_i;
// location last_out_edited;
// short last_town_edited;
//
// } scenario_data_type;
// for game
//typedef struct {
// short personality;
// short town_num;
// short str1,str2;
// } talk_save_type;
//typedef struct {
// creature_data_type dudes[60];
// short which_town;
// short friendly;
// } creature_list_type;
//typedef struct {
// short town_num, difficulty;
// town_record_type town;
// char explored[64][64];
// bool hostile;
// creature_list_type monst;
// bool in_boat;
// location p_loc;
// } current_town_type;
//typedef struct {
// bool exists;
// short direction;
// out_wandering_type what_monst;
// location which_sector,m_loc;
// } outdoor_creature_type;
//typedef struct {
// long age;
// short gold,food;
// unsigned char stuff_done[310][10],item_taken[200][8];
// short light_level;
// location outdoor_corner,i_w_c,p_loc,loc_in_sec;
// boat_record_type boats[30];
// horse_record_type horses[30];
// creature_list_type creature_save[4];
// short in_boat,in_horse;
// outdoor_creature_type out_c[10];
// item_record_type magic_store_items[5][10];
// short imprisoned_monst[4];
// char m_seen[256];
// char journal_str[50];
// short journal_day[50];
// short special_notes_str[140][2];
// talk_save_type talk_save[120];
// short direction,at_which_save_slot;
// char alchemy[20];
// bool can_find_town[200];
// short key_times[100];
// short party_event_timers[30];
// short global_or_town[30];
// short node_to_call[30];
// char spec_items[50],help_received[120];
// short m_killed[200];
// long total_m_killed,total_dam_done,total_xp_gained,total_dam_taken;
// char scen_name[256];
// } party_record_type;
//typedef struct {
// char town_maps[200][8][64];
// } stored_town_maps_type;
//typedef struct {
// char town_strs[180][256];
// //char out_strs[120][256];
// char scen_strs[270][256];
// char talk_strs[170][256];
// char scen_header_strs[25][3][80];
// Str255 scen_names[25];
// scen_item_data_type scen_item_list;
// stored_town_maps_type town_maps;
// } piles_of_stuff_dumping_type;
//typedef struct {
// char out_strs[9][256];
// } outdoor_strs_type;
//typedef struct {
// short main_status;
// char name[20];
// short skills[30];
// short max_health,cur_health,max_sp,cur_sp,experience,skill_pts,level;
// short status[15];
// item_record_type items[24];
// bool equip[24];
// bool priest_spells[62],mage_spells[62];
// short which_graphic,weap_poisoned;
// bool advan[15],traits[15];
// short race,exp_adj,direction;
// } pc_record_type;
//typedef struct {
// unsigned char setup[4][64][64];
// } setup_save_type;
//typedef struct {
// item_record_type items[NUM_TOWN_ITEMS];
// } town_item_list;
//typedef struct {short i;} flag_type;
typedef struct {unsigned char pattern[9][9];} effect_pat_type;
//typedef struct {
// item_record_type items[NUM_TOWN_ITEMS];
// } stored_items_list_type;
//typedef struct {
// char outdoor_maps[100][6][48];
// } stored_outdoor_maps_type;
typedef struct {
long l[10];
} PrefRecord,*PrefPtr,**PrefHandle;