Files
oboe/osx/boe.consts.h
Celtic Minstrel 78cd213972 In no particular order:
- Added some of the most basic dialogs
- Changed C-style <xxx.h> headers to C++-style <cxxx> headers
- Switched graphics to load from the PNG files in graphics.exd rather than from Blades of Exile Graphics (NOTE: Some graphics still don't work, probably because of incorrect source rects)
- Switched cursors to load from GIF files in graphics.exd rather than from Blades of Exile Graphics
- Moved Niemand's tileImage functions from boe.graphics.cpp to graphtool.cpp, so they can be used by all three programs.
- Added some string lists in .txt files
- Made cursors into an enum
- Rewrote the code for displaying the Edit Terrain dialog to use the new engine (not tested yet)
- Fixed some __attribute__((deprecated)) stuff
- Most graphics are now loaded just after the custom graphics. This means they will be overridden by a file of the same name in the scenario's .exr folder.
- Altered modes a little so that when at the startup screen you are in MODE_STARTUP rather than MODE_OUTDOORS.
- Switched from function pointers to boost::function – the Boost libraries are now required.
- Finished off the new dialog engine and made gess necessary
- Added status icons as another type that can be drawn in dialogs
- C Wrappers for Cocoa cursors based on an Apple example. This is tested, and works perfectly.
- Added a switch in the program for using Windows graphics; however, there is no way as yet to set this flag, and in fact there aren't even any Windows graphics to use.
- Added include guards to graphtool.h
- Made separate mac and win directories within sounds.exa, since the Mac and Windows sounds are mostly subtly different (with two completely different!)

git-svn-id: http://openexile.googlecode.com/svn/trunk@90 4ebdad44-0ea0-11de-aab3-ff745001d230
2009-06-07 18:18:24 +00:00

219 lines
5.3 KiB
C

/*
* consts.h
* BoE
*
* Created by Celtic Minstrel on 13/04/09.
*
*/
#ifndef _CONSTS_H
#define _CONSTS_H
/*
This file contain numerous constans in form of #defines.
Almost all of these constants cannot be changed because
that would make the game work improperly.
*/
#define NUM_OF_PCS 6
#define INVALID_PC NUM_OF_PCS
#define INVALID_TOWN 200
#define NUM_OF_BOATS 30
#define NUM_OF_HORSES 30
#define SFX_SMALL_BLOOD 1
#define SFX_MEDIUM_BLOOD 2
#define SFX_LARGE_BLOOD 4
#define SFX_SMALL_SLIME 8
#define SFX_BIG_SLIME 16
#define SFX_ASH 32
#define SFX_BONES 64
#define SFX_RUBBLE 128
/* stuff done flags */
#define SDF_IS_PARTY_SPLIT 304][0
#define SDF_PARTY_SPLIT_X 304][1
#define SDF_PARTY_SPLIT_Y 304][2
#define SDF_PARTY_SPLIT_PC 304][3
#define SDF_PARTY_SPLIT_TOWN 304][4 // for future use, hopefully
#define SDF_PARTY_STEALTHY 305][0
#define SDF_PARTY_FLIGHT 305][1
#define SDF_PARTY_DETECT_LIFE 305][2
#define SDF_PARTY_FIREWALK 305][3
#define SDF_SKIP_STARTUP 305][4 // preferably deprecated
#define SDF_LESS_SOUND 305][5
#define SDF_NO_TARGET_LINE 305][6
#define SDF_RESURRECT_NO_BALM 305][8
#define SDF_HOSTILES_PRESENT 305][9
#define SDF_NO_MAPS 306][0
#define SDF_NO_SOUNDS 306][1
#define SDF_NO_FRILLS 306][2
#define SDF_ROOM_DESCS_AGAIN 306][3
#define SDF_NO_INSTANT_HELP 306][4 // boolean
#define SDF_NO_SHORE_FRILLS 306][5
#define SDF_GAME_SPEED 306][6
#define SDF_EASY_MODE 306][7
#define SDF_LESS_WANDER_ENC 306][8
#define SDF_NO_TER_ANIM 306][9
/*
[305]
[4] will be Skip startup screen
[6] is No targeting line (use if getting crashes)
[5] is Fewer sounds (use if getting crashes)
*/
/* overall mode; some seem to be missing */
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_BASH_TOWN = 6, // unused
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,
};
// Directions!
enum eDirection {
DIR_N = 0,
DIR_NE = 1,
DIR_E = 2,
DIR_SE = 3,
DIR_S = 4,
DIR_SW = 5,
DIR_W = 6,
DIR_NW = 7,
DIR_HERE = 8,
};
#ifndef DIR_ARRAY_DEF
extern signed char dir_x_dif[9];
extern signed char dir_y_dif[9];
#endif
inline eDirection& operator++ (eDirection& me,int){
if(me == DIR_HERE) return me = DIR_N;
else return me = (eDirection) (1 + (int) me);
}
//inline eDamageType operator + (eDamageType lhs, eDamageType rhs){
// if(lhs == DAMAGE_MARKED || lhs == DAMAGE_NO_PRINT){
// if(rhs != DAMAGE_MARKED && rhs != DAMAGE_NO_PRINT)
// return (eDamageType) ((int)lhs + (int)rhs);
// }else if(rhs == DAMAGE_MARKED || rhs == DAMAGE_NO_PRINT)
// return (eDamageType) ((int)lhs + (int)rhs);
// else{
// int a = lhs, b = rhs, c = 0;
// if(a > 30){
// c += 30;
// a -= 30;
// if(b > 30) b -= 30;
// else if(b > 10) b -= 10;
// if(a == b) c += a;
// else c += 4;
// }else if(b > 30){
// c += 30;
// b -= 30;
// if(a > 30) a -= 30;
// else if(a > 10) a -= 10;
// if(a == b) c += a;
// else c += 4;
// }else if(a > 10){
// c += 10;
// a -= 10;
// if(b > 30){
// b -= 30;
// c += 20;
// }else if(b > 10) b -= 10;
// if(a == b) c += a;
// else c += 4;
// }else if(b > 10){
// c += 10;
// b -= 10;
// if(a > 30){
// a -= 30;
// c += 20;
// }else if(a > 10) a -= 10;
// if(a == b) c += a;
// else c += 4;
// }
// return (eDamageType) c; // this SHOULD guarantee a valid result...
// }
//}
/* trap type */
/* used in pc_record_type::runTrap(...) */
enum eTrapType {
TRAP_RANDOM = 0,
TRAP_BLADE = 1,
TRAP_DART = 2,
TRAP_GAS = 3, // poisons all
TRAP_EXPLOSION = 4, // damages all => uses c_town.difficulty rather than trap_level to calculates damages (and even c_town.difficulty /13).
TRAP_SLEEP_RAY = 5, // TODO: Rename "Paralysis ray"
TRAP_FALSE_ALARM = 6,
TRAP_DRAIN_XP = 7,
TRAP_ALERT = 8, // makes town hostile
TRAP_FLAMES = 9, // damages all => uses trap_level (*5) to calculates damages.
TRAP_DUMBFOUND = 10, //dumbfound all
TRAP_DISEASE = 11,
TRAP_DISEASE_ALL = 12,
};
//stuff used in blxactions.c
//Startup button rects (also used in startup.c)
#define STARTBTN_LOAD 0
#define STARTBTN_NEW 1
#define STARTBTN_ORDER 2
#define STARTBTN_JOIN 3
#define STARTBTN_CUSTOM 4
//Shop rects
#define SHOPRECT_WHOLE_AREA 0
#define SHOPRECT_ACTIVE_AREA 1
#define SHOPRECT_GRAPHIC 2
#define SHOPRECT_ITEM_NAME 3
#define SHOPRECT_ITEM_COST 4
#define SHOPRECT_ITEM_EXTRA 5
#define SHOPRECT_ITEM_HELP 6
// Item button rects
#define ITEMBTN_NAME 0
#define ITEMBTN_USE 1
#define ITEMBTN_GIVE 2
#define ITEMBTN_DROP 3
#define ITEMBTN_INFO 4
#define ITEMBTN_SPEC 5 // Sell, Identify, or Enchant
// PC button rects
#define PCBTN_NAME 0
#define PCBTN_HP 1
#define PCBTN_SP 2
#define PCBTN_INFO 3
#define PCBTN_TRADE 4
//Spell select
#define SPELL_SELECT_NONE 0
#define SPELL_SELECT_ACTIVE 1
#define SPELL_SELECT_ANY 2
//Spell refer
#define SPELL_REFER 0
#define SPELL_IMMED 1
#define SPELL_TARGET 2
#define SPELL_FANCY_TARGET 3
#endif