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scummvm/engines/ags/engine/ac/runtime_defines.h
T
Thierry Crozat 250e32f9a1 AGS: adjusted InputType and KeyMod for easier packing in int32
This allows to fully pack InputType, KeyMod and KeyCode/MouseButton/etc in a int32:

- 8 bits (0xFF) - input type
- 8 bits (0xFF) - key mod flags
- 4 bits (0xF) - reserved (potentially for expanding mod flags, if that will be necessary)
- 12 bits (0xFFF) - KeyCode, mouse codes, gamepad buttons, etc.

Purpose:
1. Potentially allow to set keycodes + mods in an integer and assign to an integer variable/property, such as "skip key", instead of using existing "combo keys"
2. In fact, with InputType flags, this makes it possible to assign a mouse or gamepad button to the same variables.
3. Potentially allow to return keycode + mods from Wait* (currently returns only single key).

From upstream 0203e8feb73b96c501ac2439aa3fe3d6c182c8f4
2022-10-10 00:16:16 +01:00

172 lines
4.8 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef AGS_ENGINE_AC_RUNTIME_DEFINES_H
#define AGS_ENGINE_AC_RUNTIME_DEFINES_H
#include "ags/shared/ac/common_defines.h"
namespace AGS3 {
// xalleg.h pulls in an Allegro-internal definition of MAX_TIMERS which
// conflicts with the definition in runtime_defines.h. Forget it.
#ifdef MAX_TIMERS
#undef MAX_TIMERS
#endif
// Max old-style script string length
#define MAX_MAXSTRLEN 200
#define MAXGLOBALVARS 50
#define INVALID_X 30000
#define MAXGSVALUES 500
#define MAXGLOBALSTRINGS 51
#define MAX_INVORDER 500
#define DIALOG_NONE 0
#define DIALOG_RUNNING 1
#define DIALOG_STOP 2
#define DIALOG_NEWROOM 100
#define DIALOG_NEWTOPIC 12000
#define MAX_TIMERS 21
#define MAX_PARSED_WORDS 15
// how many saves may be listed at once
#define MAXSAVEGAMES 50
// topmost save index to be listed with a FillSaveGameList command
// NOTE: changing this may theoretically affect older games which
// use slots > 99 for special purposes!
#define TOP_LISTEDSAVESLOT 99
#define MAX_QUEUED_MUSIC 10
#define GLED_INTERACTION 1
#define GLED_EFFECTS 2
#define QUEUED_MUSIC_REPEAT 10000
#define PLAYMP3FILE_MAX_FILENAME_LEN 50
#define MAX_AUDIO_TYPES 30
// Legacy (pre 3.5.0) alignment types used in the script API
enum LegacyScriptAlignment {
kLegacyScAlignLeft = 1,
kLegacyScAlignCentre = 2,
kLegacyScAlignRight = 3
};
const int LegacyMusicMasterVolumeAdjustment = 60;
const int LegacyRoomVolumeFactor = 30;
// These numbers were chosen arbitrarily -- the idea is
// to make sure that the user gets the parameters the right way round
#define ANYWHERE 304
#define WALKABLE_AREAS 305
#define BLOCKING 919
#define IN_BACKGROUND 920
#define FORWARDS 1062
#define BACKWARDS 1063
#define STOP_MOVING 1
#define KEEP_MOVING 0
#define SCR_NO_VALUE 31998
#define SCR_COLOR_TRANSPARENT -1
#define NUM_DIGI_VOICES 16
#define NUM_MOD_DIGI_VOICES 12
#define DEBUG_CONSOLE_NUMLINES 6
#define TXT_SCOREBAR 29
#define MAXSCORE _GP(play).totalscore
#define CHANIM_REPEAT 2
#define CHANIM_BACKWARDS 4
#define ANIM_BACKWARDS 10
// Animates once and stops at the *last* frame
#define ANIM_ONCE 1
// Animates infinitely until stopped by command
#define ANIM_REPEAT 2
// Animates once and stops, resetting to the very first frame
#define ANIM_ONCERESET 3
#define FONT_STATUSBAR 0
#define FONT_NORMAL _GP(play).normal_font
//#define FONT_SPEECHBACK 1
#define FONT_SPEECH _GP(play).speech_font
#define MODE_WALK 0
#define MODE_LOOK 1
#define MODE_HAND 2
#define MODE_TALK 3
#define MODE_USE 4
#define MODE_PICKUP 5
#define CURS_ARROW 6
#define CURS_WAIT 7
#define MODE_CUSTOM1 8
#define MODE_CUSTOM2 9
#define OVER_TEXTMSG 1
#define OVER_COMPLETE 2
#define OVER_PICTURE 3
#define OVER_TEXTSPEECH 4
#define OVER_CUSTOM 100
#define OVR_AUTOPLACE 30000
#define FOR_ANIMATION 1
#define FOR_SCRIPT 2
#define FOR_EXITLOOP 3
// an actsps index offset for characters
#define ACTSP_OBJSOFF (MAX_ROOM_OBJECTS)
// a 1-based movelist index offset for characters
#define CHMLSOFFS (1 + MAX_ROOM_OBJECTS)
#define MAX_SCRIPT_AT_ONCE 10
#define EVENT_NONE 0
#define EVENT_INPROGRESS 1
#define EVENT_CLAIMED 2
// Internal skip style flags, for speech/display, wait;
// theoretically correspond to InputType in script (with a 24-bit shift)
#define SKIP_NONE 0x00
#define SKIP_AUTOTIMER 0x01
#define SKIP_KEYPRESS 0x02
#define SKIP_MOUSECLICK 0x04
// Bit shift for packing skip type into result
#define SKIP_RESULT_TYPE_SHIFT 24
// Bit mask for packing skip key/button data into result
#define SKIP_RESULT_DATA_MASK 0x00FFFFFF
#define MANOBJNUM 99
#define STD_BUFFER_SIZE 3000
#define TURNING_AROUND 1000
#define TURNING_BACKWARDS 10000
#define MAX_PLUGIN_OBJECT_READERS 50
#define LOCTYPE_HOTSPOT 1
#define LOCTYPE_CHAR 2
#define LOCTYPE_OBJ 3
#define MAX_DYNAMIC_SURFACES 20
#define RESTART_POINT_SAVE_GAME_NUMBER 999
#define MAX_OPEN_SCRIPT_FILES 10
#define RETURN_CONTINUE 1
} // namespace AGS3
#endif