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- { Define
-
- _STOP_MUSIC -1
- _CRAPMUSIC 0 //0
- _BATTLE 1 //1
- _ZERO_G 2 //2
- _TANKS 3 //3
- _OPTIONS 4 //4
- _FIDO 5 //5
- _TOWER_SCENE 6 //6
- _TUN_ROOM 7 //7
- _TEMPLE 8 //8
- _TOMB 9 //9
- _CHAOS 10 //a
- _ATMOSPHERE 11 //b
- _WEIRD 12 //c
- _INTRO_CELL 13 //d
- _TOWER 14 //e
- _REACTOR 15 //f
- _DR_ESCHER_SCENE 16 //g
- _CITY 17 //h
- _VICTORY 18 //i
- _DIG_SITE 19 //j
- _CELPANEL 20 //k
- _CONTROL 21 //l
- _DEFEAT 22 //m
- _OPROOM_SCENE 23 //n
- _GRAVITY_RING 24 //o
- _MACHINE_SHOP 25 //p
- _CRASHED_SHIP 26 //q
- _LANDPAD_LEDGE 27 //r
- _SPIDERS 28 //s
- _MAIN_AIRLOCK 29 //t
- _FIGHT_CAYNAN 30 //u
- _GMRESET 31 //v
- _FIGHT_NURSEBOT_2 32 //w
- _FIGHT_NURSEBOT_1 33 //x
- _GOING_BACK 34 //y
- _TANK_MONSTER 35 //z
- _something 36 //A
- _MASTABA_FAREWELL 37 //B
- _INTRO 38 //C
- _MASTABA 39 //D
- _TITLE_2 40 //E
- _TITLE_3 41 //F
- _WARHEAD 42 //G
- _BLANK 43 //H
- _OPROOM_SCENE_2 44 //I
- _OPROOM_SCENE_3 45 //J
- _NEW_INTRO 46 //K
- _AFTER_CONBOT 47 //L
- _TITLEMUSIC 48 //M
-
- // These defines are used for the monitors. They define the states that
- // a button or text can appear in.
-
- _MON_INVISIBLE 1 // selectable but not drawn
- _MON_NORMAL 2 // drawn in normal state
- _MON_HIGHLIGHT 3 // drawn in highlighted state
- _MON_SELECTED 4 // drawn in selected state
- _MON_SEL_AND_HIGH 5 // drawn selected and highlighted
- _MON_NOT_SELECTABLE 6 // not selectable and drawn that way
- _MON_TOGGLE_BUTTON 1 // Indicates toggle button
- _MON_NORMAL_BUTTON 0 // Indicates normal button
-
- // these are for mon_ScrollList()
- // from DKEY.H
- _PAGE_UP 201 // kbPGUP
- _PAGE_DOWN 209 // kbPGDN
- _ENTRY_UP 45 // kbMINUS
- _ENTRY_DOWN 43 // kbPLUS
- _LINE_UP 200 // kbUP
- _LINE_DOWN 208 // kbDN
- _LINE_UP_WITHIN_ENTRY 203 // kbLEFT
- _LINE_DOWN_WITHIN_ENTRY 205 // kbRIGHT
-
- _FALSE 0
- _TRUE 1
-
- // These are subtitle color constants =================================
-
- _stcGold 117 // gold in world pallete
-
- _stcCyan 127
- _stcGreen 199
- _stcBlue 249
- _stcFlesh 186
-
- _stcLex 127
- _stcEnemy 199
-
- // These are for .curfig. numbers
-
- _HPS 0
- _ATTACK 1
- _DEFEND 2
- _ATK_STATUS 3
- _DAMAGE 4
- _MAX_HPS 5
- _AI_RESERVED 6 // some ai modules uses this one
- _HARD_HPS 7
- _QUAKING 8 // used by the earthquake code
-
- // These are the .curfig.ATK_STATUS values
-
- _ATK_STATUS_OK 0 // Default status
- _ATK_STATUS_RECOIL 1 // Figure currently recoiling
- _ATK_STATUS_STUNNED 2 // Figure currently stunned
-
- // These are for .curitem. numbers
- _CHARGES 0
- _MAX_CHARGES 1
- // this is for batteries
- _BATTERY_TYPE 2
- _SUPER_POWERFUL 3 // used to mark the battery given by the Elite
-
- // types of batteries, used so we know what to set the alias after we
- // remove the battery from some placeholder (leg or bike) -bes
- _BAT_150 1
- _BAT_100 2
- _ABAT_500 3
-
- // AddKey Support - used for Demo's etc.
- _HK_INVALID 00
- _HK_ESC 01
- _HK_1 02
- _HK_2 03
- _HK_3 04
- _HK_4 05
- _HK_5 06
- _HK_6 07
- _HK_7 08
- _HK_8 09
- _HK_9 10
- _HK_0 11
- _HK_MINUS 12
- _HK_EQUALS 13
- _HK_BACKSPACE 14
- _HK_TAB 15
- _HK_Q 16
- _HK_W 17
- _HK_E 18
- _HK_R 19
- _HK_T 20
- _HK_Y 21
- _HK_U 22
- _HK_I 23
- _HK_O 24
- _HK_P 25
- _HK_LEFT_BRACKET 26
- _HK_RIGHT_BRACKET 27
- _HK_ENTER 28
- _HK_LEFT_CTRL 29
- _HK_A 30
- _HK_S 31
- _HK_D 32
- _HK_F 33
- _HK_G 34
- _HK_H 35
- _HK_J 36
- _HK_K 37
- _HK_L 38
- _HK_SEMICOLON 39
- _HK_APOSTROPHE 40
- _HK_TILDE 41
-
- _HK_LEFT_SHIFT 42
- _HK_BACKSLASH 43
- _HK_Z 44
- _HK_X 45
- _HK_C 46
- _HK_V 47
- _HK_B 48
- _HK_N 49
- _HK_M 50
- _HK_COMMA 51
- _HK_PERIOD 52
- _HK_SLASH 53
- _HK_RIGHT_SHIFT 54
- _HK_PRINT_SCREEN 55
- _HK_LEFT_ALT 56
- _HK_SPACEBAR 57
- _HK_CAPSLOCK 58
- _HK_F1 59
- _HK_F2 60
- _HK_F3 61
- _HK_F4 62
- _HK_F5 63
- _HK_F6 64
- _HK_F7 65
- _HK_F8 66
- _HK_F9 67
- _HK_F10 68
-
- _HK_SCROLLLOCK 70
- _HK_KEYPAD7 71
- _HK_KEYPAD8 72
- _HK_KEYPAD9 73
- _HK_KEYPAD_MINUS 74
- _HK_KEYPAD4 75
- _HK_KEYPAD5 76
- _HK_KEYPAD6 77
- _HK_KEYPAD_PLUS 78
- _HK_KEYPAD1 79
- _HK_KEYPAD2 80
- _HK_KEYPAD3 81
- _HK_KEYPAD0 82
- _HK_KEYPAD_PERIOD 83
-
- // start the extended section
- //_HK_KEYPAD_ENTER 84
- //_HK_RIGHT_CTRL 85
- //_HK_KEYPAD_SLASH 86
- //_HK_KEYPAD_STAR 87
- //_HK_RIGHT_ALT 88
- //_HK_HOME 89
- //_HK_UP_ARROW 90
- //_HK_PAGE_UP 91
- //_HK_LEFT_ARROW 92
- //_HK_RIGHT_ARROW 93
- //_HK_END 94
- //_HK_DOWN_ARROW 95
- //_HK_PAGE_DOWN 96
- //_HK_INSERT 97
- //_HK_DELETE 98
-
- _KB_TAB 9
-
- _LEFT_ALT_PRESSED 128
- _RIGHT_ALT_PRESSED 64
- _LEFT_CTRL_PRESSED 32
- _RIGHT_CTRL_PRESSED 16
- _LEFT_SHIFT_PRESSED 8
- _RIGHT_SHIFT_PRESSED 4
- // (LEFT_ALT_PRESSED | RIGHT_ALT_PRESSED)
- _EITHER_ALT_PRESSED 192
- // (LEFT_CTRL_PRESSED | RIGHT_CTRL_PRESSED)
- _EITHER_CTRL_PRESSED 48
- // (LEFT_SHIFT_PRESSED | RIGHT_SHIFT_PRESSED)
- _EITHER_SHIFT_PRESSED 12
-
- // Tower Scene
- _GN1_NO_FRAMES 20
- _GN2_NO_FRAMES 20
- _LND1_NO_FRAMES 41
- _LND2_NO_FRAMES 62
-
- // The gun fires but the ship is nowhere nearby, so don't show
- // shots crossing the bow or anything.
- _Ship_State_Empty 0
-
- // The gun fires and the ship is at least close, but not actually
- // hit.
- _Ship_State_Full 1
-
- // The gun fires and you hit the ship.
- _Ship_State_Hit 2
-
- // These are the defines for solidity, matching those you find
- // in PHYSICAL.H. Neutral space objects are simply considered
- // to be 'not there'.
- _NEGATIVE 0
- _POSITIVE 1
- _NEUTRAL 2
-
- _INVALID_PROCESS_ID 0
-
- // Levels
- _TOWER_LEVEL 1
- _CHAOS_LEVEL 2
- _CONTROL_LEVEL 3
- _LANDPAD_LEVEL 4
- _TUNROOM_LEVEL 5
- _PLATFORM_LEVEL 6
- _Beach_Level 7
-
- // Robo Control characters
- _UseBot_Id 0
- _ForkLift_Id 1
-
- // Area Ids for calling monitors
- _ParagonMonitorAreaId 1
- _EvacuationMonitorAreaId 2
- _HistoryMonitorAreaId 3
- _ArchMonitorAreaId 4
-
- // TEMPLE DEFINES
- // Temple ball (WAK) for opening Temple has 26 frames, 0-25
- _first_WAK_frame 1
- _last_WAK_frame 25
-
- // Digsite
- // _wall: North-1 South-2 East-3 West-4
- // correspond to frames shown in monitor
- _NorthWall 1
- _SouthWall 3
- _EastWall 5
- _WestWall 7
- _ObliskWall 1
-
-
- // _CloseEnough distance for Go Waypoint walk commands
- _CloseEnough 60
- _CloseEnough2 25
- _CloseEnough3 20
-
- // Tubes defines
- _MAX_GLO_FRAME 27
-
- // Tube room flickering lights
- _MAX_LIT_FRAME 30
-
- // Credits Shadowing
- _Credits_NO_Shadow 0
- _Credits_UL_Shadow 1
- _Credits_DR_Shadow 2
- // Flags to send in for mon_Code
- // mon_Code reserves monitor #s to accomodate these flags for
- // the Options - ie. DlgOpts occupies 0..flag0+flag1+...+flagX
- // corresponding to DlgOpts::FlagsType
- _OPTS_DEFAULT 1
- _OPTS_MUST_RELOAD 2
- _OPTS_LOAD 4
- _OPTS_SAVE 8
- _OPTS_CREDITS 16
- _OPTS_AUDIO 32
- _OPTS_LEVEL 64
- _OPTS_TEST 128
- _OPTS_NEW 256
- _OPTS_DIFFICULTY 512
- _OPTS_EXIT 1024
-
- // Ascii values for the foreign languages are as follows:
- _ENGLISH 69 // 'E'
- _FRENCH 70 // 'F'
- _GERMAN 71 // 'G'
- _JAPANESE 74 // 'J'
- _KOREAN 75 // 'K'
- _SPANISH 83 // 'S'
-
- _CENTER 0
- _LEFT_CENTER 1
- _RIGHT_CENTER 2
- _TOP_CENTER 4
- _BOTTOM_CENTER 8
-
- _TOP_LEFT 5
- _TOP_RIGHT 6
- _BOTTOM_LEFT 9
- _BOTTOM_RIGHT 10
-
- _PACING 0
- _GREETING 1
- _FIGHTING 2
- }
-