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Text File  |  1995-02-20  |  10KB  |  356 lines

  1. { Define
  2.  
  3.     _STOP_MUSIC             -1
  4.     _CRAPMUSIC              0       //0
  5.     _BATTLE                 1       //1
  6.     _ZERO_G                 2       //2
  7.     _TANKS                  3       //3
  8.     _OPTIONS                4       //4
  9.     _FIDO                   5       //5
  10.     _TOWER_SCENE            6       //6
  11.     _TUN_ROOM               7       //7
  12.     _TEMPLE                 8       //8
  13.     _TOMB                   9       //9
  14.     _CHAOS                 10       //a
  15.     _ATMOSPHERE            11       //b
  16.     _WEIRD                 12       //c
  17.     _INTRO_CELL            13       //d
  18.     _TOWER                 14       //e
  19.     _REACTOR               15       //f
  20.     _DR_ESCHER_SCENE       16       //g
  21.     _CITY                  17       //h
  22.     _VICTORY               18       //i  
  23.     _DIG_SITE              19       //j
  24.     _CELPANEL              20       //k  
  25.     _CONTROL               21       //l
  26.     _DEFEAT                22       //m
  27.     _OPROOM_SCENE          23       //n
  28.     _GRAVITY_RING          24       //o
  29.     _MACHINE_SHOP          25       //p
  30.     _CRASHED_SHIP          26       //q
  31.     _LANDPAD_LEDGE         27       //r 
  32.     _SPIDERS               28       //s
  33.     _MAIN_AIRLOCK          29       //t
  34.     _FIGHT_CAYNAN          30       //u
  35.     _GMRESET               31       //v
  36.     _FIGHT_NURSEBOT_2      32       //w
  37.     _FIGHT_NURSEBOT_1      33       //x
  38.     _GOING_BACK            34       //y
  39.     _TANK_MONSTER          35       //z
  40.     _something             36       //A
  41.     _MASTABA_FAREWELL      37       //B
  42.     _INTRO                 38       //C  
  43.     _MASTABA               39       //D  
  44.     _TITLE_2               40       //E 
  45.     _TITLE_3               41       //F
  46.     _WARHEAD               42       //G
  47.     _BLANK                 43       //H
  48.     _OPROOM_SCENE_2        44       //I 
  49.     _OPROOM_SCENE_3        45       //J         
  50.     _NEW_INTRO             46       //K  
  51.     _AFTER_CONBOT          47       //L
  52.     _TITLEMUSIC            48       //M 
  53.  
  54.     // These defines are used for the monitors.  They define the states that
  55.     //    a button or text can appear in.
  56.  
  57.     _MON_INVISIBLE                  1               // selectable but not drawn
  58.     _MON_NORMAL                     2               // drawn in normal state
  59.     _MON_HIGHLIGHT                  3               // drawn in highlighted state
  60.     _MON_SELECTED                   4               // drawn in selected state
  61.     _MON_SEL_AND_HIGH               5               // drawn selected and highlighted
  62.     _MON_NOT_SELECTABLE             6               // not selectable and drawn that way
  63.     _MON_TOGGLE_BUTTON                              1                               // Indicates toggle button
  64.     _MON_NORMAL_BUTTON                              0                               // Indicates normal button
  65.  
  66.     // these are for mon_ScrollList()
  67.     // from DKEY.H
  68.     _PAGE_UP                        201             // kbPGUP
  69.     _PAGE_DOWN                      209             // kbPGDN
  70.     _ENTRY_UP                       45                              // kbMINUS
  71.     _ENTRY_DOWN                     43              // kbPLUS
  72.     _LINE_UP                        200             // kbUP
  73.     _LINE_DOWN                      208             // kbDN
  74.     _LINE_UP_WITHIN_ENTRY           203             // kbLEFT
  75.     _LINE_DOWN_WITHIN_ENTRY         205             // kbRIGHT
  76.  
  77.     _FALSE          0
  78.     _TRUE           1
  79.  
  80.     // These are subtitle color constants =================================
  81.  
  82.     _stcGold                117             // gold in world pallete
  83.  
  84.     _stcCyan                        127
  85.     _stcGreen                       199
  86.     _stcBlue                        249
  87.     _stcFlesh                       186
  88.  
  89.     _stcLex                         127
  90.     _stcEnemy                       199
  91.  
  92.     // These are for .curfig. numbers
  93.  
  94.     _HPS            0
  95.     _ATTACK         1
  96.     _DEFEND         2
  97.     _ATK_STATUS     3
  98.     _DAMAGE         4
  99.     _MAX_HPS        5
  100.     _AI_RESERVED    6               // some ai modules uses this one
  101.     _HARD_HPS               7
  102.     _QUAKING        8               // used by the earthquake code
  103.  
  104.     // These are the .curfig.ATK_STATUS values
  105.  
  106.     _ATK_STATUS_OK          0       // Default status
  107.     _ATK_STATUS_RECOIL      1       // Figure currently recoiling
  108.     _ATK_STATUS_STUNNED 2   // Figure currently stunned
  109.  
  110.     // These are for .curitem. numbers
  111.     _CHARGES                0
  112.     _MAX_CHARGES    1
  113.     // this is for batteries
  114.     _BATTERY_TYPE   2
  115.     _SUPER_POWERFUL   3             // used to mark the battery given by the Elite
  116.  
  117.     // types of batteries, used so we know what to set the alias after we
  118.     //   remove the battery from some placeholder (leg or bike) -bes
  119.     _BAT_150        1
  120.     _BAT_100        2
  121.     _ABAT_500       3
  122.  
  123.     // AddKey Support - used for Demo's etc.
  124.     _HK_INVALID       00
  125.     _HK_ESC           01
  126.     _HK_1             02
  127.     _HK_2             03
  128.     _HK_3             04
  129.     _HK_4             05
  130.     _HK_5             06
  131.     _HK_6             07
  132.     _HK_7             08
  133.     _HK_8             09
  134.     _HK_9             10
  135.     _HK_0             11
  136.     _HK_MINUS         12
  137.     _HK_EQUALS        13
  138.     _HK_BACKSPACE     14
  139.     _HK_TAB           15
  140.     _HK_Q             16
  141.     _HK_W             17
  142.     _HK_E             18
  143.     _HK_R             19
  144.     _HK_T             20
  145.     _HK_Y             21
  146.     _HK_U             22
  147.     _HK_I             23
  148.     _HK_O             24
  149.     _HK_P             25
  150.     _HK_LEFT_BRACKET  26
  151.     _HK_RIGHT_BRACKET 27
  152.     _HK_ENTER         28
  153.     _HK_LEFT_CTRL     29
  154.     _HK_A             30
  155.     _HK_S             31
  156.     _HK_D             32
  157.     _HK_F             33
  158.     _HK_G             34
  159.     _HK_H             35
  160.     _HK_J             36
  161.     _HK_K             37
  162.     _HK_L             38
  163.     _HK_SEMICOLON     39
  164.     _HK_APOSTROPHE    40
  165.     _HK_TILDE         41
  166.  
  167.     _HK_LEFT_SHIFT    42
  168.     _HK_BACKSLASH     43
  169.     _HK_Z             44
  170.     _HK_X             45
  171.     _HK_C             46
  172.     _HK_V             47
  173.     _HK_B             48
  174.     _HK_N             49
  175.     _HK_M             50
  176.     _HK_COMMA         51
  177.     _HK_PERIOD        52
  178.     _HK_SLASH         53
  179.     _HK_RIGHT_SHIFT   54
  180.     _HK_PRINT_SCREEN  55
  181.     _HK_LEFT_ALT      56
  182.     _HK_SPACEBAR      57
  183.     _HK_CAPSLOCK      58
  184.     _HK_F1            59
  185.     _HK_F2            60
  186.     _HK_F3            61
  187.     _HK_F4            62
  188.     _HK_F5            63
  189.     _HK_F6            64
  190.     _HK_F7            65
  191.     _HK_F8            66
  192.     _HK_F9            67
  193.     _HK_F10           68
  194.  
  195.     _HK_SCROLLLOCK    70
  196.     _HK_KEYPAD7       71
  197.     _HK_KEYPAD8       72
  198.     _HK_KEYPAD9       73
  199.     _HK_KEYPAD_MINUS  74
  200.     _HK_KEYPAD4       75
  201.     _HK_KEYPAD5       76
  202.     _HK_KEYPAD6       77
  203.     _HK_KEYPAD_PLUS   78
  204.     _HK_KEYPAD1       79
  205.     _HK_KEYPAD2       80
  206.     _HK_KEYPAD3       81
  207.     _HK_KEYPAD0       82
  208.     _HK_KEYPAD_PERIOD 83
  209.  
  210.     // start the extended section
  211.     //_HK_KEYPAD_ENTER   84
  212.     //_HK_RIGHT_CTRL     85
  213.     //_HK_KEYPAD_SLASH   86
  214.     //_HK_KEYPAD_STAR    87
  215.     //_HK_RIGHT_ALT      88
  216.     //_HK_HOME           89
  217.     //_HK_UP_ARROW       90
  218.     //_HK_PAGE_UP        91
  219.     //_HK_LEFT_ARROW     92
  220.     //_HK_RIGHT_ARROW    93
  221.     //_HK_END            94
  222.     //_HK_DOWN_ARROW     95
  223.     //_HK_PAGE_DOWN      96
  224.     //_HK_INSERT         97
  225.     //_HK_DELETE         98
  226.  
  227.     _KB_TAB                                 9
  228.  
  229.     _LEFT_ALT_PRESSED       128
  230.     _RIGHT_ALT_PRESSED      64
  231.     _LEFT_CTRL_PRESSED      32
  232.     _RIGHT_CTRL_PRESSED     16
  233.     _LEFT_SHIFT_PRESSED     8
  234.     _RIGHT_SHIFT_PRESSED 4
  235.     // (LEFT_ALT_PRESSED | RIGHT_ALT_PRESSED)
  236.     _EITHER_ALT_PRESSED  192
  237.     // (LEFT_CTRL_PRESSED | RIGHT_CTRL_PRESSED)
  238.     _EITHER_CTRL_PRESSED 48
  239.     // (LEFT_SHIFT_PRESSED | RIGHT_SHIFT_PRESSED)
  240.     _EITHER_SHIFT_PRESSED 12
  241.  
  242.     // Tower Scene
  243.     _GN1_NO_FRAMES 20
  244.     _GN2_NO_FRAMES 20
  245.     _LND1_NO_FRAMES 41
  246.     _LND2_NO_FRAMES 62
  247.  
  248.     // The gun fires but the ship is nowhere nearby, so don't show
  249.     // shots crossing the bow or anything.
  250.     _Ship_State_Empty       0
  251.  
  252.     // The gun fires and the ship is at least close, but not actually
  253.     // hit.
  254.     _Ship_State_Full        1
  255.  
  256.     // The gun fires and you hit the ship.
  257.     _Ship_State_Hit         2
  258.  
  259.     // These are the defines for solidity, matching those you find
  260.     // in PHYSICAL.H. Neutral space objects are simply considered
  261.     // to be 'not there'.
  262.     _NEGATIVE       0
  263.     _POSITIVE       1
  264.     _NEUTRAL        2
  265.  
  266.     _INVALID_PROCESS_ID     0
  267.  
  268.     // Levels
  269.     _TOWER_LEVEL    1
  270.     _CHAOS_LEVE