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cyber.net 2
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defines.def
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1995-02-20
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10KB
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356 lines
{ 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_LEVE