qt-agistudio/template/src/defines.txt

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// **********************************
// Interpreter variables, flags, etc.
// **********************************
// vars
#define room_no v0
#define prev_room_no v1
#define ego_edge_code v2
#define score v3
#define object_touching_edge v4
#define object_edge_code v5
#define ego_dir v6
#define max_score v7
#define free_memory v8
#define unknown_word_no v9
#define cycle_delay v10
#define clock_seconds v11
#define clock_minutes v12
#define clock_hours v13
#define clock_days v14
#define joystick_sensitivity v15
#define ego_view_no v16
#define error_code v17
#define error_information v18
#define key_pressed v19
#define computer_type v20
#define window_close_time v21
#define sound_type v22
#define sound_volume v23
// not sure what v24 is
#define selected_inventory_item v25
#define video_mode v26
// Not standard, but define a few temp variables
#define va v27
#define vb v28
#define vc v29
// flags
#define ego_on_water f0
#define ego_hidden f1
#define input_recieved f2
#define ego_touching_signal_line f3
#define input_parsed f4
#define new_room f5
#define game_restarted f6
#define script_buffer_blocked f7
#define joystick_sensitivity_set f8
#define sound_on f9
#define trace_enabled f10
#define first_logic0_cycle f11
#define game_restored f12
#define inventory_select_enabled f13
#define menu_enabled f14
#define windows_remain f15
// strings
#define prompt_char s0
// edge codes
#define no_edge 0
#define horizon_edge 1
#define right_edge 2
#define bottom_edge 3
#define left_edge 4
// directions
#define stopped 0
#define up 1
#define upright 2
#define right 3
#define downright 4
#define down 5
#define downleft 6
#define left 7
#define upleft 8
// video modes
#define CGA 0
#define RGB 1
#define Hercules 2
#define EGA 3
#define VGA 4
// ***********
// Controllers
// ***********
// AGI menu
#define menu_about c21
#define menu_help c2
// File menu
#define menu_save c3
#define menu_restore c5
#define menu_fileseparator c20
#define menu_restart c7
#define menu_quit c1
// Action menu
#define menu_seeobject c22
#define menu_inventory c10
// Special menu
#define menu_soundonoff c16
#define menu_clock c12
#define menu_joystick c15
#define menu_pause c18
// Speed menu
#define menu_normalspeed c24
#define menu_slowspeed c25
#define menu_fastspeed c23
#define menu_fastestspeed c28
// Keys
#define key_activiate_menu c19
#define key_decreasevolume c26
#define key_increasevolume c27
#define key_clearinputline c17
#define key_echoline c9
#define key_seeobject c4
#define key_debug c14
// *************************
// Other variables/flags/etc
// *************************
#define debug_active f32
#define clock_active f34
#define old_clock_seconds v37
#define ego o0
#define new_ego_x v30
#define new_ego_y v31
#define old_ego_x v32
#define old_ego_y v33
#define old_ego_dir v34
#define never_animate_ego f30
#define always_animate_ego f31
#define death_type v35
#define thankyou_timer v36
#define coords_shown f35
#define num_invobjects 1
// This is the number of inventory objects in game. It is used by the debug
// mode when the player types "gimme gimme". Remember to change this when you
// add more objects.
#define disable_game_functions f33
// Set the flag disable_game_functions to stop the player from using things
// like the menu, inventory and saving/restoring games. This is useful in
// places like the introduction when you don't want these things done. Scenes
// like this could test for have.key (i.e. when the user has pressed a key) to
// be bypassed.
// NOTE: disable_game_functions is currently set before the intro is run.
// Remember to make sure it is reset after the intro (this should be done before
// entering the first room).
#define game_version_message "(game version)"
#define game_about_message "(about message)"