{ 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 }