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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef WATCHMAKER_MESSAGE_H
#define WATCHMAKER_MESSAGE_H
namespace Watchmaker {
// DEFINIZIONI MESSAGGI
// PRIORITA'
#define MP_DEFAULT 0 // Deafault
#define MP_CLEARA 1 // Fa partire tutti gli eventi che aspettano A
#define MP_WAITA 2 // Aspetta A
#define MP_WAIT_LINK 4 // Apetta di ricevere un link dall'animazione che da il tempo
#define MP_WAIT_ACT 8 // Apetta la fine di una camminata o corsa o azione
#define MP_WAIT_ANIM 16 // Apetta la fine di una animazione
#define MP_WAIT_CAMERA 32 // Aspetta la fine del percorso della camera
#define MP_WAIT_PORTAL 64 // Aspetta il passaggio del portale
#define MP_WAIT_RETRACE 128 // Aspetta il Refresh del video
// PARAMETRI EXTRA
#define MPX_START_T2D_SAVE 1
#define MPX_START_T2D_LOAD 2
#define MPX_START_T2D_OPTIONS 3
// IDLE
#define ME_CURCHAR 254
#define ME_ALL 255
// MOUSE
#define ME_MOUSEUPDATE 1
#define ME_MLEFT 2
#define ME_MRIGHT 3
#define ME_MOUSEHIDE 4
#define ME_MOUSEUNHIDE 5
#define ME_MLEFTPRESSED 6
#define ME_MRIGHTPRESSED 7
// SYSTEM
enum EventClass {
MC_IDLE = 0,
MC_MOUSE = 1,
MC_SYSTEM = 2,
MC_CAMERA = 3,
MC_STRING = 4,
MC_ACTION = 5,
MC_PLAYER = 6,
MC_INVENTORY = 7,
MC_DIALOG = 8,
MC_ANIM = 9,
MC_T2D = 10
};
enum SystemEvent {
ME_QUIT = 1,
ME_START = 2,
ME_CHANGEROOM = 3,
ME_CHANGEPLAYER = 4,
ME_STARTEFFECT = 5,
ME_CONTINUEEFFECT = 6,
ME_STOPEFFECT = 7,
ME_PLAYERTIMER = 8
};
// CAMERAS
#define ME_SETCAMERA 1
#define ME_CAMERAUPDATE 2
#define ME_SOURCEAT 3
#define ME_TARGETAT 4
#define ME_CHECKDISTANCE 5
#define ME_MOVECAMERATO 6
#define ME_INVALIDATECAMERA 7
#define ME_CAMERAGOTO 8
#define ME_SAVECAMERAPOS 9
#define ME_RESTORECAMERAPOS 10
#define ME_CAMERA3TO1 11
#define ME_CAMERA1TO3 12
#define ME_CAMERAPLAYER 13
// STRINGS
#define ME_PLAYERSPEAK 1
#define ME_PLAYERCONTINUESPEAK 2 //aspetta che finisca il tempo della frase
#define ME_PLAYERCONTINUESPEAK_WAITWAVE 3 //aspetta che finisca il suono associato alla frase
// ACTION
#define ME_MOUSEOPERATE 1
#define ME_MOUSEEXAMINE 2
#define ME_INVOPERATE 3
#define ME_INVEXAMINE 4
#define ME_USEWITH 5
// MAINC
#define ME_PLAYERGOTO 1
#define ME_PLAYERGOTOEXAMINE 2
#define ME_PLAYERGOTOACTION 3
#define ME_PLAYERGOTOEXIT 4
#define ME_PLAYERIDLE 5
#define ME_PLAYERGOTONOSKIP 6
// INVENTORY
#define ME_EXAMINEICON 1
#define ME_OPERATEICON 2
#define ME_INVOFF 3
#define ME_INVMODE1 4
#define ME_INVMODE2 5
#define ME_INVMODE3 6
#define ME_INVMODE4 7
#define ME_INVSWITCH 8
// DIALOG
#define ME_DIALOGSTART 1
#define ME_DIALOGCONTINUE 2
#define ME_DIALOGEND 3
#define ME_DIALOGEND_SKIPINTRO 4
// ANIM
#define ME_STARTANIM 1
#define ME_STOPANIM 2
#define ME_PAUSEANIM 3
#define ME_CONTINUEANIM 4
// T2D
#define ME_T2DSTART 1
#define ME_T2DSTOP 2
#define ME_T2DCONTINUE 3
#define ME_T2DSETBITMAP 4
#define ME_T2DSETBUTTON 5
#define ME_T2DSETWINDOW 6
#define ME_T2DSWAPWINDOWS 7
} // End of namespace Watchmaker
#endif // WATCHMAKER_MESSAGE_H
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