I do and was just wondering how many other adventurers are also combiners. Anyone?
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Show posts Menu#define MODE_GIVE 10
#define MODE_PULL 11
#define MODE_PUSH 12
#define MODE_TAKEOFF 13
#define MODE_PUTON 14
#define MODE_USEWITH 15
#define MODE_READ 16
#define MODE_OPEN 17
#define MODE_CLOSE 18
#define MODE_TURNON 19
#define MODE_TURNOFF 20
#define MODE_KISS 21
#define MODE_KICK 22
#define MODE_PUNCH 23
#define MODE_SLAP 24
#define MODE_LICK 25
#define MODE_INSTIGATE 26
else if (mood==MODE_GIVE) passon = 10;
else if (mood==MODE_PULL) passon = 11;
else if (mood== MODE_PUSH) passon = 12;
else if (mood== MODE_TAKEOFF) passon = 13;
else if (mood==MODE_PUTON) passon = 14;
else if (mood==MODE_USEWITH) passon = 15;
else if (mood== MODE_READ) passon = 16;
else if (mood==MODE_OPEN) passon = 17;
else if (mood== MODE_CLOSE) passon = 18;
else if (mood== MODE_TURNON) passon = 19;
else if (mood== MODE_TURNOFF) passon = 20;
else if (mood== MODE_KISS) passon = 21;
else if (mood== MODE_KICK) passon = 22;
else if (mood==MODE_PUNCH) passon = 23;
else if (mood==MODE_SLAP) passon = 24;
else if (mood==MODE_LICK) passon = 25;
else if (mood== MODE_INSTIGATE) passon = 26;
else if (mood==MODE_GIVE) passon = 10;
else if (mood==MODE_PULL) passon = 11;
else if (mood== MODE_PUSH) passon = 12;
else if (mood== MODE_TAKEOFF) passon = 13;
else if (mood==MODE_PUTON) passon = 14;
else if (mood==MODE_USEWITH) passon = 15;
else if (mood== MODE_READ) passon = 16;
else if (mood==MODE_OPEN) passon = 17;
else if (mood== MODE_CLOSE) passon = 18;
else if (mood== MODE_TURNON) passon = 19;
else if (mood== MODE_TURNOFF) passon = 20;
else if (mood== MODE_KISS) passon = 21;
else if (mood== MODE_KICK) passon = 22;
else if (mood==MODE_PUNCH) passon = 23;
else if (mood==MODE_SLAP) passon = 24;
else if (mood==MODE_LICK) passon = 25;
else if (mood== MODE_INSTIGATE) passon = 26;
else if (mood==MODE_GIVE) passon = 10;
else if (mood==MODE_PULL) passon = 11;
else if (mood== MODE_PUSH) passon = 12;
else if (mood== MODE_TAKEOFF) passon = 13;
else if (mood==MODE_PUTON) passon = 14;
else if (mood==MODE_USEWITH) passon = 15;
else if (mood== MODE_READ) passon = 16;
else if (mood==MODE_OPEN) passon = 17;
else if (mood== MODE_CLOSE) passon = 18;
else if (mood== MODE_TURNON) passon = 19;
else if (mood== MODE_TURNOFF) passon = 20;
else if (mood== MODE_KISS) passon = 21;
else if (mood== MODE_KICK) passon = 22;
else if (mood==MODE_PUNCH) passon = 23;
else if (mood==MODE_SLAP) passon = 24;
else if (mood==MODE_LICK) passon = 25;
else if (mood== MODE_INSTIGATE) passon = 26;
else if (modd == MODE_GIVE)
run_event_block_inv(iit, 10);
else if (modd == MODE_PULL)
run_event_block_inv(iit,11);
else if (modd == MODE_PUSH)
run_event_block_inv(iit, 12);
else if (modd == MODE_TAKEOFF)
run_event_block_inv(iit, 13);
else if (modd == MODE_PUTON)
run_event_block_inv(iit, 14);
else if (modd == MODE_USEWITH)
run_event_block_inv(iit, 15);
else if (modd == MODE_READ)
run_event_block_inv(iit, 16);
else if (modd == MODE_OPEN)
run_event_block_inv(iit, 17);
else if (modd == MODE_CLOSE)
run_event_block_inv(iit, 18);
else if (modd == MODE_TURNON)
run_event_block_inv(iit, 19);
else if (modd == MODE_TURNOFF)
run_event_block_inv(iit, 20);
else if (modd == MODE_KISS)
run_event_block_inv(iit, 21);
else if (modd == MODE_KICK)
run_event_block_inv(iit, 22);
else if (modd == MODE_PUNCH)
run_event_block_inv(iit, 23);
else if (modd == MODE_SLAP)
run_event_block_inv(iit, 24);
else if (modd == MODE_LICK)
run_event_block_inv(iit, 25);
else if (modd == MODE_INSTIGATE)
run_event_block_inv(iit, 26);
_interactionSchema = new InteractionSchema(new string[] {"Stands on hotspot",
"$$01 hotspot","$$02 hotspot","Use inventory on hotspot",
"$$03 hotspot", "Any click on hotspot","Mouse moves over hotspot",
"$$05 hotspot", "$$08 hotspot", "$$09 hotspot", “Giveâ€, “Pullâ€, “Pushâ€, “Take Offâ€, “Put onâ€, “Use withâ€, “Readâ€, “Openâ€, “Closeâ€, “Turn onâ€, “Turn offâ€, “Kissâ€, “Kickâ€, “Punchâ€, “Slapâ€, “Lickâ€, “Instigateâ€},
new string[] { "WalkOn", "Look", "Interact", "UseInv", "Talk", "AnyClick", "MouseMove", "PickUp", "Mode8", "Mode9", “Giveâ€, “Pullâ€, “Pushâ€, “TakeOffâ€, “PutOnâ€, “UseWithâ€, “Readâ€, “Openâ€, “Closeâ€, “TurnOnâ€, “TurnOffâ€, “Kissâ€, “Kickâ€, “Punchâ€, “Slapâ€, “Lickâ€, “Instigate†});
}
_interactionSchema = new InteractionSchema(new string[] {"$$01 character",
"$$02 character","$$03 character","Use inventory on character",
"Any click on character", "$$05 character","$$08 character",
"$$09 character", “Giveâ€, “Pullâ€, “Pushâ€, “Take Offâ€, “Put onâ€, “Use withâ€, “Readâ€, “Openâ€, “Closeâ€, “Turn onâ€, “Turn offâ€, “Kissâ€, “Kickâ€, “Punchâ€, “Slapâ€, “Lickâ€, “Instigateâ€},
new string[] { "Look", "Interact", "Talk", "UseInv", "AnyClick", "PickUp", "Mode8", "Mode9", “Giveâ€, “Pullâ€, “Pushâ€, “TakeOffâ€, “PutOnâ€, “UseWithâ€, “Readâ€, “Openâ€, “Closeâ€, “TurnOnâ€, “TurnOffâ€, “Kissâ€, “Kickâ€, “Punchâ€, “Slapâ€, “Lickâ€, “Instigate†});
}
_interactionSchema = new InteractionSchema(new string[] { "$$01 inventory item",
"$$02 inventory item", "$$03 inventory item", "Use inventory on this item",
"Other click on inventory item", “Giveâ€, “Pullâ€, “Pushâ€, “Take Offâ€, “Put onâ€, “Use withâ€, “Readâ€, “Openâ€, “Closeâ€, “Turn onâ€, “Turn offâ€, “Kissâ€, “Kickâ€, “Punchâ€, “Slapâ€, “Lickâ€, “Instigate†},
new string[] { "Look", "Interact", "Talk", "UseInv", "OtherClick", “Giveâ€, “Pullâ€, “Pushâ€, “TakeOffâ€, “PutOnâ€, “UseWithâ€, “Readâ€, “Openâ€, “Closeâ€, “TurnOnâ€, “TurnOffâ€, “Kissâ€, “Kickâ€, “Punchâ€, “Slapâ€, “Lickâ€, “Instigate†});
}
_interactionSchema = new InteractionSchema(new string[] {"$$01 object",
"$$02 object", "$$03 object", "Use inventory on object",
"Any click on object",
"$$05 object", "$$08 object", "$$09 object", “Giveâ€, “Pullâ€, “Pushâ€, “Take Offâ€, “Put onâ€, “Use withâ€, “Readâ€, “Openâ€, “Closeâ€, “Turn onâ€, “Turn offâ€, “Kissâ€, “Kickâ€, “Punchâ€, “Slapâ€, “Lickâ€, “Instigateâ€},
new string[] { "Look", "Interact", "Talk", "UseInv", "AnyClick", "PickUp", "Mode8", "Mode9", “Giveâ€, “Pullâ€, “Pushâ€, “TakeOffâ€, “PutOnâ€, “UseWithâ€, “Readâ€, “Openâ€, “Closeâ€, “TurnOnâ€, “TurnOffâ€, “Kissâ€, “Kickâ€, “Punchâ€, “Slapâ€, “Lickâ€, “Instigate†});
}
#ifndef __AC_DEFINES_H
#define __AC_DEFINES_H
#define EXIT_NORMAL 91
#define EXIT_CRASH 92
#define ROOM_FILE_VERSION 29
/* room file versions history
8: final v1.14 release
9: intermediate v2 alpha releases
10: v2 alpha-7 release
11: final v2.00 release
12: v2.08, to add colour depth byte
13: v2.14, add walkarea light levels
14: v2.4, fixed so it saves walkable area 15
15: v2.41, supports NewInteraction
16: v2.5
17: v2.5 - just version change to force room re-compile for new charctr struct
18: v2.51 - vector scaling
19: v2.53 - interaction variables
20: v2.55 - shared palette backgrounds
21: v2.55 - regions
22: v2.61 - encrypt room messages
23: v2.62 - object flags
24: v2.7 - hotspot script names
25: v2.72 - game id embedded
26: v3.0 - new interaction format, and no script source
27: v3.0 - store Y of bottom of object, not top
28: v3.0.3 - remove hotspot name length limit
29: v3.0.3 - high-res coords for object x/y, edges and hotspot walk-to point
*/
#define MAX_INIT_SPR 40
#define MAX_OBJ 16 // max walk-behinds
#define NUM_MISC 20
#define MAXMESS 100
#define NUMOTCON 7 // number of conditions before standing on
#define NUM_CONDIT (120 + NUMOTCON)
#define MAX_HOTSPOTS 100 // v2.62 increased from 20 to 30; v2.8 to 50
#define MAX_REGIONS 16
// careful with this - the shadinginfo[] array needs to be
// MAX_WALK_AREAS + 1 if this gets changed
#define MAX_WALK_AREAS 15
#define MAX_SCRIPT_NAME_LEN 20
//const int MISC_COND = MAX_OBJ * 4 + NUMOTCON + MAX_INIT_SPR * 4;
// NUMCONDIT : whataction[0]: Char walks off left
// [1]: Char walks off right
// [2]: Char walks off bottom
// [3]: Char walks off top
// [4]: First enters screen
// [5]: Every time enters screen
// [6]: execute every loop
// [5]...[19]: Char stands on lookat type
// [20]...[35]: Look at type
// [36]...[49]: Action on type
// [50]...[65]: Use inv on type
// [66]...[75]: Look at object
// [76]...[85]: Action on object
// [86]...[95]: Speak to object
// [96]...[105]: Use inv on object
// [106]...[124]: Misc conditions 1-20
// game ver whataction[]=
// v1.00 0 : Go to screen
// 1 : Don't do anything
// 2 : Can't walk
// 3 : Man dies
// 4 : Run animation
// 5 : Display message
// 6 : Remove an object (set object.on=0)
// 7 : Remove object & add Val2 to inventory
// 8 : Add Val1 to inventory (Val2=num times)
// 9 : Run a script
// v1.00 SR-1 10 : Run graphical script
// v1.1 11 : Play sound effect SOUND%d.WAV
// v1.12 12 : Play FLI/FLC animation FLIC%d.FLC or FLIC%d.FLI
// 13 : Turn object on
// v2.00 14 : Run conversation
#define NUMRESPONSE 14
#define NUMCOMMANDS 15
#define GO_TO_SCREEN 0
#define NO_ACTION 1
#define NO_WALK 2
#define MAN_DIES 3
#define RUN_ANIMATE 4
#define SHOW_MESSAGE 5
#define OBJECT_OFF 6
#define OBJECT_INV 7
#define ADD_INV 8
#define RUNSCRIPT 9
#define GRAPHSCRIPT 10
#define PLAY_SOUND 11
#define PLAY_FLI 12
#define OBJECT_ON 13
#define RUN_DIALOG 14
#define MAX_ROOMS 800
#define MAXANIMS 10
#define MAX_FLAGS 15
#define MAXOBJNAMELEN 30
#define MAX_BSCENE 30 // max number of frames in animating bg scene
#define MAX_SPRITES 30000
#define MAX_CURSOR 20
//#ifdef DJGPP
//#include <unistd.h>
//#endif
#ifdef _MSC_VER
#undef VTA_LEFT
#undef VTA_RIGHT
#endif
#ifdef DJGPP
#define PCKD __attribute__((packed))
#else
#define PCKD
#endif
#ifndef int32
#define int32 long
#endif
#ifdef WINDOWS_VERSION
#define AGS_INLINE inline
#else
// the linux compiler won't allow extern inline
#define AGS_INLINE
#endif
// object flags (currently only a char)
#define OBJF_NOINTERACT 1 // not clickable
#define OBJF_NOWALKBEHINDS 2 // ignore walk-behinds
#define OBJF_HASTINT 4 // the tint_* members are valid
#define OBJF_USEREGIONTINTS 8 // obey region tints/light areas
#define OBJF_USEROOMSCALING 0x10 // obey room scaling areas
#define OBJF_SOLID 0x20 // blocks characters from moving
#define OBJF_DELETED 0x40 // object has been deleted
#endif // __AC_DEFINES_H
#define MAX_INV 1001
public const int MAX_INV_ITEMS = 1000;
#define MAX_INV 1001
public const int MAX_BACKGROUNDS = 30;
public const int MAX_OBJECTS = 40;
public const int MAX_HOTSPOTS = 100;
public const int MAX_WALKABLE_AREAS = 16;
public const int MAX_WALK_BEHINDS = 16;
public const int MAX_REGIONS = 16;
public const int NON_STATE_SAVING_INDEX = 800;
By continuing to use this site you agree to the use of cookies. Please visit this page to see exactly how we use these.
Page created in 0.103 seconds with 14 queries.