Readd actint file with right end of line.

This commit is contained in:
stalkerg
2017-12-01 08:50:49 +09:00
parent cabd0352e9
commit 20572143db
40 changed files with 21999 additions and 0 deletions

1
.gitattributes vendored
View File

@@ -1 +1,2 @@
data/actint/* text eol=crlf
data/actint/aci_low.scb -text

471
data/actint/a_consts.h Normal file
View File

@@ -0,0 +1,471 @@
#define ACI_NUM_SERVERS 5
#define ACI_SERVER_NAME_LEN 36
#define ACI_LOAD_CODE 1000
#define ACI_GLOBAL_EXIT_CODE 1001
#define NUM_COL_SCHEMES 2
#define COL_SCHEME_LEN 60
// Button IDs...
#define ACI_WPN_PICKUP_BUTTON 2001
#define ACI_ITM_PICKUP_BUTTON 2002
// Prompt IDs...
#define ACI_ITEM_PROMPT 1001
#define ACI_NO_CASH_PROMPT 1002
#define ACI_NO_CASH_PROMPT2 1003
#define ACI_BT15_PROMPT 1004
#define ACI_PICKUP_ITM_ON 1005
#define ACI_PICKUP_ITM_OFF 1006
#define ACI_PICKUP_WPN_ON 1007
#define ACI_PICKUP_WPN_OFF 1008
#define ACI_AVI_PROMPT1 1009
#define ACI_AVI_PROMPT2 1010
// Color scheme IDs...
#define SCH_DEFAULT 0
#define SCH_ISCREEN 1
// Color index...
#define ACI_BACK_COL 0
#define FM_UNSELECT_COL 1
#define FM_SELECT_COL 2
#define IND_NRG_COL1 3
#define IND_NRG_COL2 4
#define IND_N0_COL 5
#define INV_CELL_COL_ITM 6
#define INV_BCELL_COL_ITM 7
#define INV_FLOOR_COL_ITM 8
#define INV_BFLOOR_COL_ITM 9
#define INV_CELL_COL_WPN 10
#define INV_BCELL_COL_WPN 11
#define INV_CELL_FLOOR_WPN 12
#define INV_BCELL_FLOOR_WPN 13
#define INV_CELL_COL_TWPN 14
#define INV_BCELL_COL_TWPN 15
#define INV_CELL_FLOOR_TWPN 16
#define INV_BCELL_FLOOR_TWPN 17
#define INV_CELL_COL_DVC 18
#define INV_BCELL_COL_DVC 19
#define INV_CELL_FLOOR_DVC 20
#define INV_BCELL_FLOOR_DVC 21
#define IND_BACK_COL 22
#define INV_CELL_SELECT_COL 23
#define INV_NUM_ITM_COL 24
#define INV_NUM_WPN_COL 25
#define INV_NUM_TWPN_COL 26
#define INV_NUM_DVC_COL 27
#define COUNTER_COL 28
// Links...
#define WORLD_LINK_COL 29
#define WORLD_ACC_LINK_COL 30
// Floors...
#define WORLD_VISIBLE_COL 31
#define WORLD_CURRENT_COL 32
#define WORLD_SPECIAL_COL 33
#define WORLD_EXPLORED_COL 34
#define WORLD_ACCESSIBLE_COL 35
// Borders...
#define WORLD_BORDER_VIS_COL 36
#define WORLD_BORDER_CUR_COL 37
#define WORLD_BORDER_SPC_COL 38
#define WORLD_BORDER_EXP_COL 39
#define WORLD_BORDER_ACC_COL 40
#define FM_SELECT_BORDER_COL 41
#define FM_UNSELECT_BORDER_COL 42
#define COUNTER_BORDER_COL 43
#define IND_LOAD_COL 44
#define IND_WPN_COL 45
#define IND_DVC_COL 46
#define JUMP_BORDER_COL 47
#define JUMP_EMPTY_COL 48
#define JUMP_FILLED_COL 49
#define FM_UNSELECT_START 50
#define FM_SELECT_START 51
#define FM_UNSELECT_SIZE 52
#define FM_SELECT_SIZE 53
#define FM_SELECT_START2 54
#define FM_SELECT_SIZE2 55
#define ACI_SHUTTER_LEFT -1001
#define ACI_SHUTTER_RIGHT -1002
#define ACI_SHUTTER_CENTER -1003
/* ---------------------------- LOCATION SECTION ---------------------------- */
// Location numIndex...
#define ACI_LOCATION_INDEX_SIZE 2
#define ACI_BUTTON_ON_TYPE 0
#define ACI_BUTTON_OFF_TYPE 1
// Location objects IDs...
#define ACI_NUM_OBJECTS 20
#define ACI_SHOP_SCREEN_ID 0
#define ACI_PRICE_PANEL_ID 1
#define ACI_MATRIX_BORDER_ID 2
#define ACI_SMATRIX_BORDER_ID 3
#define ACI_MECHOS_ID_OBJ 4
#define ACI_MECHOS_ID_STR 5
#define ACI_MECHOS_AVI_ID 6
#define ACI_TRIGGER_ID 7
#define ACI_INFO_PANEL_ID 8
#define ACI_CREDITS_PANEL_ID 9
#define ACI_FADE1_ID 10
#define ACI_FADE2_ID 11
#define ACI_ITEMS_MENU_ID 12
#define ACI_AVI_OBJ_ID 13
#define ACI_WEAPONS_BUTTON_ID 14
#define ACI_MECHOS_BUTTON_ID 15
#define ACI_ITEMS_BUTTON_ID 16
#define ACI_MENU_BUTTON_ID 17
#define ACI_NUM_S_OBJECTS 3
#define ACI_QUEST_PANEL_ID 0
#define ACI_ANSWER_PANEL_ID 1
#define ACI_TIME_PANEL_ID 2
// Location info panel IDs...
#define ACI_INFO_PANEL 0
#define ACI_QUEST_PANEL 1
#define ACI_ANSWER_PANEL 2
#define ACI_PRICE_PANEL 3
#define ACI_SHOP_TIME_PANEL 4
// Location info menus...
#define ACI_QUEST_MENU 2
// Location counter panels..
#define ACI_CREDITS_PANEL 1
// AVI Indexes...
#define ACI_PICTURE_AVI_ENG 0
#define ACI_TEXT_AVI_ENG 1
#define ACI_TEXT_AVI_RUS 2
#define ACI_PICTURE_AVI_ENG2 3
#define ACI_PICTURE_AVI_ENG3 4
#define ACI_NUM_AVI_ID 5
/* ------------------------ END OF LOCATION SECTION ------------------------- */
// actInt info panel types...
#define INT_PANEL 1
#define INV_PANEL 2
#define INF_PANEL 3
// actInt info panel IDs...
#define ACI_TIME_PANEL 4
#define ACI_PARAMS_PANEL 5
/* -------------------------- WORLD SCHEME SECTION -------------------------- */
// aciWorldInfo IDs...
#define GLORX_ID 0
#define FOSTRAL_ID 1
#define NECROSS_ID 2
#define XPLO_ID 3
#define B_ID 4
#define C_ID 5
#define K_ID 6
#define T_ID 7
#define H_ID 8
#define E_ID 9
#define F_ID 10
#define W_ID 11
#define A_ID 12
#define AS_MAX_WORLD 13
#define GLORX_LETTER 71
#define FOSTRAL_LETTER 70
#define NECROSS_LETTER 78
#define XPLO_LETTER 88
#define B_LETTER 66
#define C_LETTER 67
#define K_LETTER 75
#define T_LETTER 84
#define H_LETTER 72
#define E_LETTER 69
#define F_LETTER 70
#define W_LETTER 87
#define A_LETTER 65
// aciWorldInfo flags...
#define AS_VISIBLE_WORLD 1
#define AS_EXPLORED_WORLD 2
#define AS_ACCESSIBLE_WORLD 4
#define AS_CURRENT_WORLD 8
#define AS_SECRET_WORLD 16
#define AS_UNLINKED_WORLD 32
#define AS_SPECIAL_WORLD 64
// aciWorldInfo shapes...
#define AS_NUM_WORLD_SHAPES 3
#define AS_TRIANGLE 0
#define AS_SQUARE 1
#define AS_CIRCLE 2
// Counters...
#define CREDITS_COUNTER 1
#define TIME_COUNTER 2
#define SHOP_ITEMS_MENU_ID 1
// Shop buy/sell modes...
#define MECHOS_MODE 3
#define ITEMS_MODE 2
#define WEAPONS_MODE 1
#define EMPTY_MODE 4
#define MECHOS_LIST_MODE 7
#define ITEMS_LIST_MODE 6
#define WEAPONS_LIST_MODE 5
#define CHANGE_2_MECHOS_MODE 8
#define CHANGE_2_ITEMS_MODE 9
#define CHANGE_2_WEAPONS_MODE 10
// Jump counter...
#define JUMP_SIZE_X 500
#define JUMP_SIZE_Y 30
#define JUMP_Y 175
/* -------------------------------------------------------------------------- */
// fncMenu functions...
#define FMENU_OFF 0
#define FMENU_MAP 1
#define FMENU_WMAP 2
#define FMENU_TARGETS 3
#define FMENU_CAMERAS 4
#define FMENU_TELEPORT 5
#define FMENU_PARAMETERS 6
// fncMenu IDs...
#define FMENU_TARGETS_MENU 10
#define FMENU_WORLDS_MENU 11
#define FMENU_PROTRACTOR_MENU 12
#define FMENU_MECH_MESSIAH_MENU 13
#define FMENU_TELEPORT_MENU 14
// fncMenu fonts...
#define FMENU_TARGETS_FONT 1
#define FMENU_TARGETS_SPACE 1
// Bitmap Menu IDs...
#define BMENU_CAMERAS_MENU 1
// Panel fonts...
#define ACI_PHRASE_FONT 0
#define BMENU_ITEM_ROT 1
#define BMENU_ITEM_ZOOM 2
#define BMENU_ITEM_PERSP 3
// iScreen Text IDs...
#define iTEXT_ENG1_ID 1
#define iTEXT_ENG2_ID 2
#define iTEXT_ENG3_ID 3
#define iTEXT_RUS1_ID 4
#define iTEXT_RUS2_ID 5
#define iTEXT_RUS3_ID 6
#define iTEXT_ENG_MAX 3
#define iTEXT_RUS_MAX 6
// iScreen Text iEvLineID values...
#define iTEXT_NORMAL 1
#define iTEXT_CHANGE 2
#define iTEXT_END 3
// iScreen Text Event codes
#define iTEXT_PREV_EVENT_CODE0 1000
#define iTEXT_PREV_EVENT_CODE1 1001
#define iTEXT_NEXT_EVENT_CODE0 1002
#define iTEXT_NEXT_EVENT_CODE1 1003
#define iTEXT_END_EVENT_CODE0 1004
#define iTEXT_END_EVENT_CODE1 1005
// Mouse scancodes...
#define iMOUSE_LEFT_PRESS_CODE -1
#define iMOUSE_RIGHT_PRESS_CODE -2
#define iMOUSE_MOVE_CODE -3
#define iMOUSE_LEFT_MOVE -4
#define iMOUSE_RIGHT_MOVE -5
/* --------------------------------- SOUNDS --------------------------------- */
#define ACI_NOISE_SOUND 0
#define ACI_WND_SOUND 1
#define ACI_SPEECH0_SOUND 2
#define ACI_SPEECH1_SOUND 3
#define ACI_SPEECH2_SOUND 4
#define ACI_SPEECH3_SOUND 5
#define ACI_GATE_SOUND 6
// Podish...
#define ACI_L0_OUTIN_SOUND 7
#define ACI_L0_SWARM_SOUND 8
#define ACI_L0_ANGRY_SOUND 9
#define ACI_L0_BUTTON0_SOUND 10
#define ACI_L0_BUTTON1_SOUND 11
#define ACI_L0_BUTTON2_SOUND 12
#define ACI_L0_BUTTON3_SOUND 13
#define ACI_L0_BUTTON4_SOUND 14
// Incubator...
#define ACI_L1_SWARM_SOUND 15
#define ACI_L1_STEP0_SOUND 16
#define ACI_L1_ANGRY_SOUND 17
#define ACI_L1_BUTTON0_SOUND 18
#define ACI_L1_BUTTON1_SOUND 19
#define ACI_L1_BUTTON2_SOUND 20
// VigBoo...
#define ACI_L2_STEP_SOUND 21
#define ACI_L2_OUTIN_SOUND 22
#define ACI_L2_BUTTON0_SOUND 23
#define ACI_L2_BUTTON1_SOUND 24
#define ACI_L2_GETOUT_SOUND 25
// Lampasso...
#define ACI_L3_STEP_SOUND 26
#define ACI_L3_GETOUT_SOUND 27
// Ogorod...
#define ACI_L4_STEP_SOUND 28
#define ACI_L4_HAND_SOUND 29
#define ACI_L4_PUT_SOUND 30
#define ACI_L4_BUTTON0_SOUND 31
#define ACI_L4_BUTTON1_SOUND 32
#define ACI_L4_GETOUT_SOUND 33
// ZeePa...
#define ACI_L5_SCRATCH_SOUND 34
#define ACI_L5_CLAP_SOUND 35
#define ACI_L5_GETOUT_SOUND 36
#define ACI_L5_ANGRY_SOUND 37
#define ACI_L5_BUTTON0_SOUND 38
#define ACI_L5_BUTTON1_SOUND 39
// B-Zone...
#define ACI_L6_SCRATCH_SOUND 40
#define ACI_L6_CLAP_SOUND 41
#define ACI_L6_GETOUT_SOUND 42
/* ------------------------------- PARAMETERS ------------------------------- */
// Mechos...
#define ACI_MECHOS_ENERGY_SHIELD 0
#define ACI_MECHOS_RESTORING_SPEED 1
#define ACI_MECHOS_MECHANIC_ARMOR 2
#define ACI_MECHOS_VELOCITY 3
#define ACI_MECHOS_SPIRAL_CAPACITY 4
#define ACI_MECHOS_AIR_RESERVE 5
// Weapon...
#define ACI_WEAPON_DAMAGE 0
#define ACI_WEAPON_LOAD 1
#define ACI_WEAPON_SHOTS_SEC 2
#define ACI_WEAPON_RANGE 3
// Ammo..
#define ACI_AMMO_DAMAGE 0
#define ACI_AMMO_IN_PACK 1
// Device...
#define ACI_DEVICE_WORKING_TIME 0
/* ----------------------- END OF PARAMETERS SECTION ------------------------ */
// Cheat codes...
#define ACI_ADD_BEEBOS 2
#define ACI_ADD_LUCK 3
#define ACI_ADD_DOMINANCE 4
#define ACI_ADD_KEYS 5
#define ACI_COMPLETE_TABUTASK 6
#define ACI_ADD_TABUTASK01 7
#define ACI_ADD_TABUTASK02 8
#define ACI_ADD_TABUTASK03 9
#define ACI_ADD_TABUTASK04 10
#define ACI_ADD_TABUTASK05 11
#define ACI_ADD_TABUTASK06 12
#define ACI_ADD_TABUTASK07 13
#define ACI_ADD_TABUTASK08 14
#define ACI_ADD_TABUTASK09 15
#define ACI_ADD_TABUTASK10 16
#define ACI_ADD_TABUTASK11 17
#define ACI_ADD_TABUTASK12 18
#define ACI_ADD_TABUTASK13 19
#define ACI_ADD_TABUTASK14 20
#define ACI_ADD_TABUTASK15 21
#define ACI_ADD_TABUTASK16 22
#define ACI_ADD_TABUTASK17 23
#define ACI_ADD_TABUTASK18 24
#define ACI_ADD_TABUTASK19 25
#define ACI_ADD_TABUTASK20 26
#define ACI_TELEPORT_G 27
#define ACI_TELEPORT_F 28
#define ACI_TELEPORT_N 29
#define ACI_TELEPORT_X 30
#define ACI_TELEPORT_B 31
#define ACI_TELEPORT_K 32
#define ACI_TELEPORT_T 33
#define ACI_TELEPORT_H 34
#define ACI_TELEPORT_W 35
#define ACI_TELEPORT_A 36
#define ACI_END_GAME0 37
#define ACI_END_GAME1 38
#define ACI_END_GAME2 39
#define ACI_END_GAME3 40
#define ACI_CHANGE_CYCLE 41
#define ACI_REPAIR 42
// Save header flags...
#define ACI_SAVE_COMPRESSED 1

261
data/actint/a_str.inc Normal file
View File

@@ -0,0 +1,261 @@
/*
actInt string defines
English Version:
#define <SOMEWORD>1 "..."
Local Version:
#define <SOMEWORD>2 "..."
*/
// Menu strings...
#define STR_OFF1 "OFF"
#define STR_OFF2 "<22>몫."
#define STR_MAP1 "MAP"
#define STR_MAP2 "<22><><EFBFBD><EFBFBD><EFBFBD>"
#define STR_WMAP1 "THE CHAIN"
#define STR_WMAP2 "<22><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>"
#define STR_TARGETS1 "COMPASS"
#define STR_TARGETS2 "<22><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>"
#define STR_CAMERAS1 "CAMERA"
#define STR_CAMERAS2 "<22><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>"
#define STR_PARAMS1 "PARAMETERS"
#define STR_PARAMS2 "<22><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>"
#define STR_BOOTSECTOR1 "BOOTSECTOR"
#define STR_BOOTSECTOR2 "<22><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>"
#define STR_PROTRACTOR1 "PROTRACTOR"
#define STR_PROTRACTOR2 "<22><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>"
#define STR_MECH_MESSIAH1 "MECH MESSIAH"
#define STR_MECH_MESSIAH2 "<22><><EFBFBD>. <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>"
#define STR_PASS_TO1 "PASS TO"
#define STR_PASS_TO2 "<22><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>"
// Protractor menu strings...
#define STR_Spobsion1 "Spobsion"
#define STR_Spobsion2 "<22><><EFBFBD><EFBFBD><EFBFBD><E1AEA1><EFBFBD><EFBFBD><EFBFBD>"
#define STR_Resizing1 "Resizing"
#define STR_Resizing2 "<22><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E0A8A2><EFBFBD><EFBFBD>"
#define STR_Barrier1 "Barrier"
#define STR_Barrier2 "<22><><EFBFBD><E0A0A4>"
#define STR_Beebs_Festival1 "Beeb's Festival"
#define STR_Beebs_Festival2 "<22><><EFBFBD><EFBFBD><E2A8A2><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>"
#define STR_Circus1 "Circus"
#define STR_Circus2 "<22><><EFBFBD><EFBFBD>"
#define STR_Ostrich1 "Ostrich"
#define STR_Ostrich2 "<22><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>"
#define STR_Function831 "Function-83"
#define STR_Function832 "<22><><EFBFBD>ᮡ-83"
#define STR_HyperBeacon1 "Hyper Beacon"
#define STR_HyperBeacon2 "<22><><EFBFBD><EFBFBD><EFBFBD><E0ACA0>"
// Mech messiah menu strings...
#define STR_Cloak1 "Cloak"
#define STR_Cloak2 "<22><><EFBFBD>஢"
#define STR_Luck1 "Luck"
#define STR_Luck2 "<22><><EFBFBD><EFBFBD><EFBFBD>稪"
#define STR_Beebsospy1 "Beebsospy"
#define STR_Beebsospy2 "<22><><EFBFBD>-<2D><>-<2D><><EFBFBD><EFBFBD>"
#define STR_Firework1 "Firework"
#define STR_Firework2 "<22><><EFBFBD><EFBFBD><EFBFBD><E0A2A5>"
#define STR_Shake_Up1 "Shake-Up"
#define STR_Shake_Up2 "<22><><EFBFBD><EFBFBD><EFBFBD>᪠"
#define STR_Blackada1 "Blackada"
#define STR_Blackada2 "<22><><EFBFBD><E0ADAE><EFBFBD>"
// Function-83 menu strings (and world names)...
#define STR_Fostral1 "Fostral"
#define STR_Fostral2 "<22><><EFBFBD><EFBFBD>ࠫ"
#define STR_Glorx1 "Glorx"
#define STR_Glorx2 "<22><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>"
#define STR_Necross1 "Necross"
#define STR_Necross2 "<22><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>"
#define STR_Xplo1 "Xplo"
#define STR_Xplo2 "<22><><EFBFBD>"
#define STR_Khox1 "Khox"
#define STR_Khox2 "<22><><EFBFBD><EFBFBD>"
#define STR_Boozeena1 "Boozeena"
#define STR_Boozeena2 "<22><EFBFBD><E3A7A8>"
#define STR_Weexow1 "Weexow"
#define STR_Weexow2 "<22><><EFBFBD>ᮢ"
#define STR_hMok1 "hMok"
#define STR_hMok2 "匮<>"
#define STR_Threall1 "Threall"
#define STR_Threall2 "<22><EFBFBD>"
#define STR_Ark_a_Znoy1 "Ark-a-Znoy"
#define STR_Ark_a_Znoy2 "<22><><EFBFBD>-<2D>-<2D><><EFBFBD><EFBFBD>"
// Mechoses...
#define MECH00_NAME1 "Oxidize Monk"
#define MECH00_NAME2 "<22><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>"
#define MECH01_NAME1 "Blade Keeper"
#define MECH01_NAME2 "<22><><EFBFBD><E0ADA0><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>"
#define MECH02_NAME1 "Spread Spot"
#define MECH02_NAME2 "<22><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>"
#define MECH03_NAME1 "Ripper"
#define MECH03_NAME2 "<22><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>"
#define MECH04_NAME1 "Heavy Lady"
#define MECH04_NAME2 "<22><><EFBFBD><EFBFBD>窠"
#define MECH05_NAME1 "Ancient Demon"
#define MECH05_NAME2 "<22><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><E8A5A3>"
#define MECH06_NAME1 "Iron Shadow"
#define MECH06_NAME2 "<22><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ਧࠪ"
#define MECH07_NAME1 "AtTractor"
#define MECH07_NAME2 "<22><><EFBFBD><EFBFBD><E0A0AA><EFBFBD>"
#define MECH08_NAME1 "Sandoll"
#define MECH08_NAME2 "<22><><EFBFBD><E1AAAE><EFBFBD>"
#define MECH09_NAME1 "Arcan"
#define MECH09_NAME2 "<22><EFBFBD><E0AAA0><EFBFBD><EFBFBD>"
#define MECH10_NAME1 "Mad Surgeon"
#define MECH10_NAME2 "<22><><EFBFBD><EFBFBD><E3ACAD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>"
#define MECH11_NAME1 "Zippax"
#define MECH11_NAME2 "<22><><EFBFBD><EFBFBD>"
#define MECH12_NAME1 "Rivet Bier"
#define MECH12_NAME2 "<22><>񯠭<EFBFBD><F1AFA0AD> <20>஡"
#define MECH13_NAME1 "Piercator"
#define MECH13_NAME2 "<22><EFBFBD><E0AEAA>뢠⥫<EBA2A0>"
#define MECH14_NAME1 "Excorps"
#define MECH14_NAME2 "<22><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>"
#define MECH15_NAME1 "Last Moggy"
#define MECH15_NAME2 "<22><><EFBFBD><E1ABA5><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>"
#define MECH16_NAME1 "Queen Frog"
#define MECH16_NAME2 "<22><><EFBFBD><EFBFBD>"
#define MECH17_NAME1 "Lawn Mower"
#define MECH17_NAME2 "<22><><EFBFBD><EFBFBD><E2AEAA><EFBFBD>"
#define MECH18_NAME1 "BLOCH"
#define MECH18_NAME2 "<22><><EFBFBD><EFBFBD>"
#define MECH19_NAME1 "SMOK"
#define MECH19_NAME2 "<22><><EFBFBD><EFBFBD>"
#define MECH20_NAME1 "MOTOK"
#define MECH20_NAME2 "<22><><EFBFBD><EFBFBD><EFBFBD>"
#define MECH21_NAME1 "SHROT"
#define MECH21_NAME2 "<22><><EFBFBD><EFBFBD>"
#define MECH22_NAME1 "DOCHOD"
#define MECH22_NAME2 "<22><><EFBFBD><EFBFBD><EFBFBD>"
#define MECH23_NAME1 "Sandoll"
#define MECH23_NAME2 "<22><><EFBFBD><E1AAAE><EFBFBD>"
#define MECH24_NAME1 "Sandoll"
#define MECH24_NAME2 "<22><><EFBFBD><E1AAAE><EFBFBD>"
#define MECH25_NAME1 "Sandoll"
#define MECH25_NAME2 "<22><><EFBFBD><E1AAAE><EFBFBD>"
#define MECH26_NAME1 "Last Moggy"
#define MECH26_NAME2 "<22><><EFBFBD><E1ABA5><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>"
#define MECH27_NAME1 "Last Moggy"
#define MECH27_NAME2 "<22><><EFBFBD><E1ABA5><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>"
#define MECH28_NAME1 "Last Moggy"
#define MECH28_NAME2 "<22><><EFBFBD><E1ABA5><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>"
#define MECH29_NAME1 "Queen Frog"
#define MECH29_NAME2 "<22><><EFBFBD><EFBFBD>"
#define MECH30_NAME1 "Queen Frog"
#define MECH30_NAME2 "<22><><EFBFBD><EFBFBD>"
#define MECH31_NAME1 "Queen Frog"
#define MECH31_NAME2 "<22><><EFBFBD><EFBFBD>"
#define MECH32_NAME1 "Lawn Mower"
#define MECH32_NAME2 "<22><><EFBFBD><EFBFBD><E2AEAA><EFBFBD>"
#define MECH33_NAME1 "Lawn Mower"
#define MECH33_NAME2 "<22><><EFBFBD><EFBFBD><E2AEAA><EFBFBD>"
#define MECH34_NAME1 "Lawn Mower"
#define MECH34_NAME2 "<22><><EFBFBD><EFBFBD><E2AEAA><EFBFBD>"
#define MECH35_NAME1 "Wormaster"
#define MECH35_NAME2 "<22><><EFBFBD><E0A2AE><EFBFBD>"
#define MECH36_NAME1 "Wormaster"
#define MECH36_NAME2 "<22><><EFBFBD><E0A2AE><EFBFBD>"
#define MECH37_NAME1 "Wormaster"
#define MECH37_NAME2 "<22><><EFBFBD><E0A2AE><EFBFBD>"
#define MECH38_NAME1 "Wormaster"
#define MECH38_NAME2 "<22><><EFBFBD><E0A2AE><EFBFBD>"
// Escaves...
#define ESCAVE_NAME01 "Podish"
#define ESCAVE_NAME02 "<22><><EFBFBD><EFBFBD><EFBFBD>"
#define ESCAVE_NAME11 "Incubator"
#define ESCAVE_NAME12 "<22><><EFBFBD><EFBFBD><E3A1A0><EFBFBD>"
#define ESCAVE_NAME21 "VigBoo"
#define ESCAVE_NAME22 "<22><><EFBFBD><EFBFBD><EFBFBD>"
#define ESCAVE_NAME31 "Lampasso"
#define ESCAVE_NAME32 "<22><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>"
#define ESCAVE_NAME41 "Ogorod"
#define ESCAVE_NAME42 "<22><><EFBFBD>த"
#define ESCAVE_NAME51 "ZeePa"
#define ESCAVE_NAME52 "<22>돠"
#define ESCAVE_NAME61 "B-Zone"
#define ESCAVE_NAME62 "<22><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>"
#define ESCAVE_NAME71 "Spobs"
#define ESCAVE_NAME72 "<22><><EFBFBD><EFBFBD><EFBFBD>"

1158
data/actint/a_str1.inc Normal file

File diff suppressed because it is too large Load Diff

1154
data/actint/a_str2.inc Normal file

File diff suppressed because it is too large Load Diff

84
data/actint/aci_ev.inc Normal file
View File

@@ -0,0 +1,84 @@
// ActInt event codes...
#define ACI_PUT_ITEM 1
#define ACI_DROP_ITEM 2
#define ACI_CHANGE_ITEM_DATA 3
#define ACI_ACTIVATE_ITEM 4
#define ACI_DEACTIVATE_ITEM 5
#define ACI_GET_ITEM_DATA 6
#define ACI_CHECK_MOUSE 7
#define ACI_SET_DROP_LEVEL 8
#define EV_CHANGE_MODE 1
#define EV_SET_MODE 2
#define EV_ACTIVATE_MENU 3
#define EV_CHANGE_SCREEN 4
#define EV_FULLSCR_CHANGE 5
#define EV_ACTIVATE_IINV 6
#define EV_DEACTIVATE_IINV 7
#define EV_ACTIVATE_MATRIX 8
#define EV_DEACTIVATE_MATRIX 9
#define EV_EVINCE_PALETTE 10
#define EV_INIT_MATRIX_OBJ 11
#define EV_INIT_SC_MATRIX_OBJ 12
#define EV_REDRAW 13
#define EV_CANCEL_MATRIX 14
#define EV_AUTO_MOVE_ITEMS 15
#define EV_SET_MECH_NAME 16
#define EV_NEXT_SHOP_AVI 17
#define EV_PREV_SHOP_AVI 18
#define EV_CHANGE_AVI_LIST 19
#define EV_BUY_ITEM 20
#define EV_SET_ITM_PICKUP 21
#define EV_SET_WPN_PICKUP 22
#define EV_ACTIVATE_SHOP_MENU 23
#define EV_CHOOSE_SHOP_ITEM 24
#define EV_NEXT_PHRASE 25
#define EV_START_SPEECH 26
#define EV_SHOW_QUESTS 27
#define EV_ASK_QUEST 28
#define EV_TRY_2_ENTER 29
#define EV_GET_CIRT 30
#define EV_TAKE_ELEECH 31
#define EV_GET_ELEECH 32
#define EV_ISCR_KEYTRAP 33
#define EV_LOCK_ISCREEN 34
#define EV_UNLOCK_ISCREEN 35
#define EV_SELL_MOVE_ITEM 36
#define EV_CHANGE_AVI_INDEX 37
#define EV_TELEPORT 38
#define EV_INIT_BUTTONS 39
#define EV_ENTER_TEXT_MODE 40
#define EV_LEAVE_TEXT_MODE 41
#define EV_PROTRACTOR_EVENT 42
#define EV_MECH_MESSIAH_EVENT 43
#define EV_GET_BLOCK_PHRASE 44
#define EV_PAUSE_AML 45
#define EV_RESUME_AML 46
#define EV_ENTER_CHAT 47
#define EV_LEAVE_CHAT 48
#define EV_ITEM_TEXT 49
#define EV_GET_RUBOX 50
#define EV_INIT_AVI_OBJECT 51

40
data/actint/aci_evnt.h Normal file
View File

@@ -0,0 +1,40 @@
// Some special keys...
#define ACS_STARTUP_KEY 0x1001
// aciScreenEventCommand::code values...
#define ACS_SET_RESOURCE 0
#define ACS_EXEC_SEQUENCE 1
#define ACS_EXT_EVENT 2
#define ACS_EXIT 3
#define ACS_CHANGE_SCROLLER 4
#define ACS_INPUT_STRING 5
#define ACS_CHANGE_STR_STATE 6
// External events...
#define ACS_GLOBAL_EXIT 0
#define ACS_SET_SOUND_MODE 1
#define ACS_SET_MUSIC_MODE 2
#define ACS_SET_SOUND_VOLUME 3
#define ACS_SET_MUSIC_VOLUME 4
#define ACS_SET_TUTORIAL_MODE 5
#define ACS_INIT_SOUND_MODE 6
#define ACS_INIT_MUSIC_MODE 7
#define ACS_INIT_SOUND_VOLUME 8
#define ACS_INIT_MUSIC_VOLUME 9
#define ACS_INIT_TUTORIAL_MODE 10
#define ACS_CHANGE_SOUND_MODE 11
#define ACS_CHANGE_MUSIC_MODE 12
#define ACS_CHANGE_TUTORIAL_MODE 13
#define ACS_INIT_SLOT_NAME 14
#define ACS_INIT_SLOT_NAME_INPUT 15
#define ACS_SAVE_GAME 16
#define ACS_SET_AUTORUN_MODE 17
#define ACS_INIT_AUTORUN_MODE 18
#define ACS_CHANGE_AUTORUN_MODE 19

15
data/actint/aci_hi.scr Normal file
View File

@@ -0,0 +1,15 @@
#include "actint/a_consts.h"
#include "actint/aci_ev.inc"
#include "actint/a_str.inc"
#include "actint/a_str1.inc"
#include "actint/actint.inc"
#include "actint/tutorial.inc"
#include "actint/main_h.inc"
#include "actint/item_prm.inc"
#include "actint/mech_prm.inc"

15
data/actint/aci_hi2.scr Normal file
View File

@@ -0,0 +1,15 @@
#include "actint/a_consts.h"
#include "actint/aci_ev.inc"
#include "actint/a_str.inc"
#include "actint/a_str2.inc"
#include "actint/actint.inc"
#include "actint/tutorial.inc"
#include "actint/main_h.inc"
#include "actint/item_prm.inc"
#include "actint/mech_prm.inc"

1713
data/actint/aci_iscr.inc Normal file

File diff suppressed because it is too large Load Diff

BIN
data/actint/aci_low.scb Normal file

Binary file not shown.

15
data/actint/aci_low.scr Normal file
View File

@@ -0,0 +1,15 @@
#include "actint/a_consts.h"
#include "actint/aci_ev.inc"
#include "actint/a_str.inc"
#include "actint/a_str1.inc"
#include "actint/actint.inc"
#include "actint/tutorial.inc"
#include "actint/main_l.inc"
#include "actint/item_prm.inc"
#include "actint/mech_prm.inc"

15
data/actint/aci_low2.scr Normal file
View File

@@ -0,0 +1,15 @@
#include "actint/a_consts.h"
#include "actint/aci_ev.inc"
#include "actint/a_str.inc"
#include "actint/a_str2.inc"
#include "actint/actint.inc"
#include "actint/tutorial.inc"
#include "actint/main_l.inc"
#include "actint/item_prm.inc"
#include "actint/mech_prm.inc"

53
data/actint/aci_ml.inc Normal file
View File

@@ -0,0 +1,53 @@
// MLs...
#define AML_HEAD 0
#define AML_BREATHE 1
#define AML_WND1 2
#define AML_WND12 3
#define AML_WND2 4
#define AML_WND3 5
#define AML_WND4 6
#define AML_WND8 7
#define AML_HAND 8
// Phases...
#define AML_WND1_END_PHASE 6
#define AML_WND12_END_PHASE 6
#define AML_WND2_END_PHASE 6
#define AML_WND3_END_PHASE 6
#define AML_WND4_END_PHASE 6
#define AML_WND8_END_PHASE 6
#define AML_HEAD_END_PHASE 13
#define AML_BREATHE_END_PHASE 8
#define AML_HAND_END_PHASE 8
#define AML_WND1_START_PHASE 0
#define AML_WND12_START_PHASE 0
#define AML_WND2_START_PHASE 0
#define AML_WND3_START_PHASE 0
#define AML_WND4_START_PHASE 0
#define AML_WND8_START_PHASE 0
#define AML_HEAD_START_PHASE 0
#define AML_BREATHE_START_PHASE 0
#define AML_HAND_START_PHASE 0
// Channels...
#define AML_HEAD_CHANNEL 1
#define AML_HAND_CHANNEL 2
// ML Sets...
#define PODISH_ML_SET 0
#define INCUBATOR_ML_SET 1
#define VIGBOO_ML_SET 2
#define LAMPASY_ML_SET 3
#define OGOROD_ML_SET 4
#define ZEEPA_ML_SET 5
#define BZONE_DATA_SET 6
#define SPOBS_DATA_SET 7

55
data/actint/aci_ml.scr Normal file
View File

@@ -0,0 +1,55 @@
#include "actint/escaves.inc"
#include "actint/mlconsts.h"
#include "actint/aci_ml.inc"
startup_time 30
shutdown_time 50
// Podish MLs...
ml_data_set {
id $ESCAVE_ML_SET0
#include "actint/ml_data0.inc"
}
// Incubator MLs...
ml_data_set {
id $ESCAVE_ML_SET1
#include "actint/ml_data1.inc"
}
// VigBoo MLs...
ml_data_set {
id $ESCAVE_ML_SET2
#include "actint/ml_data2.inc"
}
// Lampasso MLs...
ml_data_set {
id $ESCAVE_ML_SET3
#include "actint/ml_data3.inc"
}
// Ogorod MLs...
ml_data_set {
id $ESCAVE_ML_SET4
#include "actint/ml_data4.inc"
}
// ZeePa MLs...
ml_data_set {
id $ESCAVE_ML_SET5
#include "actint/ml_data5.inc"
}
// B-Zone MLs...
ml_data_set {
id $ESCAVE_ML_SET6
#include "actint/ml_data6.inc"
}
// Spobs MLs...
ml_data_set {
id $ESCAVE_ML_SET7
}

12
data/actint/acs_low.scr Normal file
View File

@@ -0,0 +1,12 @@
#include "actint/acsconst.h"
#include "actint/aci_evnt.h"
#include "actint/a_consts.h"
#include "iscreen/scripts/vkeys.inc"
#include "actint/acs_str.inc"
#include "actint/acs_str1.inc"
#include "actint/acs_main.inc"

12
data/actint/acs_low2.scr Normal file
View File

@@ -0,0 +1,12 @@
#include "actint/acsconst.h"
#include "actint/aci_evnt.h"
#include "actint/a_consts.h"
#include "iscreen/scripts/vkeys.inc"
#include "actint/acs_str.inc"
#include "actint/acs_str2.inc"
#include "actint/acs_main.inc"

161
data/actint/acs_main.inc Normal file
View File

@@ -0,0 +1,161 @@
#define ACS_SLOT_LEN 15
#define SAVE_SLOT_DELTA_Y 48
#define ACS_NONE 0
#define ACS_BMP 1
#define ACS_BML 2
#define ACS_BMO 3
#define ACS_XBM 4
// aciScreenObject:type values...
#define ACS_BASE_OBJ 1
#define ACS_INPUT_FIELD_OBJ 2
#define ACS_SCROLLER_OBJ 3
#define COLOR0 { 88 + 1 * 256 }
#define COLOR0s { 160 + 1 * 256 }
#define COLOR1 { 128 + 1 * 256 }
#define COLOR2 { 0 + 0 * 256 }
#define PAUSE_RES_X 640
#define STR_DELTA_X 25
#define STR_START_Y 120
screen {
id $ACS_PAUSE_SCREEN1
background $ACS_PAUSE_BACK0
resource $ACS_BMP {
id $ACS_VOLUME_SCROLLER
name "resource/actint/640x480/pause/scr.bmp"
}
resource $ACS_BMP {
id $ACS_VOLUME_S_RES
name "resource/actint/640x480/pause/volume.bmp"
}
resource $ACS_BMO {
id $ACS_PAUSE_BACK0
/*
build
offs_x 0
offs_y 0
size_x 10
size_y 10
*/
name "resource/actint/640x480/pause/back.bmo"
}
#include "actint/pause.inc"
}
#define COLOR0 { 96 + 1 * 256 }
#define COLOR0s { 48 + 1 * 256 }
#define COLOR1 { 16 + 1 * 256 }
#define COLOR2 { 64 + 1 * 256 }
#define PAUSE_RES_X 800
#define STR_DELTA_X 100
#define STR_START_Y 180
screen {
id $ACS_PAUSE_SCREEN2
background $ACS_PAUSE_BACK1
resource $ACS_BMP {
id $ACS_VOLUME_SCROLLER
name "resource/actint/iscreen/pause/scr.bmp"
}
resource $ACS_BMP {
id $ACS_VOLUME_S_RES
name "resource/actint/iscreen/pause/volume.bmp"
}
resource $ACS_BMO {
id $ACS_PAUSE_BACK1
/*
build
offs_x 0
offs_y 0
size_x 10
size_y 10
*/
name "resource/actint/iscreen/pause/back.bmo"
}
#include "actint/pause.inc"
}
screen {
id $ACS_SAVE_SCREEN0
background $ACS_SAVE_BACK
resource $ACS_BMP {
id $ACS_SAVE_BACK
name "resource/actint/iscreen/save/scr00/back.bmp"
}
resource $ACS_BMO {
id $ACS_SAVE_OK
name "resource/actint/iscreen/save/scr00/ok.bmo"
}
resource $ACS_BMO {
id $ACS_SAVE_CANCEL
name "resource/actint/iscreen/save/scr00/cancel.bmo"
}
#define SAVE_STRING_POS_X 250
#define SAVE_STRING_POS_Y 40
#define SAVE_SLOT_OFFS_X 225
#define SAVE_SLOT_START_Y 140
#include "actint/save_scr.inc"
}
screen {
id $ACS_SAVE_SCREEN1
background $ACS_SAVE_BACK
resource $ACS_BMP {
id $ACS_SAVE_BACK
name "resource/actint/iscreen/save/scr01/back.bmp"
}
resource $ACS_BMO {
id $ACS_SAVE_OK
name "resource/actint/iscreen/save/scr01/ok.bmo"
}
resource $ACS_BMO {
id $ACS_SAVE_CANCEL
name "resource/actint/iscreen/save/scr01/cancel.bmo"
}
#define SAVE_STRING_POS_X 250
#define SAVE_STRING_POS_Y 40
#define SAVE_SLOT_OFFS_X 215
#define SAVE_SLOT_START_Y 155
#include "actint/save_scr.inc"
}
screen {
id $ACS_SAVE_SCREEN2
background $ACS_SAVE_BACK
resource $ACS_BMP {
id $ACS_SAVE_BACK
name "resource/actint/iscreen/save/scr02/back.bmp"
}
resource $ACS_BMO {
id $ACS_SAVE_OK
name "resource/actint/iscreen/save/scr02/ok.bmo"
}
resource $ACS_BMO {
id $ACS_SAVE_CANCEL
name "resource/actint/iscreen/save/scr02/cancel.bmo"
}
#define SAVE_STRING_POS_X 220
#define SAVE_STRING_POS_Y 40
#define SAVE_SLOT_OFFS_X 200
#define SAVE_SLOT_START_Y 145
#include "actint/save_scr.inc"
}

25
data/actint/acs_str.inc Normal file
View File

@@ -0,0 +1,25 @@
#define acsSTR_GAME_PAUSED1 "GAME PAUSED"
#define acsSTR_GAME_PAUSED2 "<22><><EFBFBD><EFBFBD><EFBFBD>"
#define acsSTR_SOUND1 "SOUND"
#define acsSTR_SOUND2 "<22><><EFBFBD><EFBFBD>"
#define acsSTR_MUSIC1 "MUSIC"
#define acsSTR_MUSIC2 "<22><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>"
#define acsSTR_TIPS1 "TIPS"
#define acsSTR_TIPS2 "<22><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>"
#define acsSTR_AUTORUN1 "AUTORUN"
#define acsSTR_AUTORUN2 "<22><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>"
#define acsSTR_RESUME_GAME1 "RESUME GAME"
#define acsSTR_RESUME_GAME2 "<22><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>"
#define acsSTR_ABORT_GAME1 "ABORT GAME"
#define acsSTR_ABORT_GAME2 "<22><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>"
#define acsSTR_SAVE_GAME1 "SAVE GAME"
#define acsSTR_SAVE_GAME2 "<22><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>"

39
data/actint/acs_str1.inc Normal file
View File

@@ -0,0 +1,39 @@
#define STR_SX 250
#define STR_SY 32
#define STR_DX 10
#define STR_DY 35
#define VOLUME_DX 20
#define STR_X 220
#define STR_SX_TXT 200
#define STR_SX2 120
#define STR_SOUND_X 160
#define STR_SOUND_SX 90
#define STR_SOUND_SX2 50
#define STR_MUSIC_X 160
#define STR_MUSIC_SX 90
#define STR_MUSIC_SX2 50
#define STR_TUTORIAL_X 230
#define STR_TUTORIAL_SX 90
#define STR_TUTORIAL_SX2 50
#define STR_AUTORUN_X 210
#define STR_AUTORUN_SX 115
#define STR_AUTORUN_SX2 50
#define acsSTR_GAME_PAUSED $acsSTR_GAME_PAUSED1
#define acsSTR_SOUND $acsSTR_SOUND1
#define acsSTR_MUSIC $acsSTR_MUSIC1
#define acsSTR_TIPS $acsSTR_TIPS1
#define acsSTR_AUTORUN $acsSTR_AUTORUN1
#define acsSTR_RESUME_GAME $acsSTR_RESUME_GAME1
#define acsSTR_ABORT_GAME $acsSTR_ABORT_GAME1
#define acsSTR_SAVE_GAME $acsSTR_SAVE_GAME1

38
data/actint/acs_str2.inc Normal file
View File

@@ -0,0 +1,38 @@
#define STR_SX 250
#define STR_SY 32
#define STR_DX 10
#define STR_DY 35
#define VOLUME_DX 0
#define STR_X 220
#define STR_SX_TXT 200
#define STR_SX2 120
#define STR_SOUND_X 150
#define STR_SOUND_SX 100
#define STR_SOUND_SX2 80
#define STR_MUSIC_X 140
#define STR_MUSIC_SX 110
#define STR_MUSIC_SX2 80
#define STR_TUTORIAL_X 200
#define STR_TUTORIAL_SX 155
#define STR_TUTORIAL_SX2 80
#define STR_AUTORUN_X 150
#define STR_AUTORUN_SX 215
#define STR_AUTORUN_SX2 80
#define acsSTR_GAME_PAUSED $acsSTR_GAME_PAUSED2
#define acsSTR_SOUND $acsSTR_SOUND2
#define acsSTR_MUSIC $acsSTR_MUSIC2
#define acsSTR_TIPS $acsSTR_TIPS2
#define acsSTR_AUTORUN $acsSTR_AUTORUN2
#define acsSTR_RESUME_GAME $acsSTR_RESUME_GAME2
#define acsSTR_ABORT_GAME $acsSTR_ABORT_GAME2
#define acsSTR_SAVE_GAME $acsSTR_SAVE_GAME2

53
data/actint/acsconst.h Normal file
View File

@@ -0,0 +1,53 @@
// Defines...
#define ACS_NUM_SLOTS 8
// Frame IDs...
#define ACS_MAX_FRAME -1
// IDs...
#define ACS_PAUSE_SCREEN1 1
#define ACS_PAUSE_SCREEN2 2
#define ACS_SAVE_SCREEN0 3
#define ACS_SAVE_SCREEN1 4
#define ACS_SAVE_SCREEN2 5
#define ACS_RESUME_GAME 6
#define ACS_ABORT_GAME 7
#define ACS_TUTORIAL_MODE 8
#define ACS_MUSIC_MODE 9
#define ACS_SOUND_MODE 10
#define ACS_MUSIC_VOLUME 11
#define ACS_SOUND_VOLUME 12
#define ACS_VOLUME_SCROLLER 13
#define ACS_PAUSE_BACK0 14
#define ACS_SAVE_BACK 15
#define ACS_SAVE_SLOT0 16
#define ACS_SAVE_SLOT1 17
#define ACS_SAVE_SLOT2 18
#define ACS_SAVE_SLOT3 19
#define ACS_SAVE_SLOT4 20
#define ACS_SAVE_SLOT5 21
#define ACS_SAVE_SLOT6 22
#define ACS_SAVE_SLOT7 23
#define ACS_SAVE_OK 24
#define ACS_SAVE_CANCEL 25
#define ACS_PAUSE_BACK1 26
#define ACS_AUTORUN_MODE 27
#define ACS_PAUSE_TEXT 28
#define ACS_SOUND_TEXT 29
#define ACS_MUSIC_TEXT 30
#define ACS_TUTORIAL_TEXT 31
#define ACS_AUTORUN_TEXT 32
#define ACS_SVOLUME_TEXT 33
#define ACS_MVOLUME_TEXT 34
#define ACS_VOLUME_S_RES 35
#define ACS_SAVE_STRING 36

2994
data/actint/actint.inc Normal file

File diff suppressed because it is too large Load Diff

35
data/actint/escaves.inc Normal file
View File

@@ -0,0 +1,35 @@
// Escave defines...
#define ESCAVE_ID0 0
#define _ESCAVE_NAME0 $ESCAVE_NAME01 $ESCAVE_NAME0
#define ESCAVE_ML_SET0 0
#define ESCAVE_ID1 1
#define _ESCAVE_NAME1 $ESCAVE_NAME11 $ESCAVE_NAME1
#define ESCAVE_ML_SET1 1
#define ESCAVE_ID2 2
#define _ESCAVE_NAME2 $ESCAVE_NAME21 $ESCAVE_NAME2
#define ESCAVE_ML_SET2 2
#define ESCAVE_ID3 3
#define _ESCAVE_NAME3 $ESCAVE_NAME31 $ESCAVE_NAME3
#define ESCAVE_ML_SET3 3
#define ESCAVE_ID4 4
#define _ESCAVE_NAME4 $ESCAVE_NAME41 $ESCAVE_NAME4
#define ESCAVE_ML_SET4 4
#define ESCAVE_ID5 5
#define _ESCAVE_NAME5 $ESCAVE_NAME51 $ESCAVE_NAME5
#define ESCAVE_ML_SET5 5
#define ESCAVE_ID6 6
#define _ESCAVE_NAME6 $ESCAVE_NAME61 $ESCAVE_NAME6
#define ESCAVE_ML_SET6 6
#define ESCAVE_ID7 7
#define _ESCAVE_NAME7 $ESCAVE_NAME71 $ESCAVE_NAME7
#define ESCAVE_ML_SET7 7

86
data/actint/item_prm.inc Normal file
View File

@@ -0,0 +1,86 @@
/* -------------------------------- WEAPONS --------------------------------- */
// MacHOTine Gun (light)
item_prm $ITM01_ID $ACI_WEAPON_DAMAGE "5"
item_prm $ITM01_ID $ACI_WEAPON_LOAD "50"
item_prm $ITM01_ID $ACI_WEAPON_SHOTS_SEC "3"
item_prm $ITM01_ID $ACI_WEAPON_RANGE "30"
// MacHOTine Gun (heavy)
item_prm $ITM02_ID $ACI_WEAPON_DAMAGE "10"
item_prm $ITM02_ID $ACI_WEAPON_LOAD "100"
item_prm $ITM02_ID $ACI_WEAPON_SHOTS_SEC "3"
item_prm $ITM02_ID $ACI_WEAPON_RANGE "40"
// Speetle System (light)
item_prm $ITM03_ID $ACI_WEAPON_DAMAGE "30"
item_prm $ITM03_ID $ACI_WEAPON_LOAD "5"
item_prm $ITM03_ID $ACI_WEAPON_SHOTS_SEC "1"
item_prm $ITM03_ID $ACI_WEAPON_RANGE "25"
// Speetle System (heavy)
item_prm $ITM04_ID $ACI_WEAPON_DAMAGE "60"
item_prm $ITM04_ID $ACI_WEAPON_LOAD "10"
item_prm $ITM04_ID $ACI_WEAPON_SHOTS_SEC "1"
item_prm $ITM04_ID $ACI_WEAPON_RANGE "35"
// ghOrb Gear (light)
item_prm $ITM05_ID $ACI_WEAPON_DAMAGE "13"
item_prm $ITM05_ID $ACI_WEAPON_LOAD "50"
item_prm $ITM05_ID $ACI_WEAPON_SHOTS_SEC "2"
item_prm $ITM05_ID $ACI_WEAPON_RANGE "20"
// ghOrb Gear (heavy)
item_prm $ITM06_ID $ACI_WEAPON_DAMAGE "26"
item_prm $ITM06_ID $ACI_WEAPON_LOAD "100"
item_prm $ITM06_ID $ACI_WEAPON_SHOTS_SEC "2"
item_prm $ITM06_ID $ACI_WEAPON_RANGE "30"
// Beebbanoza Blockade
item_prm $ITM07_ID $ACI_WEAPON_DAMAGE "5"
item_prm $ITM07_ID $ACI_WEAPON_LOAD "N/A"
item_prm $ITM07_ID $ACI_WEAPON_SHOTS_SEC "5"
item_prm $ITM07_ID $ACI_WEAPON_RANGE "10"
// Crustest Cannon
item_prm $ITM08_ID $ACI_WEAPON_DAMAGE "200"
item_prm $ITM08_ID $ACI_WEAPON_LOAD "5"
item_prm $ITM08_ID $ACI_WEAPON_SHOTS_SEC "0.25"
item_prm $ITM08_ID $ACI_WEAPON_RANGE "10"
// Terminator ("Wormer")
item_prm $ITM09_ID $ACI_WEAPON_DAMAGE "10"
item_prm $ITM09_ID $ACI_WEAPON_LOAD "5"
item_prm $ITM09_ID $ACI_WEAPON_SHOTS_SEC "1"
item_prm $ITM09_ID $ACI_WEAPON_RANGE "5"
// Terminator ("Wasp")
item_prm $ITM10_ID $ACI_WEAPON_DAMAGE "15"
item_prm $ITM10_ID $ACI_WEAPON_LOAD "3"
item_prm $ITM10_ID $ACI_WEAPON_SHOTS_SEC "1"
item_prm $ITM10_ID $ACI_WEAPON_RANGE "5"
/* ---------------------------------- AMMO ---------------------------------- */
// Pupok pile
item_prm $ITM11_ID $ACI_AMMO_DAMAGE "30"
item_prm $ITM11_ID $ACI_AMMO_IN_PACK "5"
// OKorOK pile
item_prm $ITM12_ID $ACI_AMMO_DAMAGE "30"
item_prm $ITM12_ID $ACI_AMMO_IN_PACK "5"
// Boltoon pack
item_prm $ITM13_ID $ACI_AMMO_DAMAGE "200"
item_prm $ITM13_ID $ACI_AMMO_IN_PACK "1" /* -------------------------------- DEVICES --------------------------------- */
// CopteRig
item_prm $ITM14_ID $ACI_DEVICE_WORKING_TIME "1000"
// CutteRig
item_prm $ITM16_ID $ACI_DEVICE_WORKING_TIME "3000"
// CrotRig
item_prm $ITM18_ID $ACI_DEVICE_WORKING_TIME "5000"

1480
data/actint/items.inc Normal file

File diff suppressed because it is too large Load Diff

1063
data/actint/main_h.inc Normal file

File diff suppressed because it is too large Load Diff

1150
data/actint/main_l.inc Normal file

File diff suppressed because it is too large Load Diff

194
data/actint/mech_prm.inc Normal file
View File

@@ -0,0 +1,194 @@
// Oxidize Monk
mech_prm $MECH00_ID $ACI_MECHOS_ENERGY_SHIELD "120"
mech_prm $MECH00_ID $ACI_MECHOS_RESTORING_SPEED "4"
mech_prm $MECH00_ID $ACI_MECHOS_MECHANIC_ARMOR "90"
mech_prm $MECH00_ID $ACI_MECHOS_VELOCITY "8"
mech_prm $MECH00_ID $ACI_MECHOS_SPIRAL_CAPACITY "2"
mech_prm $MECH00_ID $ACI_MECHOS_AIR_RESERVE "250"
// Blade Keeper
mech_prm $MECH01_ID $ACI_MECHOS_ENERGY_SHIELD "350"
mech_prm $MECH01_ID $ACI_MECHOS_RESTORING_SPEED "4"
mech_prm $MECH01_ID $ACI_MECHOS_MECHANIC_ARMOR "150"
mech_prm $MECH01_ID $ACI_MECHOS_VELOCITY "8"
mech_prm $MECH01_ID $ACI_MECHOS_SPIRAL_CAPACITY "4"
mech_prm $MECH01_ID $ACI_MECHOS_AIR_RESERVE "560"
// Spread Spot
mech_prm $MECH02_ID $ACI_MECHOS_ENERGY_SHIELD "300"
mech_prm $MECH02_ID $ACI_MECHOS_RESTORING_SPEED "5"
mech_prm $MECH02_ID $ACI_MECHOS_MECHANIC_ARMOR "80"
mech_prm $MECH02_ID $ACI_MECHOS_VELOCITY "10"
mech_prm $MECH02_ID $ACI_MECHOS_SPIRAL_CAPACITY "4"
mech_prm $MECH02_ID $ACI_MECHOS_AIR_RESERVE "200"
// Ripper
mech_prm $MECH03_ID $ACI_MECHOS_ENERGY_SHIELD "300"
mech_prm $MECH03_ID $ACI_MECHOS_RESTORING_SPEED "3"
mech_prm $MECH03_ID $ACI_MECHOS_MECHANIC_ARMOR "350"
mech_prm $MECH03_ID $ACI_MECHOS_VELOCITY "5"
mech_prm $MECH03_ID $ACI_MECHOS_SPIRAL_CAPACITY "2"
mech_prm $MECH03_ID $ACI_MECHOS_AIR_RESERVE "800"
// Heavy Lady
mech_prm $MECH04_ID $ACI_MECHOS_ENERGY_SHIELD "400"
mech_prm $MECH04_ID $ACI_MECHOS_RESTORING_SPEED "3"
mech_prm $MECH04_ID $ACI_MECHOS_MECHANIC_ARMOR "380"
mech_prm $MECH04_ID $ACI_MECHOS_VELOCITY "6"
mech_prm $MECH04_ID $ACI_MECHOS_SPIRAL_CAPACITY "5"
mech_prm $MECH04_ID $ACI_MECHOS_AIR_RESERVE "900"
// Ancient Demon
mech_prm $MECH05_ID $ACI_MECHOS_ENERGY_SHIELD "260"
mech_prm $MECH05_ID $ACI_MECHOS_RESTORING_SPEED "5"
mech_prm $MECH05_ID $ACI_MECHOS_MECHANIC_ARMOR "300"
mech_prm $MECH05_ID $ACI_MECHOS_VELOCITY "8"
mech_prm $MECH05_ID $ACI_MECHOS_SPIRAL_CAPACITY "5"
mech_prm $MECH05_ID $ACI_MECHOS_AIR_RESERVE "300"
// Iron Shadow
mech_prm $MECH06_ID $ACI_MECHOS_ENERGY_SHIELD "300"
mech_prm $MECH06_ID $ACI_MECHOS_RESTORING_SPEED "3"
mech_prm $MECH06_ID $ACI_MECHOS_MECHANIC_ARMOR "250"
mech_prm $MECH06_ID $ACI_MECHOS_VELOCITY "9"
mech_prm $MECH06_ID $ACI_MECHOS_SPIRAL_CAPACITY "5"
mech_prm $MECH06_ID $ACI_MECHOS_AIR_RESERVE "350"
// AtTractor
mech_prm $MECH07_ID $ACI_MECHOS_ENERGY_SHIELD "250"
mech_prm $MECH07_ID $ACI_MECHOS_RESTORING_SPEED "6"
mech_prm $MECH07_ID $ACI_MECHOS_MECHANIC_ARMOR "400"
mech_prm $MECH07_ID $ACI_MECHOS_VELOCITY "5"
mech_prm $MECH07_ID $ACI_MECHOS_SPIRAL_CAPACITY "6"
mech_prm $MECH07_ID $ACI_MECHOS_AIR_RESERVE "700"
// Sandoll
mech_prm $MECH08_ID $ACI_MECHOS_ENERGY_SHIELD "250"
mech_prm $MECH08_ID $ACI_MECHOS_RESTORING_SPEED "6"
mech_prm $MECH08_ID $ACI_MECHOS_MECHANIC_ARMOR "200"
mech_prm $MECH08_ID $ACI_MECHOS_VELOCITY "8"
mech_prm $MECH08_ID $ACI_MECHOS_SPIRAL_CAPACITY "3"
mech_prm $MECH08_ID $ACI_MECHOS_AIR_RESERVE "350"
// Arcan
mech_prm $MECH09_ID $ACI_MECHOS_ENERGY_SHIELD "200"
mech_prm $MECH09_ID $ACI_MECHOS_RESTORING_SPEED "4"
mech_prm $MECH09_ID $ACI_MECHOS_MECHANIC_ARMOR "200"
mech_prm $MECH09_ID $ACI_MECHOS_VELOCITY "6"
mech_prm $MECH09_ID $ACI_MECHOS_SPIRAL_CAPACITY "2"
mech_prm $MECH09_ID $ACI_MECHOS_AIR_RESERVE "400"
// Mad Surgeon
mech_prm $MECH10_ID $ACI_MECHOS_ENERGY_SHIELD "150"
mech_prm $MECH10_ID $ACI_MECHOS_RESTORING_SPEED "3"
mech_prm $MECH10_ID $ACI_MECHOS_MECHANIC_ARMOR "100"
mech_prm $MECH10_ID $ACI_MECHOS_VELOCITY "8"
mech_prm $MECH10_ID $ACI_MECHOS_SPIRAL_CAPACITY "2"
mech_prm $MECH10_ID $ACI_MECHOS_AIR_RESERVE "250"
// Zippax
mech_prm $MECH11_ID $ACI_MECHOS_ENERGY_SHIELD "250"
mech_prm $MECH11_ID $ACI_MECHOS_RESTORING_SPEED "4"
mech_prm $MECH11_ID $ACI_MECHOS_MECHANIC_ARMOR "60"
mech_prm $MECH11_ID $ACI_MECHOS_VELOCITY "9"
mech_prm $MECH11_ID $ACI_MECHOS_SPIRAL_CAPACITY "3"
mech_prm $MECH11_ID $ACI_MECHOS_AIR_RESERVE "150"
// Rivet Bier
mech_prm $MECH12_ID $ACI_MECHOS_ENERGY_SHIELD "350"
mech_prm $MECH12_ID $ACI_MECHOS_RESTORING_SPEED "4"
mech_prm $MECH12_ID $ACI_MECHOS_MECHANIC_ARMOR "400"
mech_prm $MECH12_ID $ACI_MECHOS_VELOCITY "6"
mech_prm $MECH12_ID $ACI_MECHOS_SPIRAL_CAPACITY "4"
mech_prm $MECH12_ID $ACI_MECHOS_AIR_RESERVE "950"
// Piercator
mech_prm $MECH13_ID $ACI_MECHOS_ENERGY_SHIELD "180"
mech_prm $MECH13_ID $ACI_MECHOS_RESTORING_SPEED "4"
mech_prm $MECH13_ID $ACI_MECHOS_MECHANIC_ARMOR "180"
mech_prm $MECH13_ID $ACI_MECHOS_VELOCITY "7"
mech_prm $MECH13_ID $ACI_MECHOS_SPIRAL_CAPACITY "2"
mech_prm $MECH13_ID $ACI_MECHOS_AIR_RESERVE "500"
// Excorps
mech_prm $MECH14_ID $ACI_MECHOS_ENERGY_SHIELD "300"
mech_prm $MECH14_ID $ACI_MECHOS_RESTORING_SPEED "4"
mech_prm $MECH14_ID $ACI_MECHOS_MECHANIC_ARMOR "180"
mech_prm $MECH14_ID $ACI_MECHOS_VELOCITY "8"
mech_prm $MECH14_ID $ACI_MECHOS_SPIRAL_CAPACITY "3"
mech_prm $MECH14_ID $ACI_MECHOS_AIR_RESERVE "600"
// Last Moggy
mech_prm $MECH15_ID $ACI_MECHOS_ENERGY_SHIELD "500"
mech_prm $MECH15_ID $ACI_MECHOS_RESTORING_SPEED "3"
mech_prm $MECH15_ID $ACI_MECHOS_MECHANIC_ARMOR "500"
mech_prm $MECH15_ID $ACI_MECHOS_VELOCITY "7"
mech_prm $MECH15_ID $ACI_MECHOS_SPIRAL_CAPACITY "6"
mech_prm $MECH15_ID $ACI_MECHOS_AIR_RESERVE "1000"
// Queen Frog
mech_prm $MECH16_ID $ACI_MECHOS_ENERGY_SHIELD "200"
mech_prm $MECH16_ID $ACI_MECHOS_RESTORING_SPEED "7"
mech_prm $MECH16_ID $ACI_MECHOS_MECHANIC_ARMOR "60"
mech_prm $MECH16_ID $ACI_MECHOS_VELOCITY "5"
mech_prm $MECH16_ID $ACI_MECHOS_SPIRAL_CAPACITY "4"
mech_prm $MECH16_ID $ACI_MECHOS_AIR_RESERVE "1000"
// Lawn Mower
mech_prm $MECH17_ID $ACI_MECHOS_ENERGY_SHIELD "200"
mech_prm $MECH17_ID $ACI_MECHOS_RESTORING_SPEED "7"
mech_prm $MECH17_ID $ACI_MECHOS_MECHANIC_ARMOR "60"
mech_prm $MECH17_ID $ACI_MECHOS_VELOCITY "4"
mech_prm $MECH17_ID $ACI_MECHOS_SPIRAL_CAPACITY "5"
mech_prm $MECH17_ID $ACI_MECHOS_AIR_RESERVE "250"
// Wormaster
mech_prm $MECH35_ID $ACI_MECHOS_ENERGY_SHIELD "200"
mech_prm $MECH35_ID $ACI_MECHOS_RESTORING_SPEED "7"
mech_prm $MECH35_ID $ACI_MECHOS_MECHANIC_ARMOR "250"
mech_prm $MECH35_ID $ACI_MECHOS_VELOCITY "4"
mech_prm $MECH35_ID $ACI_MECHOS_SPIRAL_CAPACITY "2"
mech_prm $MECH35_ID $ACI_MECHOS_AIR_RESERVE "1000"
// BLOCH
mech_prm $MECH18_ID $ACI_MECHOS_ENERGY_SHIELD "50"
mech_prm $MECH18_ID $ACI_MECHOS_RESTORING_SPEED "10"
mech_prm $MECH18_ID $ACI_MECHOS_MECHANIC_ARMOR "20"
mech_prm $MECH18_ID $ACI_MECHOS_VELOCITY "8"
mech_prm $MECH18_ID $ACI_MECHOS_SPIRAL_CAPACITY "1"
mech_prm $MECH18_ID $ACI_MECHOS_AIR_RESERVE "100"
// SMOK
mech_prm $MECH19_ID $ACI_MECHOS_ENERGY_SHIELD "50"
mech_prm $MECH19_ID $ACI_MECHOS_RESTORING_SPEED "10"
mech_prm $MECH19_ID $ACI_MECHOS_MECHANIC_ARMOR "20"
mech_prm $MECH19_ID $ACI_MECHOS_VELOCITY "8"
mech_prm $MECH19_ID $ACI_MECHOS_SPIRAL_CAPACITY "1"
mech_prm $MECH19_ID $ACI_MECHOS_AIR_RESERVE "100"
// MOTOK
mech_prm $MECH20_ID $ACI_MECHOS_ENERGY_SHIELD "50"
mech_prm $MECH20_ID $ACI_MECHOS_RESTORING_SPEED "10"
mech_prm $MECH20_ID $ACI_MECHOS_MECHANIC_ARMOR "20"
mech_prm $MECH20_ID $ACI_MECHOS_VELOCITY "8"
mech_prm $MECH20_ID $ACI_MECHOS_SPIRAL_CAPACITY "1"
mech_prm $MECH20_ID $ACI_MECHOS_AIR_RESERVE "100"
// SHROT
mech_prm $MECH21_ID $ACI_MECHOS_ENERGY_SHIELD "50"
mech_prm $MECH21_ID $ACI_MECHOS_RESTORING_SPEED "10"
mech_prm $MECH21_ID $ACI_MECHOS_MECHANIC_ARMOR "20"
mech_prm $MECH21_ID $ACI_MECHOS_VELOCITY "8"
mech_prm $MECH21_ID $ACI_MECHOS_SPIRAL_CAPACITY "1"
mech_prm $MECH21_ID $ACI_MECHOS_AIR_RESERVE "100"
// DOCHOD
mech_prm $MECH22_ID $ACI_MECHOS_ENERGY_SHIELD "50"
mech_prm $MECH22_ID $ACI_MECHOS_RESTORING_SPEED "10"
mech_prm $MECH22_ID $ACI_MECHOS_MECHANIC_ARMOR "20"
mech_prm $MECH22_ID $ACI_MECHOS_VELOCITY "8"
mech_prm $MECH22_ID $ACI_MECHOS_SPIRAL_CAPACITY "1"
mech_prm $MECH22_ID $ACI_MECHOS_AIR_RESERVE "100"

1046
data/actint/ml_data0.inc Normal file

File diff suppressed because it is too large Load Diff

1224
data/actint/ml_data1.inc Normal file

File diff suppressed because it is too large Load Diff

1446
data/actint/ml_data2.inc Normal file

File diff suppressed because it is too large Load Diff

1321
data/actint/ml_data3.inc Normal file

File diff suppressed because it is too large Load Diff

1061
data/actint/ml_data4.inc Normal file

File diff suppressed because it is too large Load Diff

1304
data/actint/ml_data5.inc Normal file

File diff suppressed because it is too large Load Diff

1014
data/actint/ml_data6.inc Normal file

File diff suppressed because it is too large Load Diff

137
data/actint/mlconsts.h Normal file
View File

@@ -0,0 +1,137 @@
// aciML_Event startupTypes...
#define AML_KEY 0
#define AML_STARTUP 1
#define AML_SHUTDOWN 2
// aciML_Event IDs...
#define AML_GO_INFINITE 1
#define AML_GO_PHASE 2
#define AML_PUT_IN_QUEUE 3
#define AML_PUT_IN_CH_QUEUE 4
#define AML_ADD_IN_CH_QUEUE 5
#define AML_STOP 6
#define AML_STOP_CHANNEL 7
#define AML_SET_PHASE 8
#define AML_PAUSE_ALL 9
#define AML_RESUME_ALL 10
#define AML_LOCK 11
#define AML_UNLOCK 12
#define AML_NEXT_PHRASE 13
#define AML_CLOSE_ML 14
#define AML_INVERT_PHASE 15
#define AML_SHUTDOWN_EV 16
#define AML_KEY_TRAP 17
#define AML_IS_LOCKED 18
#define AML_IS_NOT_LOCKED 19
#define AML_IS_ACTIVE 20
#define AML_EVENT_IS_ACTIVE 21
#define AML_SEND2ACTINT 22
#define AML_CLEAR_QUEUE 23
#define AML_REWIND 24
#define AML_START_SOUND 25
#define AML_PUT_SEQUENCE 26
#define AML_WAIT_CHANNEL 27
#define AML_DISABLE_CHANNEL 28
#define AML_EXIT 29
#define AML_CLOSE_SPEECH 30
#define AML_BREATH_ON 31
#define AML_BREATH_OFF 32
#define AML_DISABLE_ML 33
#define AML_ENABLE_ML 34
// Special events...
#define AML_GET_QUESTION 1
#define AML_TAKE_ELEECH 2
#define AML_CLEAR_QUESTION 3
#define AML_ABORT_ESCAVE_SESSION 4
#define AML_BLOCK_SHOP 5
#define AML_WAIT_NEXT_PERIOD 6
#define AML_TAKE_WEEZYK 7
#define AML_LAMPASSO_THEEND 8
#define AML_CHANGE_TO_RAFFA 9
#define AML_EXPROPRIATION 10
#define AML_ACCEPT_RUBBOX 11
#define AML_UNBLOCK_SHOP 12
#define AML_BLOCK_EXIT 13
#define AML_UNBLOCK_EXIT 14
#define AML_KICK_OUT_FROM_ESCAVE 15
#define AML_ADD_RUBBOX 16
// Event key codes...
#define AML_ELEECH_CODE 7000
#define AML_KILL_ELEECH_CODE 7001
#define AML_START_SPEECH_CODE 7002
#define AML_START_SPEECH2_CODE 7003
#define AML_MORE_SPEECH_CODE 7004
#define AML_MORE_SPEECH2_CODE 7005
#define AML_END_SPEECH_CODE 7006
#define AML_FORCED_EXIT_CODE 7007
#define AML_RUBOX_CODE 7008
// Speech Sequences...
#define AML_UNLOCK0_SEQ 8000
#define AML_UNLOCK1_SEQ 8001
#define AML_UNLOCK2_SEQ 8002
#define AML_UNLOCK3_SEQ 8003
#define AML_PREPARE0_SEQ 8004
#define AML_PREPARE1_SEQ 8005
#define AML_PREPARE2_SEQ 8006
#define AML_PREPARE3_SEQ 8007
#define AML_SPEECH0_SEQ 8008
#define AML_SPEECH1_SEQ 8009
#define AML_SPEECH2_SEQ 8010
#define AML_SPEECH3_SEQ 8011
#define AML_END0_SEQ 8012
#define AML_END1_SEQ 8013
#define AML_END2_SEQ 8014
#define AML_END3_SEQ 8015
#define AML_LOCK0_SEQ 8016
#define AML_LOCK1_SEQ 8017
#define AML_LOCK2_SEQ 8018
#define AML_LOCK3_SEQ 8019
#define AML_PREPARE0_SEQ2 8020
#define AML_PREPARE1_SEQ2 8021
#define AML_PREPARE2_SEQ2 8022
#define AML_PREPARE3_SEQ2 8023
#define AML_END0_SEQ2 8024
#define AML_END1_SEQ2 8025
#define AML_END2_SEQ2 8026
#define AML_END3_SEQ2 8027
// Speech events...
#define AML_SPEECH0_CH0 2010
#define AML_SPEECH0_EV 2011
#define AML_SPEECH0_CH1 2012
#define AML_SPEECH1_CH0 2013
#define AML_SPEECH1_EV 2014
#define AML_SPEECH1_CH1 2015
#define AML_SPEECH2_CH0 2016
#define AML_SPEECH2_EV 2017
#define AML_SPEECH2_CH1 2018
#define AML_SPEECH3_CH0 2019
#define AML_SPEECH3_EV 2020
#define AML_SPEECH3_CH1 2021
#define AML_BEG_SPEECH_EV 2022
#define AML_END_SPEECH_EV 2023
// Some definitions...
#define ACI_MORE_SPEECH_INDEX 2

531
data/actint/pause.inc Normal file
View File

@@ -0,0 +1,531 @@
resource $ACS_BMO {
id $ACS_PAUSE_TEXT
build
offs_x { ( $PAUSE_RES_X - $STR_SX ) / 2 }
offs_y { $STR_START_Y - 10 }
size_x $STR_SX
size_y $STR_SY
}
resource $ACS_BMO {
id $ACS_RESUME_GAME
build
offs_x { ( $PAUSE_RES_X - $STR_SX ) / 2 }
offs_y { $STR_START_Y + $STR_DY * 1 }
size_x $STR_SX
size_y $STR_SY
}
resource $ACS_BMO {
id $ACS_SOUND_TEXT
build
offs_x { $STR_SOUND_X + $STR_DELTA_X }
offs_y { $STR_START_Y + $STR_DY * 2 }
size_x $STR_SOUND_SX
size_y $STR_SY
}
resource $ACS_BMO {
id $ACS_SOUND_MODE
build
offs_x { $STR_SOUND_X + $STR_SOUND_SX + $STR_DX + $STR_DELTA_X }
offs_y { $STR_START_Y + $STR_DY * 2 }
size_x $STR_SOUND_SX2
size_y $STR_SY
}
resource $ACS_BMO {
id $ACS_MUSIC_TEXT
build
offs_x { $STR_MUSIC_X + $STR_DELTA_X }
offs_y { $STR_START_Y + $STR_DY * 3 }
size_x $STR_MUSIC_SX
size_y $STR_SY
}
resource $ACS_BMO {
id $ACS_MUSIC_MODE
build
offs_x { $STR_MUSIC_X + $STR_MUSIC_SX + $STR_DX + $STR_DELTA_X }
offs_y { $STR_START_Y + $STR_DY * 3 }
size_x $STR_MUSIC_SX2
size_y $STR_SY
}
resource $ACS_BMO {
id $ACS_TUTORIAL_TEXT
build
offs_x { $STR_TUTORIAL_X + $STR_DELTA_X }
offs_y { $STR_START_Y + $STR_DY * 4 }
size_x $STR_TUTORIAL_SX
size_y $STR_SY
}
resource $ACS_BMO {
id $ACS_TUTORIAL_MODE
build
offs_x { $STR_TUTORIAL_X + $STR_TUTORIAL_SX + $STR_DX + $STR_DELTA_X }
offs_y { $STR_START_Y + $STR_DY * 4 }
size_x $STR_TUTORIAL_SX2
size_y $STR_SY
}
resource $ACS_BMO {
id $ACS_AUTORUN_TEXT
build
offs_x { $STR_AUTORUN_X + $STR_DELTA_X }
offs_y { $STR_START_Y + $STR_DY * 5 }
size_x $STR_AUTORUN_SX
size_y $STR_SY
}
resource $ACS_BMO {
id $ACS_AUTORUN_MODE
build
offs_x { $STR_AUTORUN_X + $STR_AUTORUN_SX + $STR_DX + $STR_DELTA_X }
offs_y { $STR_START_Y + $STR_DY * 5 }
size_x $STR_AUTORUN_SX2
size_y $STR_SY
}
resource $ACS_BMO {
id $ACS_ABORT_GAME
build
offs_x { ( $PAUSE_RES_X - $STR_SX ) / 2 }
offs_y { $STR_START_Y + $STR_DY * 6 }
size_x $STR_SX
size_y $STR_SY
}
resource $ACS_BMO {
id $ACS_SOUND_VOLUME
build
offs_x { $STR_SOUND_X + $STR_SOUND_SX + $STR_DX + $STR_SOUND_SX2 + $VOLUME_DX + $STR_DELTA_X }
offs_y { $STR_START_Y + $STR_DY * 2 }
size_x 100
size_y 30
}
resource $ACS_BMO {
id $ACS_MUSIC_VOLUME
build
offs_x { $STR_MUSIC_X + $STR_MUSIC_SX + $STR_DX + $STR_MUSIC_SX2 + $VOLUME_DX + $STR_DELTA_X }
offs_y { $STR_START_Y + $STR_DY * 3 }
size_x 100
size_y 30
}
object $ACS_INPUT_FIELD_OBJ {
id $ACS_SOUND_TEXT
string_len 20
ifont 1
color 0 $COLOR0s
space 1
string $acsSTR_SOUND
align_center
event {
key $ACS_STARTUP_KEY
time 1
ev_comm {
command $ACS_SET_RESOURCE $ACS_SOUND_TEXT $ACS_SOUND_TEXT 0 0
}
}
}
object $ACS_INPUT_FIELD_OBJ {
id $ACS_PAUSE_TEXT
string_len 20
ifont 0
color 0 $COLOR0s
space 1
string $acsSTR_GAME_PAUSED
align_center
event {
key $ACS_STARTUP_KEY
time 1
ev_comm {
command $ACS_SET_RESOURCE $ACS_PAUSE_TEXT $ACS_PAUSE_TEXT 0 0
}
}
}
object $ACS_SCROLLER_OBJ {
id $ACS_SOUND_VOLUME
max_value 256
colors 103 80
resource_id $ACS_VOLUME_SCROLLER
s_resource_id $ACS_VOLUME_S_RES
background
active_sx 90
active_sy 20
event {
key $ACS_STARTUP_KEY
time 2
ev_comm {
command $ACS_SET_RESOURCE $ACS_SOUND_VOLUME $ACS_SOUND_VOLUME 0 0
start_time 0
}
ev_comm {
command $ACS_EXT_EVENT $ACS_INIT_SOUND_VOLUME 0 0 0
start_time 0
}
}
event {
key $iMOUSE_LEFT_PRESS_CODE
key $iMOUSE_RIGHT_PRESS_CODE
key $iMOUSE_LEFT_MOVE
key $iMOUSE_RIGHT_MOVE
time 2
ev_comm {
command $ACS_CHANGE_SCROLLER $ACS_SOUND_VOLUME 0 0 0
start_time 0
}
ev_comm {
command $ACS_EXT_EVENT $ACS_SET_SOUND_VOLUME 0 0 0
start_time 0
}
}
}
object $ACS_SCROLLER_OBJ {
id $ACS_MUSIC_VOLUME
max_value 256
colors 103 80
resource_id $ACS_VOLUME_SCROLLER
s_resource_id $ACS_VOLUME_S_RES
background
active_sx 90
active_sy 20
event {
key $ACS_STARTUP_KEY
time 2
ev_comm {
command $ACS_SET_RESOURCE $ACS_MUSIC_VOLUME $ACS_MUSIC_VOLUME 0 0
start_time 0
}
ev_comm {
command $ACS_EXT_EVENT $ACS_INIT_MUSIC_VOLUME 0 0 0
start_time 1
}
}
event {
key $iMOUSE_LEFT_PRESS_CODE
key $iMOUSE_RIGHT_PRESS_CODE
key $iMOUSE_LEFT_MOVE
key $iMOUSE_RIGHT_MOVE
time 2
ev_comm {
command $ACS_CHANGE_SCROLLER $ACS_MUSIC_VOLUME 0 0 0
start_time 0
}
ev_comm {
command $ACS_EXT_EVENT $ACS_SET_MUSIC_VOLUME 0 0 0
start_time 1
}
}
}
object $ACS_INPUT_FIELD_OBJ {
id $ACS_SOUND_MODE
string_len 20
ifont 1
color 0 $COLOR0
color 1 $COLOR1
color 2 $COLOR2
space 1
string "OFF"
align_center
event {
key $ACS_STARTUP_KEY
time 1
ev_comm {
command $ACS_SET_RESOURCE $ACS_SOUND_MODE $ACS_SOUND_MODE 0 0
}
ev_comm {
command $ACS_EXT_EVENT $ACS_INIT_SOUND_MODE 0 0 0
}
}
event {
key $iMOUSE_RIGHT_PRESS_CODE
key $iMOUSE_LEFT_PRESS_CODE
key $VK_S
time 2
ev_comm {
command $ACS_CHANGE_STR_STATE $ACS_SOUND_MODE 0 0 0
start_time 0
}
ev_comm {
command $ACS_EXT_EVENT $ACS_SET_SOUND_MODE 0 0 0
start_time 1
}
}
}
object $ACS_INPUT_FIELD_OBJ {
id $ACS_MUSIC_TEXT
string_len 20
ifont 1
color 0 $COLOR0s
space 1
string $acsSTR_MUSIC
align_center
event {
key $ACS_STARTUP_KEY
time 1
ev_comm {
command $ACS_SET_RESOURCE $ACS_MUSIC_TEXT $ACS_MUSIC_TEXT 0 0
}
}
}
object $ACS_INPUT_FIELD_OBJ {
id $ACS_MUSIC_MODE
string_len 20
ifont 1
color 0 $COLOR0
color 1 $COLOR1
color 2 $COLOR2
space 1
string "OFF"
align_center
event {
key $ACS_STARTUP_KEY
time 1
ev_comm {
command $ACS_SET_RESOURCE $ACS_MUSIC_MODE $ACS_MUSIC_MODE 0 0
}
ev_comm {
command $ACS_EXT_EVENT $ACS_INIT_MUSIC_MODE 0 0 0
}
}
event {
key $iMOUSE_RIGHT_PRESS_CODE
key $iMOUSE_LEFT_PRESS_CODE
key $VK_S
time 2
ev_comm {
command $ACS_CHANGE_STR_STATE $ACS_MUSIC_MODE 0 0 0
start_time 0
}
ev_comm {
command $ACS_EXT_EVENT $ACS_SET_MUSIC_MODE 0 0 0
start_time 1
}
}
}
object $ACS_INPUT_FIELD_OBJ {
id $ACS_TUTORIAL_TEXT
string_len 20
ifont 1
color 0 $COLOR0s
space 1
string $acsSTR_TIPS
align_center
event {
key $ACS_STARTUP_KEY
time 1
ev_comm {
command $ACS_SET_RESOURCE $ACS_TUTORIAL_TEXT $ACS_TUTORIAL_TEXT 0 0
}
}
}
object $ACS_INPUT_FIELD_OBJ {
id $ACS_TUTORIAL_MODE
string_len 20
ifont 1
color 0 $COLOR0
color 1 $COLOR1
color 2 $COLOR2
space 1
string "OFF"
align_center
event {
key $ACS_STARTUP_KEY
time 1
ev_comm {
command $ACS_SET_RESOURCE $ACS_TUTORIAL_MODE $ACS_TUTORIAL_MODE 0 0
}
ev_comm {
command $ACS_EXT_EVENT $ACS_INIT_TUTORIAL_MODE 0 0 0
}
}
event {
key $iMOUSE_RIGHT_PRESS_CODE
key $iMOUSE_LEFT_PRESS_CODE
key $VK_S
time 2
ev_comm {
command $ACS_CHANGE_STR_STATE $ACS_TUTORIAL_MODE 0 0 0
start_time 0
}
ev_comm {
command $ACS_EXT_EVENT $ACS_SET_TUTORIAL_MODE 0 0 0
start_time 1
}
}
}
object $ACS_INPUT_FIELD_OBJ {
id $ACS_AUTORUN_TEXT
string_len 20
ifont 1
color 0 $COLOR0s
space 1
string $acsSTR_AUTORUN
align_center
event {
key $ACS_STARTUP_KEY
time 1
ev_comm {
command $ACS_SET_RESOURCE $ACS_AUTORUN_TEXT $ACS_AUTORUN_TEXT 0 0
}
}
}
object $ACS_INPUT_FIELD_OBJ {
id $ACS_AUTORUN_MODE
string_len 20
ifont 1
color 0 $COLOR0
color 1 $COLOR1
color 2 $COLOR2
space 1
string "OFF"
align_center
event {
key $ACS_STARTUP_KEY
time 1
ev_comm {
command $ACS_SET_RESOURCE $ACS_AUTORUN_MODE $ACS_AUTORUN_MODE 0 0
}
ev_comm {
command $ACS_EXT_EVENT $ACS_INIT_AUTORUN_MODE 0 0 0
}
}
event {
key $iMOUSE_RIGHT_PRESS_CODE
key $iMOUSE_LEFT_PRESS_CODE
key $VK_S
time 2
ev_comm {
command $ACS_CHANGE_STR_STATE $ACS_AUTORUN_MODE 0 0 0
start_time 0
}
ev_comm {
command $ACS_EXT_EVENT $ACS_SET_AUTORUN_MODE 0 0 0
start_time 1
}
}
}
object $ACS_INPUT_FIELD_OBJ {
id $ACS_RESUME_GAME
string_len 20
ifont 1
color 0 $COLOR0
color 1 $COLOR1
color 2 $COLOR2
space 1
string $acsSTR_RESUME_GAME
align_center
event {
key $ACS_STARTUP_KEY
time 1
ev_comm {
command $ACS_SET_RESOURCE $ACS_RESUME_GAME $ACS_RESUME_GAME 0 0
}
}
event {
key $iMOUSE_RIGHT_PRESS_CODE
key $iMOUSE_LEFT_PRESS_CODE
key $VK_R
key $VK_ESCAPE
time 2
ev_comm {
command $ACS_EXIT 1 0 0 0
start_time 0
}
}
}
object $ACS_INPUT_FIELD_OBJ {
id $ACS_ABORT_GAME
string_len 20
ifont 1
color 0 $COLOR0
color 1 $COLOR1
color 2 $COLOR2
space 1
string $acsSTR_ABORT_GAME
align_center
event {
key $ACS_STARTUP_KEY
time 1
ev_comm {
command $ACS_SET_RESOURCE $ACS_ABORT_GAME $ACS_ABORT_GAME 0 0
}
}
event {
key $iMOUSE_RIGHT_PRESS_CODE
key $iMOUSE_LEFT_PRESS_CODE
key $VK_A
time 2
ev_comm {
command $ACS_EXT_EVENT $ACS_GLOBAL_EXIT 0 0 0
start_time 0
}
}
}

487
data/actint/save_scr.inc Normal file
View File

@@ -0,0 +1,487 @@
#define COLOR0 { 48 + 1 * 256 }
#define COLOR1 { 64 + 1 * 256 }
#define COLOR2 { 96 + 1 * 256 }
#define SAVE_SLOT_SIZE_X 360
#define SAVE_SLOT_SIZE_Y 40
#define SAVE_STRING_SIZE_X 300
#define SAVE_STRING_SIZE_Y 50
resource $ACS_BMO {
id $ACS_SAVE_STRING
build
offs_x $SAVE_STRING_POS_X
offs_y $SAVE_STRING_POS_Y
size_x $SAVE_STRING_SIZE_X
size_y $SAVE_STRING_SIZE_Y
}
resource $ACS_BMO {
id $ACS_SAVE_SLOT0
build
offs_x $SAVE_SLOT_OFFS_X
offs_y { $SAVE_SLOT_START_Y + $SAVE_SLOT_DELTA_Y * 0 }
size_x $SAVE_SLOT_SIZE_X
size_y $SAVE_SLOT_SIZE_Y
}
resource $ACS_BMO {
id $ACS_SAVE_SLOT1
build
offs_x $SAVE_SLOT_OFFS_X
offs_y { $SAVE_SLOT_START_Y + $SAVE_SLOT_DELTA_Y * 1 }
size_x $SAVE_SLOT_SIZE_X
size_y $SAVE_SLOT_SIZE_Y
}
resource $ACS_BMO {
id $ACS_SAVE_SLOT2
build
offs_x $SAVE_SLOT_OFFS_X
offs_y { $SAVE_SLOT_START_Y + $SAVE_SLOT_DELTA_Y * 2 }
size_x $SAVE_SLOT_SIZE_X
size_y $SAVE_SLOT_SIZE_Y
}
resource $ACS_BMO {
id $ACS_SAVE_SLOT3
build
offs_x $SAVE_SLOT_OFFS_X
offs_y { $SAVE_SLOT_START_Y + $SAVE_SLOT_DELTA_Y * 3 }
size_x $SAVE_SLOT_SIZE_X
size_y $SAVE_SLOT_SIZE_Y
}
resource $ACS_BMO {
id $ACS_SAVE_SLOT4
build
offs_x $SAVE_SLOT_OFFS_X
offs_y { $SAVE_SLOT_START_Y + $SAVE_SLOT_DELTA_Y * 4 }
size_x $SAVE_SLOT_SIZE_X
size_y $SAVE_SLOT_SIZE_Y
}
resource $ACS_BMO {
id $ACS_SAVE_SLOT5
build
offs_x $SAVE_SLOT_OFFS_X
offs_y { $SAVE_SLOT_START_Y + $SAVE_SLOT_DELTA_Y * 5 }
size_x $SAVE_SLOT_SIZE_X
size_y $SAVE_SLOT_SIZE_Y
}
resource $ACS_BMO {
id $ACS_SAVE_SLOT6
build
offs_x $SAVE_SLOT_OFFS_X
offs_y { $SAVE_SLOT_START_Y + $SAVE_SLOT_DELTA_Y * 6 }
size_x $SAVE_SLOT_SIZE_X
size_y $SAVE_SLOT_SIZE_Y
}
resource $ACS_BMO {
id $ACS_SAVE_SLOT7
build
offs_x $SAVE_SLOT_OFFS_X
offs_y { $SAVE_SLOT_START_Y + $SAVE_SLOT_DELTA_Y * 7 }
size_x $SAVE_SLOT_SIZE_X
size_y $SAVE_SLOT_SIZE_Y
}
object $ACS_INPUT_FIELD_OBJ {
id $ACS_SAVE_STRING
string_len 20
ifont 0
color 0 $COLOR0s
space 1
string $acsSTR_SAVE_GAME
align_center
event {
key $ACS_STARTUP_KEY
time 1
ev_comm {
command $ACS_SET_RESOURCE $ACS_SAVE_STRING $ACS_SAVE_STRING 0 0
}
}
}
object $ACS_BASE_OBJ {
id $ACS_SAVE_OK
event {
key $ACS_STARTUP_KEY
time 1
ev_comm {
command $ACS_SET_RESOURCE $ACS_SAVE_OK $ACS_SAVE_OK 0 0
}
}
event {
key $iMOUSE_LEFT_PRESS_CODE
key $iMOUSE_RIGHT_PRESS_CODE
key $VK_RETURN
time 3
ev_comm {
command $ACS_EXEC_SEQUENCE $ACS_SAVE_OK 1 0 0
start_time 0
}
ev_comm {
command $ACS_EXT_EVENT $ACS_SAVE_GAME 0 0 0
start_time 1
}
ev_comm {
command $ACS_EXIT 1 0 0 0
start_time 2
}
}
frame_seq {
id 1
resource_id $ACS_SAVE_OK
seq 0 $ACS_MAX_FRAME 1
}
}
object $ACS_BASE_OBJ {
id $ACS_SAVE_CANCEL
event {
key $ACS_STARTUP_KEY
time 1
ev_comm {
command $ACS_SET_RESOURCE $ACS_SAVE_CANCEL $ACS_SAVE_CANCEL 0 0
}
}
event {
key $iMOUSE_LEFT_PRESS_CODE
key $iMOUSE_RIGHT_PRESS_CODE
key $VK_ESCAPE
time 3
ev_comm {
command $ACS_EXEC_SEQUENCE $ACS_SAVE_CANCEL 1 0 0
start_time 0
}
ev_comm {
command $ACS_EXIT 1 0 0 0
start_time 1
}
}
frame_seq {
id 1
resource_id $ACS_SAVE_CANCEL
seq 0 $ACS_MAX_FRAME 1
}
}
object $ACS_INPUT_FIELD_OBJ {
id $ACS_SAVE_SLOT0
string_len $ACS_SLOT_LEN
ifont 0
color 0 $COLOR0
color 1 $COLOR1
color 2 $COLOR2
space 1
align_center
event {
key $ACS_STARTUP_KEY
time 2
ev_comm {
command $ACS_SET_RESOURCE $ACS_SAVE_SLOT0 $ACS_SAVE_SLOT0 0 0
}
ev_comm {
command $ACS_EXT_EVENT $ACS_INIT_SLOT_NAME $ACS_SAVE_SLOT0 0 0
}
}
event {
key $iMOUSE_LEFT_PRESS_CODE
key $iMOUSE_RIGHT_PRESS_CODE
time 2
ev_comm {
command $ACS_EXT_EVENT $ACS_INIT_SLOT_NAME_INPUT $ACS_SAVE_SLOT0 0 0
start_time 0
}
ev_comm {
command $ACS_INPUT_STRING $ACS_SAVE_SLOT0 0 0 0
start_time 1
}
}
}
object $ACS_INPUT_FIELD_OBJ {
id $ACS_SAVE_SLOT1
string_len $ACS_SLOT_LEN
ifont 0
color 0 $COLOR0
color 1 $COLOR1
color 2 $COLOR2
space 1
align_center
event {
key $ACS_STARTUP_KEY
time 2
ev_comm {
command $ACS_SET_RESOURCE $ACS_SAVE_SLOT1 $ACS_SAVE_SLOT1 0 0
}
ev_comm {
command $ACS_EXT_EVENT $ACS_INIT_SLOT_NAME $ACS_SAVE_SLOT1 1 0
}
}
event {
key $iMOUSE_LEFT_PRESS_CODE
key $iMOUSE_RIGHT_PRESS_CODE
time 2
ev_comm {
command $ACS_EXT_EVENT $ACS_INIT_SLOT_NAME_INPUT $ACS_SAVE_SLOT1 1 0
start_time 0
}
ev_comm {
command $ACS_INPUT_STRING $ACS_SAVE_SLOT1 0 0 0
start_time 1
}
}
}
object $ACS_INPUT_FIELD_OBJ {
id $ACS_SAVE_SLOT2
string_len $ACS_SLOT_LEN
ifont 0
color 0 $COLOR0
color 1 $COLOR1
color 2 $COLOR2
space 1
align_center
event {
key $ACS_STARTUP_KEY
time 2
ev_comm {
command $ACS_SET_RESOURCE $ACS_SAVE_SLOT2 $ACS_SAVE_SLOT2 0 0
}
ev_comm {
command $ACS_EXT_EVENT $ACS_INIT_SLOT_NAME $ACS_SAVE_SLOT2 2 0
}
}
event {
key $iMOUSE_LEFT_PRESS_CODE
key $iMOUSE_RIGHT_PRESS_CODE
time 2
ev_comm {
command $ACS_EXT_EVENT $ACS_INIT_SLOT_NAME_INPUT $ACS_SAVE_SLOT2 2 0
start_time 0
}
ev_comm {
command $ACS_INPUT_STRING $ACS_SAVE_SLOT2 0 0 0
start_time 1
}
}
}
object $ACS_INPUT_FIELD_OBJ {
id $ACS_SAVE_SLOT3
string_len $ACS_SLOT_LEN
ifont 0
color 0 $COLOR0
color 1 $COLOR1
color 2 $COLOR2
space 1
align_center
event {
key $ACS_STARTUP_KEY
time 2
ev_comm {
command $ACS_SET_RESOURCE $ACS_SAVE_SLOT3 $ACS_SAVE_SLOT3 0 0
}
ev_comm {
command $ACS_EXT_EVENT $ACS_INIT_SLOT_NAME $ACS_SAVE_SLOT3 3 0
}
}
event {
key $iMOUSE_LEFT_PRESS_CODE
key $iMOUSE_RIGHT_PRESS_CODE
time 2
ev_comm {
command $ACS_EXT_EVENT $ACS_INIT_SLOT_NAME_INPUT $ACS_SAVE_SLOT3 3 0
start_time 0
}
ev_comm {
command $ACS_INPUT_STRING $ACS_SAVE_SLOT3 0 0 0
start_time 1
}
}
}
object $ACS_INPUT_FIELD_OBJ {
id $ACS_SAVE_SLOT4
string_len $ACS_SLOT_LEN
ifont 0
color 0 $COLOR0
color 1 $COLOR1
color 2 $COLOR2
space 1
align_center
event {
key $ACS_STARTUP_KEY
time 2
ev_comm {
command $ACS_SET_RESOURCE $ACS_SAVE_SLOT4 $ACS_SAVE_SLOT4 0 0
}
ev_comm {
command $ACS_EXT_EVENT $ACS_INIT_SLOT_NAME $ACS_SAVE_SLOT4 4 0
}
}
event {
key $iMOUSE_LEFT_PRESS_CODE
key $iMOUSE_RIGHT_PRESS_CODE
time 2
ev_comm {
command $ACS_EXT_EVENT $ACS_INIT_SLOT_NAME_INPUT $ACS_SAVE_SLOT4 4 0
start_time 0
}
ev_comm {
command $ACS_INPUT_STRING $ACS_SAVE_SLOT4 0 0 0
start_time 1
}
}
}
object $ACS_INPUT_FIELD_OBJ {
id $ACS_SAVE_SLOT5
string_len $ACS_SLOT_LEN
ifont 0
color 0 $COLOR0
color 1 $COLOR1
color 2 $COLOR2
space 1
align_center
event {
key $ACS_STARTUP_KEY
time 2
ev_comm {
command $ACS_SET_RESOURCE $ACS_SAVE_SLOT5 $ACS_SAVE_SLOT5 0 0
}
ev_comm {
command $ACS_EXT_EVENT $ACS_INIT_SLOT_NAME $ACS_SAVE_SLOT5 5 0
}
}
event {
key $iMOUSE_LEFT_PRESS_CODE
key $iMOUSE_RIGHT_PRESS_CODE
time 2
ev_comm {
command $ACS_EXT_EVENT $ACS_INIT_SLOT_NAME_INPUT $ACS_SAVE_SLOT5 5 0
start_time 0
}
ev_comm {
command $ACS_INPUT_STRING $ACS_SAVE_SLOT5 0 0 0
start_time 1
}
}
}
object $ACS_INPUT_FIELD_OBJ {
id $ACS_SAVE_SLOT6
string_len $ACS_SLOT_LEN
ifont 0
color 0 $COLOR0
color 1 $COLOR1
color 2 $COLOR2
space 1
align_center
event {
key $ACS_STARTUP_KEY
time 2
ev_comm {
command $ACS_SET_RESOURCE $ACS_SAVE_SLOT6 $ACS_SAVE_SLOT6 0 0
}
ev_comm {
command $ACS_EXT_EVENT $ACS_INIT_SLOT_NAME $ACS_SAVE_SLOT6 6 0
}
}
event {
key $iMOUSE_LEFT_PRESS_CODE
key $iMOUSE_RIGHT_PRESS_CODE
time 2
ev_comm {
command $ACS_EXT_EVENT $ACS_INIT_SLOT_NAME_INPUT $ACS_SAVE_SLOT6 6 0
start_time 0
}
ev_comm {
command $ACS_INPUT_STRING $ACS_SAVE_SLOT6 0 0 0
start_time 1
}
}
}
object $ACS_INPUT_FIELD_OBJ {
id $ACS_SAVE_SLOT7
string_len $ACS_SLOT_LEN
ifont 0
color 0 $COLOR0
color 1 $COLOR1
color 2 $COLOR2
space 1
align_center
event {
key $ACS_STARTUP_KEY
time 2
ev_comm {
command $ACS_SET_RESOURCE $ACS_SAVE_SLOT7 $ACS_SAVE_SLOT7 0 0
}
ev_comm {
command $ACS_EXT_EVENT $ACS_INIT_SLOT_NAME $ACS_SAVE_SLOT7 7 0
}
}
event {
key $iMOUSE_LEFT_PRESS_CODE
key $iMOUSE_RIGHT_PRESS_CODE
time 2
ev_comm {
command $ACS_EXT_EVENT $ACS_INIT_SLOT_NAME_INPUT $ACS_SAVE_SLOT7 7 0
start_time 0
}
ev_comm {
command $ACS_INPUT_STRING $ACS_SAVE_SLOT7 0 0 0
start_time 1
}
}
}

36
data/actint/tutorial.inc Normal file
View File

@@ -0,0 +1,36 @@
/*
actInt string defines
English Version:
#define <SOMEWORD>1 "..."
Local Version:
#define <SOMEWORD>2 "..."
*/
// actInt tutorial texts...
#define MODE_BUTTON_TEXT1 "Inventory ON/OFF"
#define MODE_BUTTON_TEXT2 "<22><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EBA2A0> <20><><EFBFBD><EFBFBD>: <20><>/<2F><><EFBFBD>"
#define PICKUP_ITEMS_BUTTON_TEXT1 "Pick-up items ON"
#define PICKUP_ITEMS_BUTTON_TEXT2 "<22><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><EFBFBD><E0A5A4><EFBFBD><EFBFBD>"
#define PICKUP_WEAPONS_BUTTON_TEXT1 "Pick-up weapons ON"
#define PICKUP_WEAPONS_BUTTON_TEXT2 "<22><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>"
#define ESCAVE_BUTTON_TEXT1 "Open..."
#define ESCAVE_BUTTON_TEXT2 "<22><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>..."
#define ENERGY_IND_TEXT1 "Energy Shield/Armor"
#define ENERGY_IND_TEXT2 "<22><><EFBFBD><EFBFBD>/<2F><EFBFBD>"
#define LOAD_IND_TEXT1 "Inventory Charge"
#define LOAD_IND_TEXT2 "<22><><EFBFBD><EFBFBD><EFBFBD> <20><>"
#define POWERUP_IND_TEXT1 "Device Energy"
#define POWERUP_IND_TEXT2 "<22><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><EFBFBD><E0A8A1><EFBFBD>"
#define SPIRAL_IND_TEXT1 "Spiral Energy"
#define SPIRAL_IND_TEXT2 "<22><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>"