AGIWiki/defines.txt
< AGIWiki
The defines.txt file is the file containing the defines for the AGI Studio Template Game. It defines all of the special flags and special variables, as well as other data that is used by the template game.
defines.txt
// ********************************** // 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 #define input_line_character_max v24 #define selected_inventory_item v25 #define video_mode v26 // flags #define ego_on_water f0 #define ego_hidden f1 #define input_received 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 #define restart_game f16 // 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 #define menu_debughelp c33 // 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_color c6 #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 // Debug menu #define menu_gimme c32 // 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 #define key_object c36 #define key_memory c11 #define key_version c8 #define key_priority c13 #define key_ego c29 #define key_joystick c30 #define key_coords c31 // ************************* // 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 " Template Game \n version 0.1" #define game_about_message "(About message)" // Other stuff #define sound_done f36 // Taken variables, flags, controllers, strings, and objects // Variables v0 - v26, v30 - v37 // Flags f0 - f16, f30 - f36 // Controllers c1 - c33 // Strings s0 // Objects o0