include 'lang.inc' ; Language support for locales: ru_RU (CP866), en_US. ; FIXME: ; This translation mechanism should fallback to en_US if the language ; is unlisted (e.g. es_ES). Either fix the macros or use a different method. ; The problem doesn't manifest, as we only bundle Dungeons in the RU distro. struc langstr [lng, data] { if lang eq lng sz ., data end if } struc langstr0 [lng, data] { if lang eq lng sz0 ., data end if } include 'AKODE/data.inc' include 'Resources/Textures/textures.inc' include 'Resources/Levels/levels.inc' FULLSCREEN = 0 FSAA = 0 DISABLE_SHADING = 0 MOVEMENT_SPEED = BLOCK_BASE_SIZE + BLOCK_BASE_SIZE / 4 FIELD_OF_VIEW = 60 BLOCK_BASE_SIZE = 512 BLOCK_HEIGHT = 512 INVENTORY_SIZE = 10 HUD_PANEL_HEIGHT = 120 INVENTORY_X = 570 INVENTORY_Y = 15 INVENTORY_PADDING_X = 10 INVENTORY_PADDING_Y = 10 OBJECT_IMAGE_WIDTH = 40 OBJECT_IMAGE_HEIGHT = 40 GAME_MESSAGE_X = 150 + 15 GAME_MESSAGE_Y = 15 + 15 GAME_MESSAGE_COLOR = 0E4E2ADh if FULLSCREEN ;MAIN_WINDOW_X = 0 ;MAIN_WINDOW_Y = 0 ;MAIN_WINDOW_WIDTH = 0FFFFh ;MAIN_WINDOW_HEIGHT = 0FFFFh MAIN_WINDOW_STYLE = (01000001b) shl 24 MAIN_WINDOW_STYLE2 = 1 shl 24 else MAIN_WINDOW_X = 20 MAIN_WINDOW_Y = 20 MAIN_WINDOW_WIDTH = 960 ; client area width MAIN_WINDOW_HEIGHT = 712 ; client area height MAIN_WINDOW_STYLE = (01110100b) shl 24 MAIN_WINDOW_STYLE2 = 0 end if MAIN_EVENT_MASK = EVM_REDRAW or EVM_KEY or EVM_BUTTON or EVM_MOUSE or EVM_MOUSE_FILTER MAIN_WINDOW_TITLE langstr0 \ en_US, 'Dungeons of Augastes 0.1', \ ru_RU, 'Подземелья Аугастеса 0.1' LevelLoadingImageFile db 'Resources/Textures/HUD/LevelLoading.png', 0 HudPanelImageFile db 'Resources/Textures/HUD/Panel.png', 0 DeathImageFile db 'Resources/Textures/HUD/Death.png', 0 EndImageFile db 'Resources/Textures/HUD/End.png', 0 align 4 LevelLoadingImagePtr dd 0 HudPanelImagePtr dd 0 DeathImagePtr dd 0 EndImagePtr dd 0 ImageBufferPtr dd 0 HudPanelNeedsRedraw dd 0 GameMessage dd 0 GameStatus dd 0 GAME_STATUS.LEVEL_LOAD_FAILED = 1 GAME_STATUS.DEAD = 2 GAME_STATUS.END = 3 ACTION.DO_SOMETHING = AKODE_ACTION.CUSTOM + 1 ACTION.LOOK_AROUND = AKODE_ACTION.CUSTOM + 2 ACTION.USE_OBJECT = AKODE_ACTION.CUSTOM + 3 ACTION.LOOK_AT_OBJECT = AKODE_ACTION.CUSTOM + 4