forked from KolibriOS/kolibrios
5f127d5ecf
new loading screen new HUD performance improvement movement speed increased git-svn-id: svn://kolibrios.org@5480 a494cfbc-eb01-0410-851d-a64ba20cac60
93 lines
2.9 KiB
PHP
93 lines
2.9 KiB
PHP
include 'lang.inc'
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struc langstr [lng, data]
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{
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if lang eq lng
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sz ., data
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end if
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}
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struc langstr0 [lng, data]
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{
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if lang eq lng
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sz0 ., data
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end if
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}
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include 'AKODE/data.inc'
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include 'Resources/Textures/textures.inc'
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include 'Resources/Levels/levels.inc'
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FULLSCREEN = 0
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FSAA = 0
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DISABLE_SHADING = 0
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MOVEMENT_SPEED = BLOCK_BASE_SIZE + BLOCK_BASE_SIZE / 4
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FIELD_OF_VIEW = 60
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BLOCK_BASE_SIZE = 512
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BLOCK_HEIGHT = 512
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INVENTORY_SIZE = 10
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HUD_PANEL_HEIGHT = 120
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INVENTORY_X = 570
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INVENTORY_Y = 15
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INVENTORY_PADDING_X = 10
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INVENTORY_PADDING_Y = 10
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OBJECT_IMAGE_WIDTH = 40
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OBJECT_IMAGE_HEIGHT = 40
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GAME_MESSAGE_X = 150 + 15
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GAME_MESSAGE_Y = 15 + 15
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GAME_MESSAGE_COLOR = 0E4E2ADh
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if FULLSCREEN
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;MAIN_WINDOW_X = 0
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;MAIN_WINDOW_Y = 0
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;MAIN_WINDOW_WIDTH = 0FFFFh
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;MAIN_WINDOW_HEIGHT = 0FFFFh
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MAIN_WINDOW_STYLE = (01000001b) shl 24
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MAIN_WINDOW_STYLE2 = 1 shl 24
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else
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MAIN_WINDOW_X = 20
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MAIN_WINDOW_Y = 20
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MAIN_WINDOW_WIDTH = 960 ; client area width
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MAIN_WINDOW_HEIGHT = 712 ; client area height
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MAIN_WINDOW_STYLE = (01110100b) shl 24
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MAIN_WINDOW_STYLE2 = 0
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end if
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MAIN_EVENT_MASK = EVM_REDRAW or EVM_KEY or EVM_BUTTON or EVM_MOUSE or EVM_MOUSE_FILTER
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MAIN_WINDOW_TITLE langstr0 \
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en, 'Dungeons of Augastes 0.1', \
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ru, '<27>®¤§¥¬¥«ìï €ã£ áâ¥á 0.1'
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LevelLoadingImageFile db 'Resources/Textures/HUD/LevelLoading.png', 0
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HudPanelImageFile db 'Resources/Textures/HUD/Panel.png', 0
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DeathImageFile db 'Resources/Textures/HUD/Death.png', 0
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EndImageFile db 'Resources/Textures/HUD/End.png', 0
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align 4
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LevelLoadingImagePtr dd 0
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HudPanelImagePtr dd 0
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DeathImagePtr dd 0
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EndImagePtr dd 0
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ImageBufferPtr dd 0
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HudPanelNeedsRedraw dd 0
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GameMessage dd 0
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GameStatus dd 0
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GAME_STATUS.LEVEL_LOAD_FAILED = 1
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GAME_STATUS.DEAD = 2
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GAME_STATUS.END = 3
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ACTION.DO_SOMETHING = AKODE_ACTION.CUSTOM + 1
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ACTION.LOOK_AROUND = AKODE_ACTION.CUSTOM + 2
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ACTION.USE_OBJECT = AKODE_ACTION.CUSTOM + 3
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ACTION.LOOK_AT_OBJECT = AKODE_ACTION.CUSTOM + 4 |