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define.cpp File Reference
#include "define.h"
Include dependency graph for define.cpp:

Go to the source code of this file.

Variables

const char * g_strACTION = "ACTION"
 [AI] Used as the key for defining an action or command block in game scripts. More...
 
const char * g_strANIMATION = "ANIMATION"
 [AI] Keyword used for tagging animation properties, types, or script commands. More...
 
const char * g_strATTACH_CAMERA = "ATTACH_CAMERA"
 [AI] Command for attaching or associating the camera with an entity via script instructions. More...
 
const char * g_strAUTO_CREATE = "AUTO_CREATE"
 [AI] Used to signal that an object or feature should be automatically created/initialized on load. More...
 
const char * g_strBOTTOM_TO_TOP = "BOTTOM_TO_TOP"
 [AI] Used when referencing objects laid out or animated from bottom to top. More...
 
const char * g_strCOLLIDEBOX = "COLLIDEBOX"
 [AI] Denotes the collision box; used to specify bounding volume for collision in the world/entities. More...
 
const char * g_strSTYLE = "STYLE"
 [AI] String to specify styles, possibly for GUI, animation, or entity appearance. More...
 
const char * g_strGRID = "GRID"
 [AI] Used for identifying or interacting with grid-based maps or layouts. More...
 
const char * g_strMAP = "MAP"
 [AI] Script or configuration keyword for defining or referencing a map entity. More...
 
const char * g_strTOGGLE = "TOGGLE"
 [AI] Used to toggle boolean states for properties or actions in scripting/config files. More...
 
const char * g_strDB_CREATE = "DB_CREATE"
 [AI] Used to indicate an entry should be created for a resource in a data block (DB) at load time. More...
 
const char * g_strFILLER_INDEX = "FILLER_INDEX"
 [AI] Identifier string for special "filler" entity or material indices in definition files. More...
 
const char * g_strFROM_PARENT = "FROM_PARENT"
 [AI] String indicating the data for fetching properties or configuration from a parent object. More...
 
const char * g_strHIDE_ON_STOP = "HIDE_ON_STOP"
 [AI] Script keyword to hide an object upon completion or stoppage of an event or animation. More...
 
const char * g_strLEFT_TO_RIGHT = "LEFT_TO_RIGHT"
 [AI] Used when referencing objects laid out or animated from left to right. More...
 
const char * g_strTYPE = "TYPE"
 [AI] Used to denote the type or class of an object/action in scripts or data files. More...
 
const char * g_strMUST_SUCCEED = "MUST_SUCCEED"
 [AI] Indicates that a command, script, or resource must complete successfully for script flow. More...
 
const char * g_strOBJECT = "OBJECT"
 [AI] Used when referencing or distinguishing object instances in script actions or variable assignments. More...
 
const char * g_strPATH = "PATH"
 [AI] Name of a path for moving actors, objects or camera in the world scripting system. More...
 
const char * g_strPERMIT_NAVIGATE = "PERMIT_NAVIGATE"
 [AI] Script key for allowing or restricting player/entity navigation in a context. More...
 
const char * g_strPTATCAM = "PTATCAM"
 [AI] Used to denote a script operation/keyword relating to the PTATCAM feature or module. More...
 
const char * g_strRIGHT_TO_LEFT = "RIGHT_TO_LEFT"
 [AI] Used when referencing objects laid out or animated from right to left. More...
 
const char * g_strSOUND = "SOUND"
 [AI] Symbolic string used to reference sound effects or sound object properties in the scripting system. More...
 
const char * g_strMUTE = "MUTE"
 [AI] Keyword for muting sound or disabling audio for an entity or context. More...
 
const char * g_strSPEED = "SPEED"
 [AI] Used to read or set speed values for entities/animations via scripts or data files. More...
 
const char * g_strSUBST = "SUBST"
 [AI] Used to specify substitutions of names or resources in script or object instantiation. More...
 
const char * g_strTOP_TO_BOTTOM = "TOP_TO_BOTTOM"
 [AI] Used when referencing objects laid out or animated from top to bottom. More...
 
const char * g_strTRIGGERS_SOURCE = "TRIGGERS_SOURCE"
 [AI] Name used to reference identifiers for possible event triggers or references to triggers sources. More...
 
const char * g_strVARIABLE = "VARIABLE"
 [AI] Used for referencing variable assignment or lookup in script commands or tables. More...
 
const char * g_strVISIBILITY = "VISIBILITY"
 [AI] Used when specifying visibility toggles or changes for objects/entities in scripting. More...
 
const char * g_strWORLD = "WORLD"
 [AI] Symbolic name used to reference a "WORLD" entity or property in scripts and object definitions. More...
 
const char * g_strANIMMAN_ID = "ANIMMAN_ID"
 [AI] Used to reference the animation manager identifier during entity or animation handling. More...
 
const char * g_strCOMP = "COMP"
 [AI] Used to identify comparison operations, likely for variable or trigger checks in scripts. More...
 
const char * g_strBMP_ISMAP = "BMP_ISMAP"
 [AI] Denotes a BMP resource that acts as a map; used for interpreting image assets as collision/level maps. More...
 
const char * g_parseExtraTokens = ":;"
 [AI] Delimiter tokens for parsing extra parameters in scripts or command strings. More...
 
const char * g_strHIT_ACTOR_SOUND = "HIT_ACTOR_SOUND"
 [AI] Key for specifying or triggering sounds to play when an actor is hit. More...
 

Variable Documentation

◆ g_parseExtraTokens

const char* g_parseExtraTokens = ":;"

[AI] Delimiter tokens for parsing extra parameters in scripts or command strings.

[AI] Used to split key-value pairs or other command fragments for object and action parsing in the game.

Definition at line 141 of file define.cpp.

◆ g_strACTION

const char* g_strACTION = "ACTION"

[AI] Used as the key for defining an action or command block in game scripts.

Definition at line 5 of file define.cpp.

◆ g_strANIMATION

const char* g_strANIMATION = "ANIMATION"

[AI] Keyword used for tagging animation properties, types, or script commands.

Definition at line 9 of file define.cpp.

◆ g_strANIMMAN_ID

const char* g_strANIMMAN_ID = "ANIMMAN_ID"

[AI] Used to reference the animation manager identifier during entity or animation handling.

Definition at line 129 of file define.cpp.

◆ g_strATTACH_CAMERA

const char* g_strATTACH_CAMERA = "ATTACH_CAMERA"

[AI] Command for attaching or associating the camera with an entity via script instructions.

Definition at line 13 of file define.cpp.

◆ g_strAUTO_CREATE

const char* g_strAUTO_CREATE = "AUTO_CREATE"

[AI] Used to signal that an object or feature should be automatically created/initialized on load.

Definition at line 17 of file define.cpp.

◆ g_strBMP_ISMAP

const char* g_strBMP_ISMAP = "BMP_ISMAP"

[AI] Denotes a BMP resource that acts as a map; used for interpreting image assets as collision/level maps.

Definition at line 137 of file define.cpp.

◆ g_strBOTTOM_TO_TOP

const char* g_strBOTTOM_TO_TOP = "BOTTOM_TO_TOP"

[AI] Used when referencing objects laid out or animated from bottom to top.

Definition at line 21 of file define.cpp.

◆ g_strCOLLIDEBOX

const char* g_strCOLLIDEBOX = "COLLIDEBOX"

[AI] Denotes the collision box; used to specify bounding volume for collision in the world/entities.

Definition at line 25 of file define.cpp.

◆ g_strCOMP

const char* g_strCOMP = "COMP"

[AI] Used to identify comparison operations, likely for variable or trigger checks in scripts.

Definition at line 133 of file define.cpp.

◆ g_strDB_CREATE

const char* g_strDB_CREATE = "DB_CREATE"

[AI] Used to indicate an entry should be created for a resource in a data block (DB) at load time.

Definition at line 45 of file define.cpp.

◆ g_strFILLER_INDEX

const char* g_strFILLER_INDEX = "FILLER_INDEX"

[AI] Identifier string for special "filler" entity or material indices in definition files.

Definition at line 49 of file define.cpp.

◆ g_strFROM_PARENT

const char* g_strFROM_PARENT = "FROM_PARENT"

[AI] String indicating the data for fetching properties or configuration from a parent object.

Definition at line 53 of file define.cpp.

◆ g_strGRID

const char* g_strGRID = "GRID"

[AI] Used for identifying or interacting with grid-based maps or layouts.

Definition at line 33 of file define.cpp.

◆ g_strHIDE_ON_STOP

const char* g_strHIDE_ON_STOP = "HIDE_ON_STOP"

[AI] Script keyword to hide an object upon completion or stoppage of an event or animation.

Definition at line 57 of file define.cpp.

◆ g_strHIT_ACTOR_SOUND

const char* g_strHIT_ACTOR_SOUND = "HIT_ACTOR_SOUND"

[AI] Key for specifying or triggering sounds to play when an actor is hit.

Definition at line 145 of file define.cpp.

◆ g_strLEFT_TO_RIGHT

const char* g_strLEFT_TO_RIGHT = "LEFT_TO_RIGHT"

[AI] Used when referencing objects laid out or animated from left to right.

Definition at line 61 of file define.cpp.

◆ g_strMAP

const char* g_strMAP = "MAP"

[AI] Script or configuration keyword for defining or referencing a map entity.

Definition at line 37 of file define.cpp.

◆ g_strMUST_SUCCEED

const char* g_strMUST_SUCCEED = "MUST_SUCCEED"

[AI] Indicates that a command, script, or resource must complete successfully for script flow.

Definition at line 69 of file define.cpp.

◆ g_strMUTE

const char* g_strMUTE = "MUTE"

[AI] Keyword for muting sound or disabling audio for an entity or context.

Definition at line 97 of file define.cpp.

◆ g_strOBJECT

const char* g_strOBJECT = "OBJECT"

[AI] Used when referencing or distinguishing object instances in script actions or variable assignments.

Definition at line 73 of file define.cpp.

◆ g_strPATH

const char* g_strPATH = "PATH"

[AI] Name of a path for moving actors, objects or camera in the world scripting system.

Definition at line 77 of file define.cpp.

◆ g_strPERMIT_NAVIGATE

const char* g_strPERMIT_NAVIGATE = "PERMIT_NAVIGATE"

[AI] Script key for allowing or restricting player/entity navigation in a context.

Definition at line 81 of file define.cpp.

◆ g_strPTATCAM

const char* g_strPTATCAM = "PTATCAM"

[AI] Used to denote a script operation/keyword relating to the PTATCAM feature or module.

[AI] The specific game system or camera feature named by PTATCAM is not further documented here.

Definition at line 85 of file define.cpp.

◆ g_strRIGHT_TO_LEFT

const char* g_strRIGHT_TO_LEFT = "RIGHT_TO_LEFT"

[AI] Used when referencing objects laid out or animated from right to left.

Definition at line 89 of file define.cpp.

◆ g_strSOUND

const char* g_strSOUND = "SOUND"

[AI] Symbolic string used to reference sound effects or sound object properties in the scripting system.

Definition at line 93 of file define.cpp.

◆ g_strSPEED

const char* g_strSPEED = "SPEED"

[AI] Used to read or set speed values for entities/animations via scripts or data files.

Definition at line 101 of file define.cpp.

◆ g_strSTYLE

const char* g_strSTYLE = "STYLE"

[AI] String to specify styles, possibly for GUI, animation, or entity appearance.

Definition at line 29 of file define.cpp.

◆ g_strSUBST

const char* g_strSUBST = "SUBST"

[AI] Used to specify substitutions of names or resources in script or object instantiation.

Definition at line 105 of file define.cpp.

◆ g_strTOGGLE

const char* g_strTOGGLE = "TOGGLE"

[AI] Used to toggle boolean states for properties or actions in scripting/config files.

Definition at line 41 of file define.cpp.

◆ g_strTOP_TO_BOTTOM

const char* g_strTOP_TO_BOTTOM = "TOP_TO_BOTTOM"

[AI] Used when referencing objects laid out or animated from top to bottom.

Definition at line 109 of file define.cpp.

◆ g_strTRIGGERS_SOURCE

const char* g_strTRIGGERS_SOURCE = "TRIGGERS_SOURCE"

[AI] Name used to reference identifiers for possible event triggers or references to triggers sources.

Definition at line 113 of file define.cpp.

◆ g_strTYPE

const char* g_strTYPE = "TYPE"

[AI] Used to denote the type or class of an object/action in scripts or data files.

Definition at line 65 of file define.cpp.

◆ g_strVARIABLE

const char* g_strVARIABLE = "VARIABLE"

[AI] Used for referencing variable assignment or lookup in script commands or tables.

Definition at line 117 of file define.cpp.

◆ g_strVISIBILITY

const char* g_strVISIBILITY = "VISIBILITY"

[AI] Used when specifying visibility toggles or changes for objects/entities in scripting.

Definition at line 121 of file define.cpp.

◆ g_strWORLD

const char* g_strWORLD = "WORLD"

[AI] Symbolic name used to reference a "WORLD" entity or property in scripts and object definitions.

Definition at line 125 of file define.cpp.