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authorAndrew Kurushin2006-05-13 10:30:38 +0000
committerAndrew Kurushin2006-05-13 10:30:38 +0000
commit64c3407500ababf579503224439a3e0c615a8390 (patch)
tree8bc3275b1d1db13bb2fa6e6d3f1ae365322da964 /engines/saga/sagaresnames.h
parent45b249ee6012772179efe556f92de74163235aea (diff)
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extract GameDescriptions to separate files (this will help compress_saga tool to detect sound resource)
svn-id: r22433
Diffstat (limited to 'engines/saga/sagaresnames.h')
-rw-r--r--engines/saga/sagaresnames.h254
1 files changed, 254 insertions, 0 deletions
diff --git a/engines/saga/sagaresnames.h b/engines/saga/sagaresnames.h
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+++ b/engines/saga/sagaresnames.h
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+/* ScummVM - Scumm Interpreter
+ * Copyright (C) 2004-2006 The ScummVM project
+ *
+ * The ReInherit Engine is (C)2000-2003 by Daniel Balsom.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * $URL$
+ * $Id$
+ *
+ */
+
+// Descriptive names for game resource numbers
+
+#ifndef SAGA_RESOURCENAMES_H_
+#define SAGA_RESOURCENAMES_H_
+
+namespace Saga {
+
+// Prefix RID_ means Resource Id
+
+// Lookup tables
+#define RID_ITE_SCENE_LUT 1806
+#define RID_ITE_SCRIPT_LUT 216
+
+#define RID_ITEDEMO_SCENE_LUT 318
+#define RID_ITEDEMO_SCRIPT_LUT 146
+
+#define RID_IHNM_SCENE_LUT 1272
+#define RID_IHNM_SCRIPT_LUT 29
+#define RID_IHNM_SFX_LUT 265
+
+#define RID_IHNMDEMO_SCENE_LUT 286
+#define RID_IHNMDEMO_SCRIPT_LUT 18
+
+//obj names
+#define ITE_OBJ_MAP 14
+#define ITE_OBJ_MAGIC_HAT 0
+
+#define IHNM_OBJ_PROFILE 0x4000
+
+#define RID_IHNM_DEFAULT_PALETTE 1
+
+//actor names
+#define ITE_ACTOR_PUZZLE 176
+
+// SCENES
+#define ITE_SCENE_INV -1
+#define ITE_SCENE_PUZZLE 26
+#define ITE_SCENE_LODGE 21
+#define ITE_SCENE_ENDCREDIT1 295
+
+#define ITE_DEFAULT_SCENE 32
+#define IHNM_DEFAULT_SCENE 151
+
+#define ITEDEMO_DEFAULT_SCENE 68
+
+// FONTS
+#define RID_MEDIUM_FONT 0
+#define RID_BIG_FONT 1
+#define RID_SMALL_FONT 2
+
+// INTERFACE IMAGES
+#define RID_ITE_MAIN_PANEL 3
+#define RID_ITE_CONVERSE_PANEL 4
+#define RID_ITE_OPTION_PANEL 5
+#define RID_ITE_MAIN_SPRITES 6
+#define RID_ITE_MAIN_PANEL_SPRITES 7
+#define RID_ITE_MAIN_STRINGS 35 //main strings
+#define RID_ITE_ACTOR_NAMES 36 //actors names
+#define RID_ITE_DEFAULT_PORTRAITS 125
+
+#define RID_ITEDEMO_MAIN_PANEL 2
+#define RID_ITEDEMO_CONVERSE_PANEL 3
+#define RID_ITEDEMO_OPTION_PANEL 3 // FIXME: should be 4 but it is an empty resource.
+#define RID_ITEDEMO_MAIN_SPRITES 5 // Proper fix would be not load options panel when demo is running
+#define RID_ITEDEMO_MAIN_PANEL_SPRITES 6
+#define RID_ITEDEMO_MAIN_STRINGS 8 //main strings
+#define RID_ITEDEMO_ACTOR_NAMES 9 //actors names
+#define RID_ITEDEMO_DEFAULT_PORTRAITS 80
+
+#define RID_ITE_TYCHO_MAP 1686
+#define RID_ITE_SPR_XHAIR1 (73 + 9)
+#define RID_ITE_SPR_XHAIR2 (74 + 9)
+
+#define RID_IHNM_MAIN_PANEL 9
+#define RID_IHNM_CONVERSE_PANEL 10
+#define RID_IHNM_HOURGLASS_CURSOR 11
+#define RID_IHNM_MAIN_SPRITES 12 // TODO: verify this
+#define RID_IHNM_MAIN_PANEL_SPRITES 12
+#define RID_IHNM_ARROW_SPRITES 13
+#define RID_IHNM_SAVEREMINDER_SPRITES 14
+#define RID_IHNM_OPTION_PANEL 15
+#define RID_IHNM_WARNING_PANEL 17
+#define RID_IHNM_BOSS_SCREEN 19
+#define RID_IHNM_PROFILE_BG 20
+#define RID_IHNM_MAIN_STRINGS 21
+
+// Puzzle portraits
+#define RID_ITE_SAKKA_APPRAISING 6
+#define RID_ITE_SAKKA_DENIAL 7
+#define RID_ITE_SAKKA_EXCITED 8
+#define RID_ITE_JFERRET_SERIOUS 9
+#define RID_ITE_JFERRET_GOOFY 10
+#define RID_ITE_JFERRET_ALOOF 11
+
+// ITE Scene resource numbers
+#define RID_ITE_OVERMAP_SCENE 226
+#define RID_ITE_INTRO_ANIM_SCENE 1538
+#define RID_ITE_CAVE_SCENE_1 1542
+#define RID_ITE_CAVE_SCENE_2 1545
+#define RID_ITE_CAVE_SCENE_3 1548
+#define RID_ITE_CAVE_SCENE_4 1551
+
+#define RID_ITE_VALLEY_SCENE 1556
+#define RID_ITE_TREEHOUSE_SCENE 1560
+#define RID_ITE_FAIREPATH_SCENE 1564
+#define RID_ITE_FAIRETENT_SCENE 1567
+
+#define RID_ITE_INTRO_ANIM_STARTFRAME 1529
+
+#define RID_ITE_INTRO_ANIM_1 1530
+#define RID_ITE_INTRO_ANIM_2 1531
+#define RID_ITE_INTRO_ANIM_3 1532
+#define RID_ITE_INTRO_ANIM_4 1533
+#define RID_ITE_INTRO_ANIM_5 1534
+#define RID_ITE_INTRO_ANIM_6 1535
+#define RID_ITE_INTRO_ANIM_7 1536
+
+#define RID_ITE_CAVE_IMG_1 1540
+#define RID_ITE_CAVE_IMG_2 1543
+#define RID_ITE_CAVE_IMG_3 1546
+#define RID_ITE_CAVE_IMG_4 1549
+
+#define RID_ITE_INTRO_IMG_1 1552
+#define RID_ITE_INTRO_IMG_2 1557
+#define RID_ITE_INTRO_IMG_3 1561
+#define RID_ITE_INTRO_IMG_4 1565
+
+// ITE_VOICES
+#define RID_CAVE_VOICE_0 0
+#define RID_CAVE_VOICE_1 1
+#define RID_CAVE_VOICE_2 2
+#define RID_CAVE_VOICE_3 3
+#define RID_CAVE_VOICE_4 4
+#define RID_CAVE_VOICE_5 5
+#define RID_CAVE_VOICE_6 6
+#define RID_CAVE_VOICE_7 7
+#define RID_CAVE_VOICE_8 8
+#define RID_CAVE_VOICE_9 9
+#define RID_CAVE_VOICE_10 10
+#define RID_CAVE_VOICE_11 11
+#define RID_CAVE_VOICE_12 12
+#define RID_CAVE_VOICE_13 13
+
+#define RID_SCENE1_VOICE_009 57
+//TODO: fill it
+#define RID_SCENE1_VOICE_138 186
+
+#define RID_BOAR_VOICE_000 239
+#define RID_BOAR_VOICE_002 241
+#define RID_BOAR_VOICE_005 244
+#define RID_BOAR_VOICE_006 245
+#define RID_BOAR_VOICE_007 246
+
+// MUSIC
+#define MUSIC_1 9
+#define MUSIC_2 10
+#define MUSIC_SUNSPOT 26
+
+// TODO: If the sound effects are numbered sequentially, we don't really need
+// these constants. But for now they might be useful for debugging.
+
+// SOUND EFFECTS
+
+#define FX_DOOR_OPEN 14
+#define FX_DOOR_CLOSE 15
+#define FX_RUSH_WATER 16
+#define FX_CRICKET 17
+#define FX_PORTICULLIS 18
+#define FX_CLOCK_1 19
+#define FX_CLOCK_2 20
+#define FX_DAM_MACHINE 21
+#define FX_HUM1 22
+#define FX_HUM2 23
+#define FX_HUM3 24
+#define FX_HUM4 25
+#define FX_STREAM 26
+#define FX_SURF 27
+#define FX_FIRELOOP 28
+#define FX_SCRAPING 29
+#define FX_BEE_SWARM 30
+#define FX_SQUEAKBOARD 31
+#define FX_KNOCK 32
+#define FX_COINS 33
+#define FX_STORM 34
+#define FX_DOOR_CLOSE_2 35
+#define FX_ARCWELD 36
+#define FX_RETRACT_ORB 37
+#define FX_DRAGON 38
+#define FX_SNORES 39
+#define FX_SPLASH 40
+#define FX_LOBBY_DOOR 41
+#define FX_CHIRP_LOOP 42
+#define FX_DOOR_CREAK 43
+#define FX_SPOON_DIG 44
+#define FX_CROW 45
+#define FX_COLDWIND 46
+#define FX_TOOL_SND_1 47
+#define FX_TOOL_SND_2 48
+#define FX_TOOL_SND_3 49
+#define FX_DOOR_METAL 50
+#define FX_WATER_LOOP_S 51
+#define FX_WATER_LOOP_L 52
+#define FX_DOOR_OPEN_2 53
+#define FX_JAIL_DOOR 54
+#define FX_KILN_FIRE 55
+#define FX_DUMMY 56
+
+// These are only in the CD version
+
+#define FX_CROWD_01 57
+#define FX_CROWD_02 58
+#define FX_CROWD_03 59
+#define FX_CROWD_04 60
+#define FX_CROWD_05 61
+#define FX_CROWD_06 62
+#define FX_CROWD_07 63
+#define FX_CROWD_08 64
+#define FX_CROWD_09 65
+#define FX_CROWD_10 66
+#define FX_CROWD_11 67
+#define FX_CROWD_12 68
+#define FX_CROWD_13 69
+#define FX_CROWD_14 70
+#define FX_CROWD_15 71
+#define FX_CROWD_16 72
+#define FX_CROWD_17 73
+
+} // End of namespace Saga
+
+#endif