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author | Andrew Kurushin | 2006-05-13 10:30:38 +0000 |
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committer | Andrew Kurushin | 2006-05-13 10:30:38 +0000 |
commit | 64c3407500ababf579503224439a3e0c615a8390 (patch) | |
tree | 8bc3275b1d1db13bb2fa6e6d3f1ae365322da964 /engines/saga/sagaresnames.h | |
parent | 45b249ee6012772179efe556f92de74163235aea (diff) | |
download | scummvm-rg350-64c3407500ababf579503224439a3e0c615a8390.tar.gz scummvm-rg350-64c3407500ababf579503224439a3e0c615a8390.tar.bz2 scummvm-rg350-64c3407500ababf579503224439a3e0c615a8390.zip |
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.h | 254 |
1 files changed, 254 insertions, 0 deletions
diff --git a/engines/saga/sagaresnames.h b/engines/saga/sagaresnames.h new file mode 100644 index 0000000000..21c332e066 --- /dev/null +++ b/engines/saga/sagaresnames.h @@ -0,0 +1,254 @@ +/* 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 |