/* ScummVM - Scumm Interpreter * Copyright (C) 2004-2005 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * $Header$ * */ // 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_IHNM_SCENE_LUT 1272 #define RID_IHNM_SCRIPT_LUT 29 #define RID_IHNMDEMO_SCENE_LUT 286 #define RID_IHNMDEMO_SCRIPT_LUT 18 //obj names #define ITE_OBJ_MAP 14 //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 152 // 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_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_OPTION_PANEL 11 // TODO: verify this #define RID_IHNM_MAIN_SPRITES 12 // TODO: verify this #define RID_IHNM_MAIN_PANEL_SPRITES 13 // TODO: verify this #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 // 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