blob: 0ee6e4e852f3a05d5a1dc877c505fed54f0311d5 (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
|
/* 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
// SCENES
#define ITE_SCENE_INV -1
#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_COMMAND_PANEL 3
#define RID_ITE_DIALOGUE_PANEL 4
#define RID_IHNM_COMMAND_PANEL 9
#define RID_IHNM_DIALOGUE_PANEL 10
#define RID_ITE_SETUP_PANEL 5
#define RID_ITE_MAIN_SPRITES 6
#define RID_ITE_MAIN_STRINGS 35 //main strings
#define RID_ITE_ACTOR_NAMES 36 //actors names
#define RID_ITE_COMMAND_BUTTONSPRITES 7
#define RID_ITE_DEFAULT_PORTRAITS 125
// 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
#define RID_ITE_ENDCREDIT_SCENE_1 1802
// 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
|