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154 lines
7.4 KiB
C++
154 lines
7.4 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef ASYLUM_STATICRES_H
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#define ASYLUM_STATICRES_H
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#include "common/rect.h"
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namespace Asylum {
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/** This fixes the menu icons text x position on screen */
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const int16 menuRects[12][4] = {{ 40, 19, 93, 68},
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{140, 19, 193, 68},
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{239, 19, 292, 68},
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{340, 19, 393, 68},
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{439, 19, 492, 68},
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{538, 19, 591, 68},
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{ 40, 400, 93, 449},
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{140, 400, 193, 449},
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{239, 400, 292, 449},
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{340, 400, 393, 449},
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{538, 400, 591, 449}, // The last two icons are swapped
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{439, 400, 492, 449}};
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const uint32 eyeFrameIndex[8] = {3, 5, 1, 7, 4, 8, 2, 6};
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const int moviesCd[49] = {1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
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1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
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2, 2, 2, 2, 2, 2, 2, 2, 2, 2,
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2, 2, 2, 2, 2, 2, 2, 2, 3, 3,
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3, 3, 3, 3, 3, 3, 3, 3, 2};
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const int chapterIndexes[16] = {0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 4, 4, 8, 9, 0, 0};
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/** Default Actor Indices by Scene */
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const ActorIndexes actorType[16] = {kActorMax, kActorMax, kActorMax, kActorMax,
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kActorSarah, kActorMax, kActorCyclops, kActorMax,
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kActorAztec, kActorMax, kActorSarah, kActorSarah,
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kActorAztec, kActorMax, kActorMax, kActorMax};
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/** Speech indexes */
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const uint speechIndex[20] = {17, 22, 27, 37, 45, 12, 16, 19, 25, 29, 14, 18, 23, 29, 35, 6, 9, 13, 19, 27};
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const uint speechIndexRandom[20] = { 5, 5, 10, 8, 6, 4, 3, 6, 4, 4, 4, 5, 6, 6, 6, 3, 4, 6, 8, 4};
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/** Encounter indexes */
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const int encounterPortrait1Index[16] = {-1, 36, 20, 31, 1, 37, 7, 0, 0, 0, 1, 2, 3, 0, 0, 0};
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const int encounterPortrait2Index[80] = {32, 33, 34, 21, 22, 23, 24, 25, 26, 27,
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28, 29, 30, 31, 32, 1, 2, 3, 1, 2,
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3, 4, 5, 6, 7, 8, 9, 10, 11, 12,
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13, 14, 19, 20, 21, 22, 23, 24, 25, 26,
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27, 28, 29, 30, 2, 0, 3, 4, 5, 6,
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7, 8, 9, 10, 11, 12, 13, 14, 15, 16,
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17, 18, 19, 20, 21, 22, 0, 1, 2, 3,
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4, 5, 6, 35, 33, 34, 35, 36, 37, 36};
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// Delta array for points
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static const int16 deltaPointsArray[8][2] = {
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{ 0, -1}, {-1, -1}, {-1, 0}, {-1, 1},
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{ 0, 1}, { 1, 1}, { 1, 0}, { 1, -1}
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};
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// We hardcode all the text resources here. It makes the resulting code easier,
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// otherwise we'll have to read the text resources in the same obscure way
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// they're stored in VIDS.CAP.
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// A value of -1 means that the video has no subtitles, -2 that it doesn't exist.
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// The negative values aren't used in the code, they just make the table
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// easier to understand.
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const int32 video_subtitle_resourceIds[49] = {
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-1, 1088, 1279, 1122, 1286, 1132, 1133, 1134, 1135, 1136, // 0 - 9
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-1, -2, 1140, 1141, -2, -1, 1142, -1, -2, 1155, // 10 - 19
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1157, 1159, 1162, 1164, -2, 1171, 1177, 1184, 1190, 1201, // 20 - 29
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-2, -2, -2, 1207, 1213, 1217, 1223, 1227, -2, 1228, // 30 - 39
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-2, 1244, 1247, 1250, 1256, 1120, 1127, -1, -1 }; // 40 - 48
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// Angle Tables used by getAngle()
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// The angle values are in degrees units
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const uint8 angleTable01[256] = {
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0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 2, 2, 3, 3, 3, 3,
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4, 4, 4, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6, 6, 7, 7,
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7, 7, 8, 8, 8, 8, 8, 9, 9, 9, 9, 10, 10, 10, 10, 10,
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11, 11, 11, 11, 11, 12, 12, 12, 12, 13, 13, 13, 13, 13, 14, 14,
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14, 14, 14, 15, 15, 15, 15, 16, 16, 16, 16, 16, 17, 17, 17, 17,
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17, 18, 18, 18, 18, 18, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20,
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21, 21, 21, 21, 21, 22, 22, 22, 22, 22, 22, 23, 23, 23, 23, 23,
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24, 24, 24, 24, 24, 25, 25, 25, 25, 25, 25, 26, 26, 26, 26, 26,
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27, 27, 27, 27, 27, 27, 28, 28, 28, 28, 28, 29, 29, 29, 29, 29,
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29, 30, 30, 30, 30, 30, 30, 31, 31, 31, 31, 31, 31, 32, 32, 32,
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32, 32, 32, 32, 33, 33, 33, 33, 33, 33, 34, 34, 34, 34, 34, 34,
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35, 35, 35, 35, 35, 35, 35, 36, 36, 36, 36, 36, 36, 36, 37, 37,
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37, 37, 37, 37, 37, 38, 38, 38, 38, 38, 38, 38, 39, 39, 39, 39,
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39, 39, 39, 39, 40, 40, 40, 40, 40, 40, 40, 41, 41, 41, 41, 41,
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41, 41, 41, 42, 42, 42, 42, 42, 42, 42, 42, 43, 43, 43, 43, 43,
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43, 43, 43, 44, 44, 44, 44, 44, 44, 44, 44, 44, 45, 45, 45, 45
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};
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const uint8 angleTable02[256] = {
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0, 4, 7, 11, 14, 17, 21, 24, 27, 29, 32, 35, 37, 39, 41, 43,
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45, 47, 48, 50, 51, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63,
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63, 64, 65, 65, 66, 67, 67, 68, 68, 69, 69, 70, 70, 70, 71, 71,
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72, 72, 72, 73, 73, 73, 73, 74, 74, 74, 75, 75, 75, 75, 76, 76,
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76, 76, 76, 77, 77, 77, 77, 77, 77, 78, 78, 78, 78, 78, 78, 79,
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79, 79, 79, 79, 79, 79, 79, 80, 80, 80, 80, 80, 80, 80, 80, 80,
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81, 81, 81, 81, 81, 81, 81, 81, 81, 81, 81, 81, 82, 82, 82, 82,
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82, 82, 82, 82, 82, 82, 82, 82, 82, 82, 83, 83, 83, 83, 83, 83,
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83, 83, 83, 83, 83, 83, 83, 83, 83, 83, 83, 83, 83, 84, 84, 84,
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84, 84, 84, 84, 84, 84, 84, 84, 84, 84, 84, 84, 84, 84, 84, 84,
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84, 84, 84, 84, 84, 84, 84, 85, 85, 85, 85, 85, 85, 85, 85, 85,
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85, 85, 85, 85, 85, 85, 85, 85, 85, 85, 85, 85, 85, 85, 85, 85,
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85, 85, 85, 85, 85, 85, 85, 85, 85, 85, 85, 85, 86, 86, 86, 86,
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86, 86, 86, 86, 86, 86, 86, 86, 86, 86, 86, 86, 86, 86, 86, 86,
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86, 86, 86, 86, 86, 86, 86, 86, 86, 86, 86, 86, 86, 86, 86, 86,
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86, 86, 86, 86, 86, 86, 86, 86, 86, 86, 86, 86, 86, 86, 86, 86
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};
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const uint8 angleTable03[256] = {
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0, 45, 63, 72, 76, 79, 81, 82, 83, 84, 84, 85, 85, 86, 86, 86,
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86, 87, 87, 87, 87, 87, 87, 88, 88, 88, 88, 88, 88, 88, 88, 88,
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88, 88, 88, 88, 88, 88, 88, 89, 89, 89, 89, 89, 89, 89, 89, 89,
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89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89,
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89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89,
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89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89,
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89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89,
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89, 89, 89, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90,
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90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90,
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90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90,
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90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90,
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90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90,
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90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90,
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90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90,
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90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90,
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90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90
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};
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} // end of namespace Asylum
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#endif // ASYLUM_STATICRES_H
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