1 /* ScummVM - Graphic Adventure Engine 2 * 3 * ScummVM is the legal property of its developers, whose names 4 * are too numerous to list here. Please refer to the COPYRIGHT 5 * file distributed with this source distribution. 6 * 7 * This program is free software; you can redistribute it and/or 8 * modify it under the terms of the GNU General Public License 9 * as published by the Free Software Foundation; either version 2 10 * of the License, or (at your option) any later version. 11 * 12 * This program is distributed in the hope that it will be useful, 13 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * GNU General Public License for more details. 16 * 17 * You should have received a copy of the GNU General Public License 18 * along with this program; if not, write to the Free Software 19 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. 20 * 21 */ 22 23 24 #include "sword1/sworddefs.h" 25 #include "sword1/swordres.h" 26 #include "sword1/screen.h" 27 #include "sword1/resman.h" 28 #include "sword1/objectman.h" 29 #include "sword1/menu.h" 30 #include "sword1/music.h" 31 #include "sword1/sound.h" 32 #include "sword1/sword1.h" 33 #include "sword1/logic.h" 34 35 namespace Sword1 { 36 37 const uint8 SwordEngine::_cdList[TOTAL_SECTIONS] = { 38 0, // 0 inventory 39 40 1, // 1 PARIS 1 41 1, // 2 42 1, // 3 43 1, // 4 44 1, // 5 45 1, // 6 46 1, // 7 47 1, // 8 48 49 1, // 9 PARIS 2 50 1, // 10 51 1, // 11 52 1, // 12 53 1, // 13 54 1, // 14 55 1, // 15 56 1, // 16 57 1, // 17 58 1, // 18 59 60 2, // 19 IRELAND 61 2, // 20 62 2, // 21 63 2, // 22 64 2, // 23 65 2, // 24 66 2, // 25 67 2, // 26 68 69 1, // 27 PARIS 3 70 1, // 28 71 1, // 29 72 1, // 30 - Heart Monitor 73 1, // 31 74 1, // 32 75 1, // 33 76 1, // 34 77 1, // 35 78 79 1, // 36 PARIS 4 80 1, // 37 81 1, // 38 82 1, // 39 83 1, // 40 84 1, // 41 85 1, // 42 86 1, // 43 87 0, // 44 <NOT USED> 88 89 2, // 45 SYRIA 90 1, // 46 PARIS 4 91 2, // 47 92 1, // 48 PARIS 4 93 2, // 49 94 2, // 50 95 0, // 51 <NOT USED> 96 0, // 52 <NOT USED> 97 2, // 53 98 2, // 54 99 2, // 55 100 101 2, // 56 SPAIN 102 2, // 57 103 2, // 58 104 2, // 59 105 2, // 60 106 2, // 61 107 2, // 62 108 109 2, // 63 NIGHT TRAIN 110 0, // 64 <NOT USED> 111 2, // 65 112 2, // 66 113 2, // 67 114 0, // 68 <NOT USED> 115 2, // 69 116 0, // 70 <NOT USED> 117 118 2, // 71 SCOTLAND 119 2, // 72 120 2, // 73 121 2, // 74 END SEQUENCE IN SECRET_CRYPT 122 2, // 75 123 2, // 76 124 2, // 77 125 2, // 78 126 2, // 79 127 128 1, // 80 PARIS MAP 129 130 1, // 81 Full-screen for "Asstair" in Paris2 131 132 2, // 82 Full-screen BRITMAP in sc55 (Syrian Cave) 133 0, // 83 <NOT USED> 134 0, // 84 <NOT USED> 135 0, // 85 <NOT USED> 136 137 1, // 86 EUROPE MAP 138 1, // 87 fudged in for normal window (sc48) 139 1, // 88 fudged in for filtered window (sc48) 140 0, // 89 <NOT USED> 141 142 0, // 90 PHONE SCREEN 143 0, // 91 ENVELOPE SCREEN 144 1, // 92 fudged in for George close-up surprised in sc17 wardrobe 145 1, // 93 fudged in for George close-up inquisitive in sc17 wardrobe 146 1, // 94 fudged in for George close-up in sc29 sarcophagus 147 1, // 95 fudged in for George close-up in sc29 sarcophagus 148 1, // 96 fudged in for chalice close-up from sc42 149 0, // 97 <NOT USED> 150 0, // 98 <NOT USED> 151 0, // 99 MESSAGE SCREEN (BLANK) 152 153 0, // 100 154 0, // 101 155 0, // 102 156 0, // 103 157 0, // 104 158 0, // 105 159 0, // 106 160 0, // 107 161 0, // 108 162 0, // 109 163 164 0, // 110 165 0, // 111 166 0, // 112 167 0, // 113 168 0, // 114 169 0, // 115 170 0, // 116 171 0, // 117 172 0, // 118 173 0, // 119 174 175 0, // 120 176 0, // 121 177 0, // 122 178 0, // 123 179 0, // 124 180 0, // 125 181 0, // 126 182 0, // 127 183 0, // 128 GEORGE'S GAME SECTION 184 0, // 129 NICO'S TEXT - on both CD's 185 186 0, // 130 187 1, // 131 BENOIR'S TEXT - on CD1 188 0, // 132 189 1, // 133 ROSSO'S TEXT - on CD1 190 0, // 134 191 0, // 135 192 0, // 136 193 0, // 137 194 0, // 138 195 0, // 139 196 197 0, // 140 198 0, // 141 199 0, // 142 200 0, // 143 201 0, // 144 202 1, // 145 MOUE'S TEXT - on CD1 203 1, // 146 ALBERT'S TEXT - on CD1 204 }; 205 206 const MenuObject Menu::_objectDefs[TOTAL_pockets + 1] = { 207 { // 0 can't use 208 0, 0, 0, 0, 0 209 }, 210 { // 1 NEWSPAPER 211 menu_newspaper, // text_desc 212 ICON_NEWSPAPER, // big_icon_res 213 0, // big_icon_frame 214 LUGG_NEWSPAPER, // luggage_icon_res 215 SCR_icon_combine_script, // use_script 216 }, 217 { // 2 HAZEL_WAND 218 menu_hazel_wand, // text_desc 219 ICON_HAZEL_WAND, // big_icon_res 220 0, // big_icon_frame 221 LUGG_HAZEL_WAND, // luggage_icon_res 222 SCR_icon_combine_script, // use_script 223 }, 224 { // 3 BEER_TOWEL 225 0, // text_desc - SEE MENU.SCR 226 ICON_BEER_TOWEL, // big_icon_res 227 0, // big_icon_frame 228 LUGG_BEER_TOWEL, // luggage_icon_res 229 SCR_icon_combine_script, // use_script 230 }, 231 { // 4 HOTEL_KEY 232 menu_hotel_key, // text_desc 233 ICON_HOTEL_KEY, // big_icon_res 234 0, // big_icon_frame 235 LUGG_HOTEL_KEY, // luggage_icon_res 236 SCR_icon_combine_script, // use_script 237 }, 238 { // 5 BALL 239 menu_ball, // text_desc 240 ICON_BALL, // big_icon_res 241 0, // big_icon_frame 242 LUGG_BALL, // luggage_icon_res 243 SCR_icon_combine_script, // use_script 244 }, 245 { // 6 STATUETTE 246 menu_statuette, // text_desc 247 ICON_STATUETTE, // big_icon_res 248 0, // big_icon_frame 249 LUGG_STATUETTE, // luggage_icon_res 250 SCR_icon_combine_script, // use_script 251 }, 252 { // 7 RED_NOSE 253 0, // text_desc - SEE MENU.SCR 254 ICON_RED_NOSE, // big_icon_res 255 0, // big_icon_frame 256 LUGG_RED_NOSE, // luggage_icon_res 257 SCR_icon_combine_script, // use_script 258 }, 259 { // 8 POLISHED_CHALICE 260 menu_polished_chalice, // text_desc 261 ICON_POLISHED_CHALICE, // big_icon_res 262 0, // big_icon_frame 263 LUGG_POLISHED_CHALICE, // luggage_icon_res 264 SCR_icon_combine_script, // use_script 265 }, 266 { // 9 DOLLAR_BILL 267 menu_dollar_bill, // text_desc 268 ICON_DOLLAR_BILL, // big_icon_res 269 0, // big_icon_frame 270 LUGG_DOLLAR_BILL, // luggage_icon_res 271 SCR_icon_combine_script, // use_script 272 }, 273 { // 10 PHOTO 274 menu_photograph, // text_desc 275 ICON_PHOTOGRAPH, // big_icon_res 276 0, // big_icon_frame 277 LUGG_PHOTOGRAPH, // luggage_icon_res 278 SCR_icon_combine_script, // use_script 279 }, 280 { // 11 FLASHLIGHT 281 menu_flashlight, // text_desc 282 ICON_FLASHLIGHT, // big_icon_res 283 0, // big_icon_frame 284 LUGG_FLASHLIGHT, // luggage_icon_res 285 SCR_icon_combine_script, // use_script 286 }, 287 { // 12 FUSE_WIRE 288 menu_fuse_wire, // text_desc 289 ICON_FUSE_WIRE, // big_icon_res 290 0, // big_icon_frame 291 LUGG_FUSE_WIRE, // luggage_icon_res 292 SCR_icon_combine_script, // use_script 293 }, 294 { // 13 GEM 295 menu_gem, // text_desc 296 ICON_GEM, // big_icon_res 297 0, // big_icon_frame 298 LUGG_GEM, // luggage_icon_res 299 SCR_icon_combine_script, // use_script 300 }, 301 { // 14 STATUETTE_PAINT 302 menu_statuette_paint, // text_desc 303 ICON_STATUETTE_PAINT, // big_icon_res 304 0, // big_icon_frame 305 LUGG_STATUETTE_PAINT, // luggage_icon_res 306 SCR_icon_combine_script, // use_script 307 }, 308 { // 15 STICK 309 menu_stick, // text_desc 310 ICON_STICK, // big_icon_res 311 0, // big_icon_frame 312 LUGG_STICK, // luggage_icon_res 313 SCR_icon_combine_script, // use_script 314 }, 315 { // 16 EXCAV_KEY 316 menu_excav_key, // text_desc 317 ICON_EXCAV_KEY, // big_icon_res 318 0, // big_icon_frame 319 LUGG_EXCAV_KEY, // luggage_icon_res 320 SCR_icon_combine_script, // use_script 321 }, 322 { // 17 LAB_PASS 323 menu_lab_pass, // text_desc 324 ICON_LAB_PASS, // big_icon_res 325 0, // big_icon_frame 326 LUGG_LAB_PASS, // luggage_icon_res 327 SCR_icon_combine_script, // use_script 328 }, 329 { // 18 LIFTING_KEYS 330 menu_lifting_keys, // text_desc 331 ICON_LIFTING_KEYS, // big_icon_res 332 0, // big_icon_frame 333 LUGG_LIFTING_KEYS, // luggage_icon_res 334 SCR_icon_combine_script, // use_script 335 }, 336 { // 19 MANUSCRIPT 337 menu_manuscript, // text_desc 338 ICON_MANUSCRIPT, // big_icon_res 339 0, // big_icon_frame 340 LUGG_MANUSCRIPT, // luggage_icon_res 341 SCR_icon_combine_script, // use_script 342 }, 343 { // 20 MATCH_BOOK 344 menu_match_book, // text_desc 345 ICON_MATCHBOOK, // big_icon_res 346 0, // big_icon_frame 347 LUGG_MATCHBOOK, // luggage_icon_res 348 SCR_icon_combine_script, // use_script 349 }, 350 { // 21 SUIT_MATERIAL 351 menu_suit_material, // text_desc 352 ICON_SUIT_MATERIAL, // big_icon_res 353 0, // big_icon_frame 354 LUGG_SUIT_MATERIAL, // luggage_icon_res 355 SCR_icon_combine_script, // use_script 356 }, 357 { // 22 STICK_TOWEL 358 menu_stick_towel, // text_desc 359 ICON_STICK_TOWEL, // big_icon_res 360 0, // big_icon_frame 361 LUGG_STICK_TOWEL, // luggage_icon_res 362 SCR_icon_combine_script, // use_script 363 }, 364 { // 23 PLASTER 365 menu_plaster, // text_desc 366 ICON_PLASTER, // big_icon_res 367 0, // big_icon_frame 368 LUGG_PLASTER, // luggage_icon_res 369 SCR_icon_combine_script, // use_script 370 }, 371 { // 24 PRESSURE_GAUGE 372 menu_pressure_gauge, // text_desc 373 ICON_PRESSURE_GAUGE, // big_icon_res 374 0, // big_icon_frame 375 LUGG_PRESSURE_GAUGE, // luggage_icon_res 376 SCR_icon_combine_script, // use_script 377 }, 378 { // 25 RAILWAY_TICKET 379 menu_railway_ticket, // text_desc 380 ICON_RAILWAY_TICKET, // big_icon_res 381 0, // big_icon_frame 382 LUGG_RAILWAY_TICKET, // luggage_icon_res 383 SCR_icon_combine_script, // use_script 384 }, 385 { // 26 BUZZER 386 menu_buzzer, // text_desc 387 ICON_BUZZER, // big_icon_res 388 0, // big_icon_frame 389 LUGG_BUZZER, // luggage_icon_res 390 SCR_icon_combine_script, // use_script 391 }, 392 { // 27 ROSSO_CARD 393 menu_rosso_card, // text_desc 394 ICON_ROSSO_CARD, // big_icon_res 395 0, // big_icon_frame 396 LUGG_ROSSO_CARD, // luggage_icon_res 397 SCR_icon_combine_script, // use_script 398 }, 399 { // 28 TOILET_KEY 400 menu_toilet_key, // text_desc 401 ICON_TOILET_KEY, // big_icon_res 402 0, // big_icon_frame 403 LUGG_TOILET_KEY, // luggage_icon_res 404 SCR_icon_combine_script, // use_script 405 }, 406 { // 29 SOAP 407 menu_soap, // text_desc 408 ICON_SOAP, // big_icon_res 409 0, // big_icon_frame 410 LUGG_SOAP, // luggage_icon_res 411 SCR_icon_combine_script, // use_script 412 }, 413 { // 30 STONE_KEY 414 menu_stone_key, // text_desc 415 ICON_STONE_KEY, // big_icon_res 416 0, // big_icon_frame 417 LUGG_STONE_KEY, // luggage_icon_res 418 SCR_icon_combine_script, // use_script 419 }, 420 { // 31 CHALICE 421 menu_chalice, // text_desc 422 ICON_CHALICE, // big_icon_res 423 0, // big_icon_frame 424 LUGG_CHALICE, // luggage_icon_res 425 SCR_icon_combine_script, // use_script 426 }, 427 { // 32 TISSUE 428 menu_tissue, // text_desc 429 ICON_TISSUE, // big_icon_res 430 0, // big_icon_frame 431 LUGG_TISSUE, // luggage_icon_res 432 SCR_icon_combine_script, // use_script 433 }, 434 { // 33 TOILET_BRUSH 435 menu_toilet_brush, // text_desc 436 ICON_TOILET_BRUSH, // big_icon_res 437 0, // big_icon_frame 438 LUGG_TOILET_BRUSH, // luggage_icon_res 439 SCR_icon_combine_script, // use_script 440 }, 441 { // 34 TOILET_CHAIN 442 menu_toilet_chain, // text_desc 443 ICON_TOILET_CHAIN, // big_icon_res 444 0, // big_icon_frame 445 LUGG_TOILET_CHAIN, // luggage_icon_res 446 SCR_icon_combine_script, // use_script 447 }, 448 { // 35 TOWEL 449 menu_towel, // text_desc 450 ICON_TOWEL, // big_icon_res 451 0, // big_icon_frame 452 LUGG_TOWEL, // luggage_icon_res 453 SCR_icon_combine_script, // use_script 454 }, 455 { // 36 TRIPOD 456 menu_tripod, // text_desc 457 ICON_TRIPOD, // big_icon_res 458 0, // big_icon_frame 459 LUGG_TRIPOD, // luggage_icon_res 460 SCR_icon_combine_script, // use_script 461 }, 462 { // 37 LENS 463 menu_lens, // text_desc 464 ICON_LENS, // big_icon_res 465 0, // big_icon_frame 466 LUGG_LENS, // luggage_icon_res 467 SCR_icon_combine_script, // use_script 468 }, 469 { // 38 MIRROR 470 menu_mirror, // text_desc 471 ICON_MIRROR, // big_icon_res 472 0, // big_icon_frame 473 LUGG_MIRROR, // luggage_icon_res 474 SCR_icon_combine_script, // use_script 475 }, 476 { // 39 TOWEL_CUT 477 menu_towel_cut, // text_desc 478 ICON_TOWEL_CUT, // big_icon_res 479 0, // big_icon_frame 480 LUGG_TOWEL_CUT, // luggage_icon_res 481 SCR_icon_combine_script, // use_script 482 }, 483 { // 40 BIBLE 484 menu_bible, // text_desc 485 ICON_BIBLE, // big_icon_res 486 0, // big_icon_frame 487 LUGG_BIBLE, // luggage_icon_res 488 SCR_icon_combine_script, // use_script 489 }, 490 { // 41 TISSUE_CHARRED 491 menu_tissue_charred, // text_desc 492 ICON_TISSUE_CHARRED, // big_icon_res 493 0, // big_icon_frame 494 LUGG_TISSUE_CHARRED, // luggage_icon_res 495 SCR_icon_combine_script, // use_script 496 }, 497 { // 42 FALSE_KEY 498 menu_false_key, // text_desc 499 ICON_FALSE_KEY, // big_icon_res 500 0, // big_icon_frame 501 LUGG_FALSE_KEY, // luggage_icon_res 502 SCR_icon_combine_script, // use_script 503 }, 504 { // 43 PAINTED_KEY - looks identical to excav key, so uses that icon & luggage 505 menu_painted_key, // text_desc 506 ICON_EXCAV_KEY, // big_icon_res 507 0, // big_icon_frame 508 LUGG_EXCAV_KEY, // luggage_icon_res 509 SCR_icon_combine_script, // use_script 510 }, 511 { // 44 KEYRING 512 0, // text_desc - SEE MENU.SCR 513 ICON_KEYRING, // big_icon_res 514 0, // big_icon_frame 515 LUGG_KEYRING, // luggage_icon_res 516 SCR_icon_combine_script, // use_script 517 }, 518 { // 45 SOAP_IMP 519 menu_soap_imp, // text_desc 520 ICON_SOAP_IMP, // big_icon_res 521 0, // big_icon_frame 522 LUGG_SOAP_IMP, // luggage_icon_res 523 SCR_icon_combine_script, // use_script 524 }, 525 { // 46 SOAP_PLAS 526 menu_soap_plas, // text_desc 527 ICON_SOAP_PLAS, // big_icon_res 528 0, // big_icon_frame 529 LUGG_SOAP_PLAS, // luggage_icon_res 530 SCR_icon_combine_script, // use_script 531 }, 532 { // 47 COG_1 - the larger cog with spindle attached 533 menu_cog_1, // text_desc 534 ICON_COG_1, // big_icon_res 535 0, // big_icon_frame 536 LUGG_COG_1, // luggage_icon_res 537 SCR_icon_combine_script, // use_script 538 }, 539 { // 48 COG_2 - the smaller cog, found in the rubble 540 menu_cog_2, // text_desc 541 ICON_COG_2, // big_icon_res 542 0, // big_icon_frame 543 LUGG_COG_2, // luggage_icon_res 544 SCR_icon_combine_script, // use_script 545 }, 546 { // 49 HANDLE 547 menu_handle, // text_desc 548 ICON_HANDLE, // big_icon_res 549 0, // big_icon_frame 550 LUGG_HANDLE, // luggage_icon_res 551 SCR_icon_combine_script, // use_script 552 }, 553 { // 50 COIN 554 menu_coin, // text_desc 555 ICON_COIN, // big_icon_res 556 0, // big_icon_frame 557 LUGG_COIN, // luggage_icon_res 558 SCR_icon_combine_script, // use_script 559 }, 560 { // 51 BIRO 561 menu_biro, // text_desc 562 ICON_BIRO, // big_icon_res 563 0, // big_icon_frame 564 LUGG_BIRO, // luggage_icon_res 565 SCR_icon_combine_script, // use_script 566 }, 567 { // 52 PIPE 568 menu_pipe, // text_desc 569 ICON_PIPE, // big_icon_res 570 0, // big_icon_frame 571 LUGG_PIPE, // luggage_icon_res 572 SCR_icon_combine_script, // use_script 573 } 574 }; 575 576 const Subject Menu::_subjectList[TOTAL_subjects] = { 577 { // 256 578 0, // subject_res 579 0 // subject_frame 580 }, 581 { // 257 582 ICON_BEER, // subject_res 583 0 // subject_frame 584 }, 585 { // 258 586 ICON_CASTLE, // subject_res 587 0 // subject_frame 588 }, 589 { // 259 590 ICON_YES, // subject_res 591 0 // subject_frame 592 }, 593 { // 260 594 ICON_NO, // subject_res 595 0 // subject_frame 596 }, 597 { // 261 598 ICON_PEAGRAM, // subject_res 599 0 // subject_frame 600 }, 601 { // 262 602 ICON_DIG, // subject_res 603 0 // subject_frame 604 }, 605 { // 263 606 ICON_SEAN, // subject_res 607 0 // subject_frame 608 }, 609 { // 264 610 ICON_GEM, // subject_res 611 0 // subject_frame 612 }, 613 { // 265 614 ICON_TEMPLARS, // subject_res 615 0 // subject_frame 616 }, 617 { // 266 618 ICON_LEPRECHAUN, // subject_res 619 0 // subject_frame 620 }, 621 { // 267 622 ICON_GOODBYE, // subject_res 623 0 // subject_frame 624 }, 625 { // 268 626 ICON_GEORGE, // subject_res 627 0 // subject_frame 628 }, 629 { // 269 630 ICON_ROSSO, // subject_res 631 0 // subject_frame 632 }, 633 { // 270 634 ICON_GHOST, // subject_res 635 0 // subject_frame 636 }, 637 { // 271 638 ICON_CLOWN, // subject_res 639 0 // subject_frame 640 }, 641 { // 272 642 ICON_CAR, // subject_res 643 0 // subject_frame 644 }, 645 { // 273 646 ICON_MOUE, // subject_res 647 0 // subject_frame 648 }, 649 { // 274 650 ICON_NICO, // subject_res 651 0 // subject_frame 652 }, 653 { // 275 654 ICON_MOB, // subject_res 655 0 // subject_frame 656 }, 657 { // 276 658 ICON_CHANTELLE, // subject_res 659 0 // subject_frame 660 }, 661 { // 277 662 ICON_PLANTARD, // subject_res 663 0 // subject_frame 664 }, 665 { // 278 666 ICON_JACKET, // subject_res 667 0 // subject_frame 668 }, 669 { // 279 670 ICON_BRIEFCASE, // subject_res 671 0 // subject_frame 672 }, 673 { 674 0, //ICON_GLASS, // subject_res 675 0 // subject_frame 676 }, 677 { // 281 678 ICON_GLASS_EYE, // subject_res 679 0 // subject_frame 680 }, 681 { // 282 682 ICON_BULL, // subject_res 683 0 // subject_frame 684 }, 685 { // 283 686 ICON_KLAUSNER, // subject_res 687 0 // subject_frame 688 }, 689 { // 284 690 0, //ICON_LOOM, // subject_res 691 0 // subject_frame 692 }, 693 { // 285 694 ICON_ULTAR, // subject_res 695 0 // subject_frame 696 }, 697 { // 286 698 ICON_PHONE, // subject_res 699 0 // subject_frame 700 }, 701 { // 287 702 ICON_PHOTOGRAPH, // subject_res 703 0 // subject_frame 704 }, 705 { // 288 706 ICON_CREST, // subject_res 707 0 // subject_frame 708 }, 709 { // 289 710 ICON_LOBINEAU, // subject_res 711 0 // subject_frame 712 }, 713 { // 290 714 ICON_BOOK, // subject_res 715 0 // subject_frame 716 }, 717 { // 291 (SNARE) 718 ICON_FUSE_WIRE, // subject_res 719 0 // subject_frame 720 }, 721 { // 292 722 ICON_LEARY, // subject_res 723 0 // subject_frame 724 }, 725 { // 293 726 ICON_LADDER, // subject_res 727 0 // subject_frame 728 }, 729 { // 294 730 ICON_GOAT, // subject_res 731 0 // subject_frame 732 }, 733 { // 295 734 ICON_TOOLBOX, // subject_res 735 0 // subject_frame 736 }, 737 { // 296 738 ICON_PACKAGE, // subject_res 739 0 // subject_frame 740 }, 741 { // 297 742 ICON_FISH, // subject_res 743 0 // subject_frame 744 }, 745 { // 298 746 ICON_NEJO, // subject_res 747 0 // subject_frame 748 }, 749 { // 299 750 ICON_CAT, // subject_res 751 0 // subject_frame 752 }, 753 { // 300 754 ICON_AYUB, // subject_res 755 0 // subject_frame 756 }, 757 { // 301 758 ICON_STATUETTE, // subject_res 759 0 // subject_frame 760 }, 761 { // 302 762 ICON_NEJO_STALL, // subject_res 763 0 // subject_frame 764 }, 765 { // 303 766 ICON_TEMPLARS, // subject_res 767 0 // subject_frame 768 }, 769 { // 304 770 ICON_ARTO, // subject_res 771 0 // subject_frame 772 }, 773 { // 305 774 ICON_HENDERSONS, // subject_res 775 0 // subject_frame 776 }, 777 { // 306 778 ICON_CLUB, // subject_res 779 0 // subject_frame 780 }, 781 { // 307 782 ICON_SIGN, // subject_res 783 0 // subject_frame 784 }, 785 { // 308 786 ICON_TAXI, // subject_res 787 0 // subject_frame 788 }, 789 { // 309 790 ICON_BULLS_HEAD, // subject_res 791 0 // subject_frame 792 }, 793 { // 310 794 ICON_DUANE, // subject_res 795 0 // subject_frame 796 }, 797 { // 311 798 ICON_PEARL, // subject_res 799 0 // subject_frame 800 }, 801 { // 312 802 ICON_TRUTH, // subject_res 803 0 // subject_frame 804 }, 805 { // 313 806 ICON_LIE, // subject_res 807 0 // subject_frame 808 }, 809 { // 314 810 0, //ICON_SUBJECT,// subject_res 811 0 // subject_frame 812 }, 813 { // 315 KEY 814 ICON_HOTEL_KEY, // subject_res 815 0 // subject_frame 816 }, 817 { // 316 818 ICON_FLOWERS, // subject_res 819 0 // subject_frame 820 }, 821 { // 317 822 ICON_BUST, // subject_res 823 0 // subject_frame 824 }, 825 { // 318 826 ICON_MANUSCRIPT, // subject_res 827 0 // subject_frame 828 }, 829 { // 319 830 ICON_WEASEL, // subject_res 831 0 // subject_frame 832 }, 833 { // 320 834 ICON_BANANA, // subject_res 835 0 // subject_frame 836 }, 837 { // 321 838 ICON_WEAVER, // subject_res 839 0 // subject_frame 840 }, 841 { // 322 842 ICON_KNIGHT, // subject_res 843 0 // subject_frame 844 }, 845 { // 323 846 ICON_QUEEN, // subject_res 847 0 // subject_frame 848 }, 849 { // 324 850 ICON_PIERMONT, // subject_res 851 0 // subject_frame 852 }, 853 { // 325 854 ICON_BALL, // subject_res 855 0 // subject_frame 856 }, 857 { // 326 858 ICON_COUNTESS, // subject_res 859 0 // subject_frame 860 }, 861 { // 327 862 ICON_MARQUET, // subject_res 863 0 // subject_frame 864 }, 865 { // 328 866 ICON_SAFE, // subject_res 867 0 // subject_frame 868 }, 869 { // 329 870 ICON_COINS, // subject_res 871 0 // subject_frame 872 }, 873 { // 330 874 ICON_CHESS_SET, // subject_res 875 0 // subject_frame 876 }, 877 { // 331 878 ICON_TOMB, // subject_res 879 0 // subject_frame 880 }, 881 { // 332 882 ICON_CANDLE, // subject_res 883 0 // subject_frame 884 }, 885 { // 333 886 ICON_MARY, // subject_res 887 0 // subject_frame 888 }, 889 { // 334 890 ICON_CHESSBOARD, // subject_res 891 0 // subject_frame 892 }, 893 { // 335 894 ICON_TRIPOD, // subject_res 895 0 // subject_frame 896 }, 897 { // 336 898 ICON_POTS, // subject_res 899 0 // subject_frame 900 }, 901 { // 337 902 ICON_ALARM, // subject_res 903 0 // subject_frame 904 }, 905 { // 338 906 ICON_BAPHOMET, // subject_res 907 0 // subject_frame 908 }, 909 { // 339 910 ICON_PHRASE, // subject_res 911 0 // subject_frame 912 }, 913 { // 340 914 ICON_POLISHED_CHALICE, // subject_res 915 0 // subject_frame 916 }, 917 { // 341 918 ICON_NURSE, // subject_res 919 0 // subject_frame 920 }, 921 { // 342 922 ICON_WELL, // subject_res 923 0 // subject_frame 924 }, 925 { // 343 926 ICON_WELL2, // subject_res 927 0 // subject_frame 928 }, 929 { // 344 930 ICON_HAZEL_WAND, // subject_res 931 0 // subject_frame 932 }, 933 { // 345 934 ICON_CHALICE, // subject_res 935 0 // subject_frame 936 }, 937 { // 346 938 ICON_MR_SHINY, // subject_res 939 0 // subject_frame 940 }, 941 { // 347 942 ICON_PHOTOGRAPH, // subject_res 943 0 // subject_frame 944 }, 945 { // 348 946 ICON_PHILIPPE, // subject_res 947 0 // subject_frame 948 }, 949 { // 349 950 ICON_ERIC, // subject_res 951 0 // subject_frame 952 }, 953 { // 350 954 ICON_ROZZER, // subject_res 955 0 // subject_frame 956 }, 957 { // 351 958 ICON_JUGGLER, // subject_res 959 0 // subject_frame 960 }, 961 { // 352 962 ICON_PRIEST, // subject_res 963 0 // subject_frame 964 }, 965 { // 353 966 ICON_WINDOW, // subject_res 967 0 // subject_frame 968 }, 969 { // 354 970 ICON_SCROLL, // subject_res 971 0 // subject_frame 972 }, 973 { // 355 974 ICON_PRESSURE_GAUGE, // subject_res 975 0 // subject_frame 976 }, 977 { // 356 978 ICON_RENEE, // subject_res 979 0 // subject_frame 980 }, 981 { // 357 982 ICON_CHURCH, // subject_res 983 0 // subject_frame 984 }, 985 { // 358 986 ICON_EKLUND, // subject_res 987 0 // subject_frame 988 }, 989 { // 359 990 ICON_FORTUNE, // subject_res 991 0 // subject_frame 992 }, 993 { // 360 994 ICON_PAINTER, // subject_res 995 0 // subject_frame 996 }, 997 { // 361 998 0, //ICON_SWORD, // subject_res 999 0 // subject_frame 1000 }, 1001 { // 362 1002 ICON_GUARD, // subject_res 1003 0 // subject_frame 1004 }, 1005 { // 363 1006 ICON_THERMOSTAT, // subject_res 1007 0 // subject_frame 1008 }, 1009 { // 364 1010 ICON_TOILET, // subject_res 1011 0 // subject_frame 1012 }, 1013 { // 365 1014 ICON_MONTFAUCON, // subject_res 1015 0 // subject_frame 1016 }, 1017 { // 366 1018 ICON_ASSASSIN, // subject_res 1019 0 // subject_frame 1020 }, 1021 { // 367 1022 ICON_HASH, // subject_res 1023 0 // subject_frame 1024 }, 1025 { // 368 1026 ICON_DOG, // subject_res 1027 0 // subject_frame 1028 }, 1029 { // 369 1030 ICON_AYUB, // subject_res 1031 0 // subject_frame 1032 }, 1033 { // 370 1034 ICON_LENS, // subject_res 1035 0 // subject_frame 1036 }, 1037 { // 371 1038 ICON_RED_NOSE, // subject_res 1039 0 // subject_frame 1040 }, 1041 { // 372 1042 0, // subject_res 1043 0 // subject_frame 1044 }, 1045 { // 373 1046 0, // subject_res 1047 0 // subject_frame 1048 }, 1049 { // 374 1050 0, // subject_res 1051 0 // subject_frame 1052 } 1053 }; 1054 1055 const uint32 ResMan::_scriptList[TOTAL_SECTIONS] = { //a table of resource tags 1056 SCRIPT0, // 0 STANDARD SCRIPTS 1057 1058 SCRIPT1, // 1 PARIS 1 1059 SCRIPT2, // 2 1060 SCRIPT3, // 3 1061 SCRIPT4, // 4 1062 SCRIPT5, // 5 1063 SCRIPT6, // 6 1064 SCRIPT7, // 7 1065 SCRIPT8, // 8 1066 1067 SCRIPT9, // 9 PARIS 2 1068 SCRIPT10, // 10 1069 SCRIPT11, // 11 1070 SCRIPT12, // 12 1071 SCRIPT13, // 13 1072 SCRIPT14, // 14 1073 SCRIPT15, // 15 1074 SCRIPT16, // 16 1075 SCRIPT17, // 17 1076 SCRIPT18, // 18 1077 1078 SCRIPT19, // 19 IRELAND 1079 SCRIPT20, // 20 1080 SCRIPT21, // 21 1081 SCRIPT22, // 22 1082 SCRIPT23, // 23 1083 SCRIPT24, // 24 1084 SCRIPT25, // 25 1085 SCRIPT26, // 26 1086 1087 SCRIPT27, // 27 PARIS 3 1088 SCRIPT28, // 28 1089 SCRIPT29, // 29 1090 0, // 30 1091 SCRIPT31, // 31 1092 SCRIPT32, // 32 1093 SCRIPT33, // 33 1094 SCRIPT34, // 34 1095 SCRIPT35, // 35 1096 1097 SCRIPT36, // 36 PARIS 4 1098 SCRIPT37, // 37 1099 SCRIPT38, // 38 1100 SCRIPT39, // 39 1101 SCRIPT40, // 40 1102 SCRIPT41, // 41 1103 SCRIPT42, // 42 1104 SCRIPT43, // 43 1105 0, // 44 1106 1107 SCRIPT45, // 45 SYRIA 1108 SCRIPT46, // 46 PARIS 4 1109 SCRIPT47, // 47 1110 SCRIPT48, // 48 PARIS 4 1111 SCRIPT49, // 49 1112 SCRIPT50, // 50 1113 0, // 51 1114 0, // 52 1115 0, // 53 1116 SCRIPT54, // 54 1117 SCRIPT55, // 55 1118 1119 SCRIPT56, // 56 SPAIN 1120 SCRIPT57, // 57 1121 SCRIPT58, // 58 1122 SCRIPT59, // 59 1123 SCRIPT60, // 60 1124 SCRIPT61, // 61 1125 SCRIPT62, // 62 1126 1127 SCRIPT63, // 63 NIGHT TRAIN 1128 0, // 64 1129 SCRIPT65, // 65 1130 SCRIPT66, // 66 1131 SCRIPT67, // 67 1132 0, // 68 1133 SCRIPT69, // 69 1134 0, // 70 1135 1136 SCRIPT71, // 71 SCOTLAND 1137 SCRIPT72, // 72 1138 SCRIPT73, // 73 1139 SCRIPT74, // 74 1140 1141 0, // 75 1142 0, // 76 1143 0, // 77 1144 0, // 78 1145 0, // 79 1146 SCRIPT80, // 80 1147 0, // 81 1148 0, // 82 1149 0, // 83 1150 0, // 84 1151 0, // 85 1152 SCRIPT86, // 86 1153 0, // 87 1154 0, // 88 1155 0, // 89 1156 SCRIPT90, // 90 1157 0, // 91 1158 0, // 92 1159 0, // 93 1160 0, // 94 1161 0, // 95 1162 0, // 96 1163 0, // 97 1164 0, // 98 1165 0, // 99 1166 0, // 100 1167 0, // 101 1168 0, // 102 1169 0, // 103 1170 0, // 104 1171 0, // 105 1172 0, // 106 1173 0, // 107 1174 0, // 108 1175 0, // 109 1176 0, // 110 1177 0, // 111 1178 0, // 112 1179 0, // 113 1180 0, // 114 1181 0, // 115 1182 0, // 116 1183 0, // 117 1184 0, // 118 1185 0, // 119 1186 0, // 120 1187 0, // 121 1188 0, // 122 1189 0, // 123 1190 0, // 124 1191 0, // 125 1192 0, // 126 1193 0, // 127 1194 SCRIPT128, // 128 1195 1196 SCRIPT129, // 129 1197 SCRIPT130, // 130 1198 SCRIPT131, // 131 1199 0, // 132 1200 SCRIPT133, // 133 1201 SCRIPT134, // 134 1202 0, // 135 1203 0, // 136 1204 0, // 137 1205 0, // 138 1206 0, // 139 1207 0, // 140 1208 0, // 141 1209 0, // 142 1210 0, // 143 1211 0, // 144 1212 SCRIPT145, // 145 1213 SCRIPT146, // 146 1214 0, // 147 1215 0, // 148 1216 0, // 149 1217 }; 1218 1219 const uint32 ObjectMan::_objectList[TOTAL_SECTIONS] = { //a table of pointers to object files 1220 0, // 0 1221 1222 COMP1, // 1 PARIS 1 1223 COMP2, // 2 1224 COMP3, // 3 1225 COMP4, // 4 1226 COMP5, // 5 1227 COMP6, // 6 1228 COMP7, // 7 1229 COMP8, // 8 1230 1231 COMP9, // 9 PARIS 2 1232 COMP10, // 10 1233 COMP11, // 11 1234 COMP12, // 12 1235 COMP13, // 13 1236 COMP14, // 14 1237 COMP15, // 15 1238 COMP16, // 16 1239 COMP17, // 17 1240 COMP18, // 18 1241 1242 COMP19, // 19 IRELAND 1243 COMP20, // 20 1244 COMP21, // 21 1245 COMP22, // 22 1246 COMP23, // 23 1247 COMP24, // 24 1248 COMP25, // 25 1249 COMP26, // 26 1250 1251 COMP27, // 27 PARIS 3 1252 COMP28, // 28 1253 COMP29, // 29 1254 COMP30, // 30 - Heart Monitor 1255 COMP31, // 31 1256 COMP32, // 32 1257 COMP33, // 33 1258 COMP34, // 34 1259 COMP35, // 35 1260 1261 COMP36, // 36 PARIS 4 1262 COMP37, // 37 1263 COMP38, // 38 1264 COMP39, // 39 1265 COMP40, // 40 1266 COMP41, // 41 1267 COMP42, // 42 1268 COMP43, // 43 1269 0, // 44 1270 1271 COMP45, // 45 SYRIA 1272 COMP46, // 46 PARIS 4 1273 COMP47, // 47 1274 COMP48, // 48 PARIS 4 1275 COMP49, // 49 1276 COMP50, // 50 1277 0, // 51 1278 0, // 52 1279 COMP53, // 53 1280 COMP54, // 54 1281 COMP55, // 55 1282 1283 COMP56, // 56 SPAIN 1284 COMP57, // 57 1285 COMP58, // 58 1286 COMP59, // 59 1287 COMP60, // 60 1288 COMP61, // 61 1289 COMP62, // 62 1290 1291 COMP63, // 63 NIGHT TRAIN 1292 0, // 64 1293 COMP65, // 65 1294 COMP66, // 66 1295 COMP67, // 67 1296 0, // 68 1297 COMP69, // 69 1298 0, // 70 1299 1300 COMP71, // 71 SCOTLAND 1301 COMP72, // 72 1302 COMP73, // 73 1303 COMP74, // 74 END SEQUENCE IN SECRET_CRYPT 1304 COMP75, // 75 1305 COMP76, // 76 1306 COMP77, // 77 1307 COMP78, // 78 1308 COMP79, // 79 1309 1310 COMP80, // 80 PARIS MAP 1311 1312 COMP81, // 81 Full-screen for "Asstair" in Paris2 1313 1314 COMP55, // 82 Full-screen BRITMAP in sc55 (Syrian Cave) 1315 0, // 83 1316 0, // 84 1317 0, // 85 1318 1319 COMP86, // 86 EUROPE MAP 1320 COMP48, // 87 fudged in for normal window (sc48) 1321 COMP48, // 88 fudged in for filtered window (sc48) 1322 0, // 89 1323 1324 COMP90, // 90 PHONE SCREEN 1325 COMP91, // 91 ENVELOPE SCREEN 1326 COMP17, // 92 fudged in for George close-up surprised in sc17 wardrobe 1327 COMP17, // 93 fudged in for George close-up inquisitive in sc17 wardrobe 1328 COMP29, // 94 fudged in for George close-up in sc29 sarcophagus 1329 COMP38, // 95 fudged in for George close-up in sc29 sarcophagus 1330 COMP42, // 96 fudged in for chalice close-up from sc42 1331 0, // 97 1332 0, // 98 1333 COMP99, // 99 MESSAGE SCREEN (BLANK) 1334 1335 0, // 100 1336 0, // 101 1337 0, // 102 1338 0, // 103 1339 0, // 104 1340 0, // 105 1341 0, // 106 1342 0, // 107 1343 0, // 108 1344 0, // 109 1345 1346 0, // 110 1347 0, // 111 1348 0, // 112 1349 0, // 113 1350 0, // 114 1351 0, // 115 1352 0, // 116 1353 0, // 117 1354 0, // 118 1355 0, // 119 1356 1357 0, // 120 1358 0, // 121 1359 0, // 122 1360 0, // 123 1361 0, // 124 1362 0, // 125 1363 0, // 126 1364 0, // 127 1365 1366 //mega sections 1367 MEGA_GEO, // 128 mega_one the player 1368 MEGA_NICO, // 129 mega_two 1369 MEGA_MUS, // 130 1370 MEGA_BENOIR, // 131 1371 0, // 132 1372 MEGA_ROSSO, // 133 1373 MEGA_DUANE, // 134 1374 // james megas 1375 0, // 135 1376 0, // 136 1377 0, // 137 1378 0, // 138 1379 0, // 139 1380 0, // 140 1381 0, // 141 1382 0, // 142 1383 0, // 143 1384 1385 // jeremy megas 1386 0, // 144 mega_phone 1387 MEGA_MOUE, // 145 mega_moue 1388 MEGA_ALBERT, // 146 mega_albert 1389 0, // 147 1390 0, // 148 1391 TEXT_OBS, // 149 1392 }; 1393 1394 const uint32 ObjectMan::_textList[TOTAL_SECTIONS][7] = { 1395 {ENGLISH0, FRENCH0, GERMAN0, ITALIAN0, SPANISH0, CZECH0, PORT0}, // 0 INVENTORY BOTH CD'S - used in almost all locations 1396 {ENGLISH1, FRENCH1, GERMAN1, ITALIAN1, SPANISH1, CZECH1, PORT1}, // 1 PARIS 1 CD1 1397 {ENGLISH2, FRENCH2, GERMAN2, ITALIAN2, SPANISH2, CZECH2, PORT2}, // 2 CD1 1398 {ENGLISH3, FRENCH3, GERMAN3, ITALIAN3, SPANISH3, CZECH3, PORT3}, // 3 CD1 1399 {ENGLISH4, FRENCH4, GERMAN4, ITALIAN4, SPANISH4, CZECH4, PORT4}, // 4 CD1 1400 {ENGLISH5, FRENCH5, GERMAN5, ITALIAN5, SPANISH5, CZECH5, PORT5}, // 5 CD1 1401 {ENGLISH6, FRENCH6, GERMAN6, ITALIAN6, SPANISH6, CZECH6, PORT6}, // 6 CD1 1402 {ENGLISH7, FRENCH7, GERMAN7, ITALIAN7, SPANISH7, CZECH7, PORT7}, // 7 CD1 1403 {0}, // 8 - 1404 {ENGLISH9, FRENCH9, GERMAN9, ITALIAN9, SPANISH9, CZECH9, PORT9}, // 9 PARIS 2 CD1 1405 {0}, // 10 - 1406 {ENGLISH11, FRENCH11, GERMAN11, ITALIAN11, SPANISH11, CZECH11, PORT11}, // 11 CD1 1407 {ENGLISH12, FRENCH12, GERMAN12, ITALIAN12, SPANISH12, CZECH12, PORT12}, // 12 CD1 1408 {ENGLISH13, FRENCH13, GERMAN13, ITALIAN13, SPANISH13, CZECH13, PORT13}, // 13 CD1 1409 {ENGLISH14, FRENCH14, GERMAN14, ITALIAN14, SPANISH14, CZECH14, PORT14}, // 14 CD1 1410 {ENGLISH15, FRENCH15, GERMAN15, ITALIAN15, SPANISH15, CZECH15, PORT15}, // 15 CD1 1411 {ENGLISH16, FRENCH16, GERMAN16, ITALIAN16, SPANISH16, CZECH16, PORT16}, // 16 CD1 1412 {ENGLISH17, FRENCH17, GERMAN17, ITALIAN17, SPANISH17, CZECH17, PORT17}, // 17 CD1 1413 {ENGLISH18, FRENCH18, GERMAN18, ITALIAN18, SPANISH18, CZECH18, PORT18}, // 18 CD1 1414 {ENGLISH19, FRENCH19, GERMAN19, ITALIAN19, SPANISH19, CZECH19, PORT19}, // 19 IRELAND CD2 1415 {ENGLISH20, FRENCH20, GERMAN20, ITALIAN20, SPANISH20, CZECH20, PORT20}, // 20 CD2 1416 {ENGLISH21, FRENCH21, GERMAN21, ITALIAN21, SPANISH21, CZECH21, PORT21}, // 21 CD2 1417 {ENGLISH22, FRENCH22, GERMAN22, ITALIAN22, SPANISH22, CZECH22, PORT22}, // 22 CD2 1418 {ENGLISH23, FRENCH23, GERMAN23, ITALIAN23, SPANISH23, CZECH23, PORT23}, // 23 CD2 1419 {ENGLISH24, FRENCH24, GERMAN24, ITALIAN24, SPANISH24, CZECH24, PORT24}, // 24 CD2 1420 {ENGLISH25, FRENCH25, GERMAN25, ITALIAN25, SPANISH25, CZECH25, PORT25}, // 25 CD2 1421 {0}, // 26 - 1422 {ENGLISH27, FRENCH27, GERMAN27, ITALIAN27, SPANISH27, CZECH27, PORT27}, // 27 PARIS 3 CD1 1423 {ENGLISH28, FRENCH28, GERMAN28, ITALIAN28, SPANISH28, CZECH28, PORT28}, // 28 CD1 1424 {ENGLISH29, FRENCH29, GERMAN29, ITALIAN29, SPANISH29, CZECH29, PORT29}, // 29 CD1 1425 {0}, // 30 - 1426 {ENGLISH31, FRENCH31, GERMAN31, ITALIAN31, SPANISH31, CZECH31, PORT31}, // 31 CD1 1427 {ENGLISH32, FRENCH32, GERMAN32, ITALIAN32, SPANISH32, CZECH32, PORT32}, // 32 CD1 1428 {ENGLISH33, FRENCH33, GERMAN33, ITALIAN33, SPANISH33, CZECH33, PORT33}, // 33 CD1 1429 {ENGLISH34, FRENCH34, GERMAN34, ITALIAN34, SPANISH34, CZECH34, PORT34}, // 34 CD1 1430 {ENGLISH35, FRENCH35, GERMAN35, ITALIAN35, SPANISH35, CZECH35, PORT35}, // 35 CD1 1431 {ENGLISH36, FRENCH36, GERMAN36, ITALIAN36, SPANISH36, CZECH36, PORT36}, // 36 PARIS 4 CD1 1432 {ENGLISH37, FRENCH37, GERMAN37, ITALIAN37, SPANISH37, CZECH37, PORT37}, // 37 CD1 1433 {ENGLISH38, FRENCH38, GERMAN38, ITALIAN38, SPANISH38, CZECH38, PORT38}, // 38 CD1 1434 {ENGLISH39, FRENCH39, GERMAN39, ITALIAN39, SPANISH39, CZECH39, PORT39}, // 39 CD1 1435 {ENGLISH40, FRENCH40, GERMAN40, ITALIAN40, SPANISH40, CZECH40, PORT40}, // 40 CD1 1436 {ENGLISH41, FRENCH41, GERMAN41, ITALIAN41, SPANISH41, CZECH41, PORT41}, // 41 CD1 1437 {ENGLISH42, FRENCH42, GERMAN42, ITALIAN42, SPANISH42, CZECH42, PORT42}, // 42 CD1 1438 {ENGLISH43, FRENCH43, GERMAN43, ITALIAN43, SPANISH43, CZECH43, PORT43}, // 43 CD1 1439 {0}, // 44 - 1440 {ENGLISH45, FRENCH45, GERMAN45, ITALIAN45, SPANISH45, CZECH45, PORT45}, // 45 SYRIA CD2 1441 {0}, // 46 (PARIS 4) - 1442 {ENGLISH47, FRENCH47, GERMAN47, ITALIAN47, SPANISH47, CZECH47, PORT47}, // 47 CD2 1443 {ENGLISH48, FRENCH48, GERMAN48, ITALIAN48, SPANISH48, CZECH48, PORT48}, // 48 (PARIS 4) CD1 1444 {ENGLISH49, FRENCH49, GERMAN49, ITALIAN49, SPANISH49, CZECH49, PORT49}, // 49 CD2 1445 {ENGLISH50, FRENCH50, GERMAN50, ITALIAN50, SPANISH50, CZECH50, PORT50}, // 50 CD2 1446 {0}, // 51 - 1447 {0}, // 52 - 1448 {0}, // 53 - 1449 {ENGLISH54, FRENCH54, GERMAN54, ITALIAN54, SPANISH54, CZECH54, PORT54}, // 54 CD2 1450 {ENGLISH55, FRENCH55, GERMAN55, ITALIAN55, SPANISH55, CZECH55, PORT55}, // 55 CD2 1451 {ENGLISH56, FRENCH56, GERMAN56, ITALIAN56, SPANISH56, CZECH56, PORT56}, // 56 SPAIN CD2 1452 {ENGLISH57, FRENCH57, GERMAN57, ITALIAN57, SPANISH57, CZECH57, PORT57}, // 57 CD2 1453 {ENGLISH58, FRENCH58, GERMAN58, ITALIAN58, SPANISH58, CZECH58, PORT58}, // 58 CD2 1454 {ENGLISH59, FRENCH59, GERMAN59, ITALIAN59, SPANISH59, CZECH59, PORT59}, // 59 CD2 1455 {ENGLISH60, FRENCH60, GERMAN60, ITALIAN60, SPANISH60, CZECH60, PORT60}, // 60 CD2 1456 {ENGLISH61, FRENCH61, GERMAN61, ITALIAN61, SPANISH61, CZECH61, PORT61}, // 61 CD2 1457 {0}, // 62 - 1458 {ENGLISH63, FRENCH63, GERMAN63, ITALIAN63, SPANISH63, CZECH63, PORT63}, // 63 TRAIN CD2 1459 {0}, // 64 - 1460 {ENGLISH65, FRENCH65, GERMAN65, ITALIAN65, SPANISH65, CZECH65, PORT65}, // 65 CD2 1461 {ENGLISH66, FRENCH66, GERMAN66, ITALIAN66, SPANISH66, CZECH66, PORT66}, // 66 CD2 1462 {0}, // 67 - 1463 {0}, // 68 - 1464 {ENGLISH69, FRENCH69, GERMAN69, ITALIAN69, SPANISH69, CZECH69, PORT69}, // 69 CD2 1465 {0}, // 70 - 1466 {ENGLISH71, FRENCH71, GERMAN71, ITALIAN71, SPANISH71, CZECH71, PORT71}, // 71 SCOTLAND CD2 1467 {ENGLISH72, FRENCH72, GERMAN72, ITALIAN72, SPANISH72, CZECH72, PORT72}, // 72 CD2 1468 {ENGLISH73, FRENCH73, GERMAN73, ITALIAN73, SPANISH73, CZECH73, PORT73}, // 73 CD2 1469 {ENGLISH74, FRENCH74, GERMAN74, ITALIAN74, SPANISH74, CZECH74, PORT74}, // 74 CD2 1470 {0}, // 75 - 1471 {0}, // 76 - 1472 {0}, // 77 - 1473 {0}, // 78 - 1474 {0}, // 79 - 1475 {0}, // 80 - 1476 {0}, // 81 - 1477 {0}, // 82 - 1478 {0}, // 83 - 1479 {0}, // 84 - 1480 {0}, // 85 - 1481 {0}, // 86 - 1482 {0}, // 87 - 1483 {0}, // 88 - 1484 {0}, // 89 - 1485 {ENGLISH90, FRENCH90, GERMAN90, ITALIAN90, SPANISH90, CZECH90, PORT90}, // 90 PHONE BOTH CD'S (NICO & TODRYK PHONE TEXT - can phone nico from a number of sections 1486 {0}, // 91 - 1487 {0}, // 92 - 1488 {0}, // 93 - 1489 {0}, // 94 - 1490 {0}, // 95 - 1491 {0}, // 96 - 1492 {0}, // 97 - 1493 {0}, // 98 - 1494 {ENGLISH99, FRENCH99, GERMAN99, ITALIAN99, SPANISH99, CZECH99, PORT99}, // 99 MESSAGES BOTH CD'S - contains general text, most not requiring samples, but includes demo samples 1495 {0}, // 100 - 1496 {0}, // 101 - 1497 {0}, // 102 - 1498 {0}, // 103 - 1499 {0}, // 104 - 1500 {0}, // 105 - 1501 {0}, // 106 - 1502 {0}, // 107 - 1503 {0}, // 108 - 1504 {0}, // 109 - 1505 {0}, // 110 - 1506 {0}, // 111 - 1507 {0}, // 112 - 1508 {0}, // 113 - 1509 {0}, // 114 - 1510 {0}, // 115 - 1511 {0}, // 116 - 1512 {0}, // 117 - 1513 {0}, // 118 - 1514 {0}, // 119 - 1515 {0}, // 120 - 1516 {0}, // 121 - 1517 {0}, // 122 - 1518 {0}, // 123 - 1519 {0}, // 124 - 1520 {0}, // 125 - 1521 {0}, // 126 - 1522 {0}, // 127 - 1523 {0}, // 128 - 1524 {ENGLISH129, FRENCH129, GERMAN129, ITALIAN129, SPANISH129, CZECH129, PORT129}, // 129 NICO BOTH CD'S - used in screens 1,10,71,72,73 1525 {0}, // 130 - 1526 {ENGLISH131, FRENCH131, GERMAN131, ITALIAN131, SPANISH131, CZECH131, PORT131}, // 131 BENOIR CD1 - used in screens 31..35 1527 {0}, // 132 - 1528 {ENGLISH133, FRENCH133, GERMAN133, ITALIAN133, SPANISH133, CZECH133, PORT133}, // 133 ROSSO CD1 - used in screen 18 1529 {0}, // 134 - 1530 {0}, // 135 - 1531 {0}, // 136 - 1532 {0}, // 137 - 1533 {0}, // 138 - 1534 {0}, // 139 - 1535 {0}, // 140 - 1536 {0}, // 141 - 1537 {0}, // 142 - 1538 {0}, // 143 - 1539 {0}, // 144 - 1540 {ENGLISH145, FRENCH145, GERMAN145, ITALIAN145, SPANISH145, CZECH145, PORT145}, // 145 MOUE CD1 - used in screens 1 & 18 1541 {ENGLISH146, FRENCH146, GERMAN146, ITALIAN146, SPANISH146, CZECH146, PORT146}, // 146 ALBERT CD1 - used in screens 4 & 5 1542 {0}, // 147 - 1543 {0}, // 148 - 1544 {0}, // 149 - 1545 }; 1546 1547 1548 RoomDef Screen::_roomDefTable[TOTAL_ROOMS] = { // these are NOT const 1549 { 1550 0, //total_layers --- room 0 NOT USED 1551 0, //size_x = width 1552 0, //size_y = height 1553 0, //grid_width = width/16 + 16 1554 {0,0,0,0}, //layers 1555 {0,0,0}, //grids 1556 {0,0}, //palettes { background palette [0..183], sprite palette [184..255] } 1557 {0,0}, //parallax layers 1558 }, 1559 1560 //------------------------------------------------------------------------ 1561 // PARIS 1 1562 1563 { 1564 3, //total_layers //room 1 1565 784, //size_x 1566 400, //size_y 1567 65, //grid_width 1568 {room1_l0,room1_l1,room1_l2}, //layers 1569 {room1_gd1,room1_gd2}, //grids 1570 {room1_PAL,PARIS1_PAL}, //palettes 1571 {room1_plx,0}, //parallax layers 1572 }, 1573 { 1574 3, //total_layers //room 2 1575 640, //size_x 1576 400, //size_y 1577 56, //grid_width 1578 {room2_l0,room2_l1,room2_l2,0}, //layers 1579 {room2_gd1,room2_gd2,0}, //grids 1580 {room2_PAL,PARIS1_PAL}, //palettes 1581 {0,0}, //parallax layers 1582 }, 1583 { 1584 3, //total_layers //room 3 1585 640, //size_x 1586 400, //size_y 1587 56, //grid_width 1588 {room3_l0,room3_l1,room3_l2,0}, //layers 1589 {room3_gd1,room3_gd2,0}, //grids 1590 {room3_PAL,PARIS1_PAL}, //palettes 1591 {0,0}, //parallax layers 1592 }, 1593 { 1594 3, //total_layers //room 4 1595 640, //size_x 1596 400, //size_y 1597 56, //grid_width 1598 {room4_l0,room4_l1,room4_l2,0}, //layers 1599 {room4_gd1,room4_gd2,0}, //grids 1600 {room4_PAL,PARIS1_PAL}, //palettes 1601 {0,0}, //parallax layers 1602 }, 1603 { 1604 3, //total_layers //room 5 1605 640, //size_x 1606 400, //size_y 1607 56, //grid_width 1608 {room5_l0,room5_l1,room5_l2,0}, //layers 1609 {room5_gd1,room5_gd2,0}, //grids 1610 {room5_PAL,PARIS1_PAL}, //palettes 1611 {0,0}, //parallax layers 1612 }, 1613 { 1614 2, //total_layers //room 6 1615 640, //size_x 1616 400, //size_y 1617 56, //grid_width 1618 {room6_l0,room6_l1,0,0}, //layers 1619 {room6_gd1,0,0}, //grids 1620 {room6_PAL,SEWER_PAL}, //palettes 1621 {0,0}, //parallax layers 1622 }, 1623 { 1624 3, //total_layers //room 7 1625 640, //size_x 1626 400, //size_y 1627 56, //grid_width 1628 {room7_l0,room7_l1,room7_l2,0}, //layers 1629 {room7_gd1,room7_gd2,0}, //grids 1630 {room7_PAL,SEWER_PAL}, //palettes 1631 {0,0}, //parallax layers 1632 }, 1633 { 1634 3, //total_layers //room 8 1635 784, //size_x 1636 400, //size_y 1637 65, //grid_width 1638 {room8_l0,room8_l1,room8_l2,0}, //layers 1639 {room8_gd1,room8_gd2,0}, //grids 1640 {room8_PAL,PARIS1_PAL}, //palettes 1641 {room8_plx,0}, //parallax layers 1642 }, 1643 1644 //------------------------------------------------------------------------ 1645 // PARIS 2 1646 1647 { 1648 3, //total_layers //room 9 1649 640, //size_x 1650 400, //size_y 1651 56, //grid_width 1652 {room9_l0,room9_l1,room9_l2,0}, //layers 1653 {room9_gd1,room9_gd2,0}, //grids 1654 {room9_PAL,PARIS2_PAL}, //palettes 1655 {0,0}, //parallax layers 1656 }, 1657 { 1658 2, //total_layers //room 10 1659 640, //size_x 1660 400, //size_y 1661 56, //grid_width 1662 {room10_l0,room10_l1,0,0}, //layers 1663 {room10_gd1,0,0}, //grids 1664 {room10_PAL,R10SPRPAL}, //palettes 1665 {0,0}, //parallax layers 1666 }, 1667 { 1668 3, //total_layers //room 11 1669 640, //size_x 1670 400, //size_y 1671 56, //grid_width 1672 {room11_l0,room11_l1,room11_l2,0}, //layers 1673 {room11_gd1,room11_gd2,0}, //grids 1674 {room11_PAL,PARIS2_PAL}, //palettes 1675 {0,0}, //parallax layers 1676 }, 1677 { 1678 2, //total_layers //room 12 1679 640, //size_x 1680 400, //size_y 1681 56, //grid_width 1682 {room12_l0,room12_l1,0,0}, //layers 1683 {room12_gd1,0,0}, //grids 1684 {room12_PAL,PARIS2_PAL}, //palettes 1685 {0,0}, //parallax layers 1686 }, 1687 { 1688 3, //total_layers //room 13 1689 976, //size_x 1690 400, //size_y 1691 77, //grid_width 1692 {room13_l0,room13_l1,room13_l2,0}, //layers 1693 {room13_gd1,room13_gd2,0}, //grids 1694 {room13_PAL,R13SPRPAL}, //palettes 1695 {0,0}, //parallax layers 1696 }, 1697 { 1698 2, //total_layers //room 14 1699 640, //size_x 1700 400, //size_y 1701 56, //grid_width 1702 {room14_l0,room14_l1,0,0}, //layers 1703 {room14_gd1,0,0}, //grids 1704 {room14_PAL,PARIS2_PAL}, //palettes 1705 {0,0}, //parallax layers 1706 }, 1707 { 1708 3, //total_layers //room 15 1709 640, //size_x 1710 400, //size_y 1711 56, //grid_width 1712 {room15_l0,room15_l1,room15_l2,0}, //layers 1713 {room15_gd1,room15_gd2,0}, //grids 1714 {room15_PAL,PARIS2_PAL}, //palettes 1715 {0,0}, //parallax layers 1716 }, 1717 { 1718 2, //total_layers //room 16 1719 640, //size_x 1720 400, //size_y 1721 56, //grid_width 1722 {R16L0,R16L1,0,0}, //layers 1723 {R16G1,0,0}, //grids 1724 {room16_PAL,PARIS2_PAL}, //palettes 1725 {0,0}, //parallax layers 1726 }, 1727 { 1728 3, //total_layers //room 17 1729 640, //size_x 1730 400, //size_y 1731 56, //grid_width 1732 {room17_l0,room17_l1,room17_l2,0}, //layers 1733 {room17_gd1,room17_gd2,0}, //grids 1734 {room17_PAL,PARIS2_PAL}, //palettes 1735 {0,0}, //parallax layers 1736 }, 1737 { 1738 3, //total_layers //room 18 1739 640, //size_x 1740 400, //size_y 1741 56, //grid_width 1742 {room18_l0,room18_l1,room18_l2,0}, //layers 1743 {room18_gd1,room18_gd2,0}, //grids 1744 {room18_PAL,R18SPRPAL}, //palettes 1745 {0,0}, //parallax layers 1746 }, 1747 1748 //------------------------------------------------------------------------ 1749 // IRELAND 1750 1751 { 1752 3, //total_layers //room 19 - Ireland Street 1753 848, //size_x 1754 864, //size_y 1755 69, //grid_width 1756 {R19L0,R19L1,R19L2,0}, //layers 1757 {R19G1,R19G2,0}, //grids 1758 {R19PAL,R19SPRPAL}, //palettes 1759 {0,0}, //parallax layers 1760 }, 1761 { 1762 4, //total_layers //room 20 - Macdevitts 1763 640, //size_x 1764 400, //size_y 1765 56, //grid_width 1766 {R20L0,R20L1,R20L2,R20L3}, //layers 1767 {R20G1,R20G2,R20G3}, //grids 1768 {R20PAL,R20SPRPAL}, //palettes 1769 {0,0}, //parallax layers 1770 }, 1771 { 1772 3, //total_layers //room 21 - Pub Cellar 1773 640, //size_x 1774 400, //size_y 1775 56, //grid_width 1776 {R21L0,R21L1,R21L2,0}, //layers 1777 {R21G1,R21G2,0}, //grids 1778 {R21PAL,SPRITE_PAL}, //palettes 1779 {0,0}, //parallax layers 1780 }, 1781 { 1782 2, //total_layers //room 22 - Castle Gate 1783 784, //size_x 1784 400, //size_y 1785 65, //grid_width 1786 {R22L0,R22L1,0,0}, //layers 1787 {R22G1,0,0}, //grids 1788 {R22PAL,R22SPRPAL}, //palettes 1789 {0,0}, //parallax layers 1790 }, 1791 { 1792 1, //total_layers //room 23 - Castle Hay Top 1793 640, //size_x 1794 400, //size_y 1795 56, //grid_width 1796 {R23L0,0,0,0}, //layers 1797 {0,0,0}, //grids 1798 {R23PAL,SPRITE_PAL}, //palettes 1799 {0,0}, //parallax layers 1800 }, 1801 { 1802 2, //total_layers //room 24 - Castle Yard 1803 880, //size_x 1804 400, //size_y 1805 71, //grid_width 1806 {R24L0,R24L1,0,0}, //layers 1807 {R24G1,0,0}, //grids 1808 {R24PAL,SPRITE_PAL}, //palettes 1809 {R24PLX,0}, //parallax layers 1810 }, 1811 { 1812 2, //total_layers //room 25 - Castle Dig 1813 640, //size_x 1814 400, //size_y 1815 56, //grid_width 1816 {R25L0,R25L1,0,0}, //layers 1817 {R25G1,0,0}, //grids 1818 {R25PAL,R25SPRPAL}, //palettes 1819 {0,0}, //parallax layers 1820 }, 1821 { 1822 3, //total_layers //room 26 - Cellar Dark 1823 640, //size_x 1824 400, //size_y 1825 56, //grid_width 1826 {R26L0,R26L1,R26L2,0}, //layers 1827 {R26G1,R26G2,0}, //grids 1828 {R26PAL,R26SPRPAL}, //palettes 1829 {0,0}, //parallax layers 1830 }, 1831 1832 //------------------------------------------------------------------------ 1833 // PARIS 3 1834 1835 { 1836 3, //total_layers //room 27 1837 640, //size_x 1838 400, //size_y 1839 56, //grid_width 1840 {R27L0,R27L1,R27L2,0}, //layers 1841 {R27G1,R27G2,0}, //grids 1842 {room27_PAL,SPRITE_PAL}, //palettes 1843 {0,0}, //parallax layers 1844 }, 1845 { 1846 3, //total_layers //room 28 1847 640, //size_x 1848 400, //size_y 1849 56, //grid_width 1850 {R28L0,R28L1,R28L2,0}, //layers 1851 {R28G1,R28G2,0}, //grids 1852 {R28PAL,R28SPRPAL}, //palettes 1853 {0,0}, //parallax layers 1854 }, 1855 { 1856 2, //total_layers //room 29 1857 640, //size_x 1858 400, //size_y 1859 56, //grid_width 1860 {R29L0,R29L1,0,0}, //layers 1861 {R29G1,0,0}, //grids 1862 {R29PAL,R29SPRPAL}, //palettes 1863 {0,0}, //parallax layers 1864 }, 1865 { 1866 1, //total_layers //room 30 - for MONITOR seen while player in rm34 1867 640, //size_x 1868 400, //size_y 1869 56, //grid_width 1870 {MONITOR,0,0,0}, //layers 1871 {0,0,0}, //grids 1872 {MONITOR_PAL,PARIS3_PAL}, //palettes 1873 {0,0}, //parallax layers 1874 }, 1875 { 1876 1, //total_layers //room 31 1877 640, //size_x 1878 400, //size_y 1879 56, //grid_width 1880 {room31_l0,0,0,0}, //layers 1881 {0,0,0}, //grids 1882 {room31_PAL,PARIS3_PAL}, //palettes 1883 {0,0}, //parallax layers 1884 }, 1885 { 1886 3, //total_layers //room 32 1887 640, //size_x 1888 400, //size_y 1889 56, //grid_width 1890 {room32_l0,room32_l1,room32_l2,0}, //layers 1891 {room32_gd1,room32_gd2,0}, //grids 1892 {room32_PAL,PARIS3_PAL}, //palettes 1893 {0,0}, //parallax layers 1894 }, 1895 { 1896 3, //total_layers //room 33 1897 640, //size_x 1898 400, //size_y 1899 56, //grid_width 1900 {room33_l0,room33_l1,room33_l2,0}, //layers 1901 {room33_gd1,room33_gd2,0}, //grids 1902 {room33_PAL,PARIS3_PAL}, //palettes 1903 {0,0}, //parallax layers 1904 }, 1905 { 1906 4, //total_layers //room 34 1907 1120, //size_x 1908 400, //size_y 1909 86, //grid_width 1910 {room34_l0,room34_l1,room34_l2,room34_l3}, //layers 1911 {room34_gd1,room34_gd2,room34_gd3}, //grids 1912 {room34_PAL,PARIS3_PAL}, //palettes 1913 {R34PLX,0}, //parallax layers 1914 }, 1915 { 1916 2, //total_layers //room 35 1917 640, //size_x 1918 400, //size_y 1919 56, //grid_width 1920 {room35_l0,room35_l1,0}, //layers 1921 {room35_gd1,0}, //grids 1922 {room35_PAL,PARIS3_PAL}, //palettes 1923 {0,0}, //parallax layers 1924 }, 1925 1926 //------------------------------------------------------------------------ 1927 // PARIS 4 1928 1929 { 1930 2, //total_layers //room 36 1931 960, //size_x 1932 400, //size_y 1933 76, //grid_width 1934 {R36L0,R36L1,0,0}, //layers 1935 {R36G1,0,0}, //grids 1936 {room36_PAL,R36SPRPAL}, //palettes 1937 {R36PLX,0}, //parallax layers 1938 }, 1939 { 1940 2, //total_layers //room 37 1941 640, //size_x 1942 400, //size_y 1943 56, //grid_width 1944 {R37L0,R37L1,0,0}, //layers 1945 {R37G1,0,0}, //grids 1946 {room37_PAL,SPRITE_PAL}, //palettes 1947 {0,0}, //parallax layers 1948 }, 1949 { 1950 2, //total_layers //room 38 1951 640, //size_x 1952 400, //size_y 1953 56, //grid_width 1954 {R38L0,R38L1,0,0}, //layers 1955 {R38G1,0,0}, //grids 1956 {room38_PAL,R38SPRPAL}, //palettes 1957 {0,0}, //parallax layers 1958 }, 1959 { 1960 2, //total_layers //room 39 1961 640, //size_x 1962 400, //size_y 1963 56, //grid_width 1964 {R39L0,R39L1,0,0}, //layers 1965 {R39G1,0,0}, //grids 1966 {room39_PAL,R39SPRPAL}, //palettes 1967 {0,0}, //parallax layers 1968 }, 1969 { 1970 1, //total_layers //room 40 1971 640, //size_x 1972 400, //size_y 1973 56, //grid_width 1974 {R40L0,0,0,0}, //layers 1975 {0,0,0}, //grids 1976 {room40_PAL,SPRITE_PAL}, //palettes 1977 {0,0}, //parallax layers 1978 }, 1979 { 1980 2, //total_layers //room 41 1981 640, //size_x 1982 400, //size_y 1983 56, //grid_width 1984 {R41L0,R41L1,0,0}, //layers 1985 {R41G1,0,0}, //grids 1986 {room41_PAL,SPRITE_PAL}, //palettes 1987 {0,0}, //parallax layers 1988 }, 1989 { 1990 3, //total_layers //room 42 1991 640, //size_x 1992 400, //size_y 1993 56, //grid_width 1994 {R42L0,R42L1,R42L2,0}, //layers 1995 {R42G1,R42G2,0}, //grids 1996 {room42_PAL,SPRITE_PAL}, //palettes 1997 {0,0}, //parallax layers 1998 }, 1999 { 2000 2, //total_layers //room 43 2001 640, //size_x 2002 400, //size_y 2003 56, //grid_width 2004 {R43L0,R43L1,0,0}, //layers 2005 {R43G1,0,0}, //grids 2006 {room43_PAL,SPRITE_PAL}, //palettes 2007 {0,0}, //parallax layers 2008 }, 2009 { 2010 0, //total_layers //room 44 2011 0, //size_x 2012 0, //size_y 2013 0, //grid_width 2014 {0,0,0,0}, //layers 2015 {0,0,0}, //grids 2016 {0,0}, //palettes 2017 {0,0}, //parallax layers 2018 }, 2019 2020 //------------------------------------------------------------------------ 2021 // SYRIA 2022 2023 { 2024 2, //total_layers //room 45 - Syria Stall 2025 1152, //size_x 2026 400, //size_y 2027 88, //grid_width 2028 {R45L0,R45L1,0,0}, //layers 2029 {R45G1,0,0}, //grids 2030 {R45PAL,R45SPRPAL}, //palettes 2031 {R45PLX,0}, //parallax layers 2032 }, 2033 { 2034 3, //total_layers //room 46 (Hotel Alley, Paris 2) 2035 640, //size_x 2036 400, //size_y 2037 56, //grid_width 2038 {room46_l0,room46_l1,room46_l2,0}, //layers 2039 {room46_gd1,room46_gd2,0}, //grids 2040 {room46_PAL,PARIS2_PAL}, //palettes 2041 {0,0}, //parallax layers 2042 }, 2043 { 2044 3, //total_layers //room 47 - Syria Carpet 2045 640, //size_x 2046 800, //size_y 2047 56, //grid_width 2048 {R47L0,R47L1,R47L2,0}, //layers 2049 {R47G1,R47G2,0}, //grids 2050 {R47PAL,SYRIA_PAL}, //palettes 2051 {0,0}, //parallax layers 2052 }, 2053 { 2054 3, //total_layers //room 48 (Templar Church, Paris 4) 2055 1184, //size_x 2056 400, //size_y 2057 90, //grid_width 2058 {R48L0,R48L1,R48L2,0}, //layers 2059 {R48G1,R48G2,0}, //grids 2060 {R48PAL,R48SPRPAL}, //palettes 2061 {R48PLX,0}, //parallax layers 2062 }, 2063 { 2064 3, //total_layers //room 49 - Syria Club 2065 640, //size_x 2066 400, //size_y 2067 56, //grid_width 2068 {R49L0,R49L1,R49L2,0}, //layers 2069 {R49G1,R49G2,0}, //grids 2070 {R49PAL,SYRIA_PAL}, //palettes 2071 {0,0}, //parallax layers 2072 }, 2073 { 2074 4, //total_layers //room 50 - Syria Toilet 2075 640, //size_x 2076 400, //size_y 2077 56, //grid_width 2078 {R50L0,R50L1,R50L2,R50L3}, //layers 2079 {R50G1,R50G2,R50G3}, //grids 2080 {R50PAL,SYRIA_PAL}, //palettes 2081 {0,0}, //parallax layers 2082 }, 2083 { 2084 0, //total_layers //room 51 - NOT USED 2085 0, //size_x 2086 0, //size_y 2087 0, //grid_width 2088 {0,0,0,0}, //layers 2089 {0,0,0}, //grids 2090 {0,0}, //palettes 2091 {0,0}, //parallax layers 2092 }, 2093 { 2094 0, //total_layers //room 52 - NOT USED 2095 0, //size_x 2096 0, //size_y 2097 0, //grid_width 2098 {0,0,0,0}, //layers 2099 {0,0,0}, //grids 2100 {0,0}, //palettes 2101 {0,0}, //parallax layers 2102 }, 2103 { 2104 1, //total_layers //room 53 - Bull Head Pan 2105 880, //size_x 2106 1736, //size_y 2107 71, //grid_width 2108 {R53L0,0,0,0}, //layers 2109 {0,0,0}, //grids 2110 {R53PAL,R53SPRPAL}, //palettes 2111 {FRONT53PLX,BACK53PLX}, //parallax layers 2112 }, 2113 { 2114 2, //total_layers //room 54 - Bull Head 2115 896, //size_x 2116 1112, //size_y 2117 72, //grid_width 2118 {R54L0,R54L1,0,0}, //layers 2119 {R54G1,0,0}, //grids 2120 {R54PAL,SYRIA_PAL}, //palettes 2121 {R54PLX,0}, //parallax layers - SPECIAL BACKGROUND PARALLAX - MUST GO IN FIRST SLOT 2122 }, 2123 { 2124 1, //total_layers //room 55 - Bull Secret 2125 1040, //size_x 2126 400, //size_y 2127 81, //grid_width 2128 {R55L0,0,0,0}, //layers 2129 {0,0,0}, //grids 2130 {R55PAL,R55SPRPAL}, //palettes 2131 {R55PLX,0}, //parallax layers 2132 }, 2133 2134 //------------------------------------------------------------------------ 2135 // SPAIN 2136 2137 { 2138 3, //total_layers //room 56 - Countess' room 2139 640, //size_x 2140 400, //size_y 2141 56, //grid_width 2142 {R56L0,R56L1,R56L2,0}, //layers 2143 {R56G1,R56G2,0}, //grids 2144 {R56PAL,SPAIN_PAL}, //palettes 2145 {0,0}, //parallax layers 2146 }, 2147 { 2148 2, //total_layers //room 57 - Spain Drive 2149 1760, //size_x 2150 400, //size_y 2151 126, //grid_width 2152 {R57L0,R57L1,0,0}, //layers 2153 {R57G1,0,0}, //grids 2154 {R57PAL,SPAIN_PAL}, //palettes 2155 {R57PLX,0}, //parallax layers 2156 }, 2157 { 2158 2, //total_layers //room 58 - Mausoleum Exterior 2159 864, //size_x 2160 400, //size_y 2161 70, //grid_width 2162 {R58L0,R58L1,0,0}, //layers 2163 {R58G1,0,0}, //grids 2164 {R58PAL,SPAIN_PAL}, //palettes 2165 {R58PLX,0}, //parallax layers 2166 }, 2167 { 2168 3, //total_layers //room 59 - Mausoleum Interior 2169 640, //size_x 2170 400, //size_y 2171 56, //grid_width 2172 {R59L0,R59L1,R59L2,0}, //layers 2173 {R59G1,R59G2,0}, //grids 2174 {R59PAL,SPAIN_PAL}, //palettes 2175 {0,0}, //parallax layers 2176 }, 2177 { 2178 3, //total_layers //room 60 - Spain Reception 2179 640, //size_x 2180 400, //size_y 2181 56, //grid_width 2182 {R60L0,R60L1,R60L2,0}, //layers 2183 {R60G1,R60G2,0}, //grids 2184 {R60PAL,SPAIN_PAL}, //palettes 2185 {0,0}, //parallax layers 2186 }, 2187 { 2188 2, //total_layers //room 61 - Spain Well 2189 640, //size_x 2190 400, //size_y 2191 56, //grid_width 2192 {R61L0,R61L1,0,0}, //layers 2193 {R61G1,0,0}, //grids 2194 {R61PAL,SPAIN_PAL}, //palettes 2195 {0,0}, //parallax layers 2196 }, 2197 { 2198 1, //total_layers //room 62 - CHESS PUZZLE 2199 640, //size_x 2200 400, //size_y 2201 56, //grid_width 2202 {R62L0,0,0,0}, //layers 2203 {0,0,0}, //grids 2204 {R62PAL,SPRITE_PAL}, //palettes 2205 {0,0}, //parallax layers 2206 }, 2207 2208 //------------------------------------------------------------------------ 2209 // NIGHT TRAIN 2210 2211 { 2212 2, //total_layers //room 63 - train_one 2213 2160, //size_x 2214 400, //size_y 2215 151, //grid_width 2216 {R63L0,R63L1,0,0}, //layers 2217 {R63G1,0,0}, //grids 2218 {R63PAL,TRAIN_PAL}, //palettes 2219 {0,0}, //parallax layers 2220 }, 2221 { 2222 0, //total_layers //room 64 - NOT USED 2223 0, //size_x 2224 0, //size_y 2225 0, //grid_width 2226 {0,0,0,0}, //layers 2227 {0,0,0}, //grids 2228 {0,0}, //palettes 2229 {0,0}, //parallax layers 2230 }, 2231 { 2232 2, //total_layers //room 65 - compt_one 2233 640, //size_x 2234 400, //size_y 2235 56, //grid_width 2236 {R65L0,R65L1,0,0}, //layers 2237 {R65G1,0,0}, //grids 2238 {R65PAL,TRAIN_PAL}, //palettes 2239 {0,0}, //parallax layers 2240 }, 2241 { 2242 1, //total_layers //room 66 - compt_two 2243 640, //size_x 2244 400, //size_y 2245 56, //grid_width 2246 {R66L0,0,0,0}, //layers 2247 {0,0,0}, //grids 2248 {R66PAL,TRAIN_PAL}, //palettes 2249 {0,0}, //parallax layers 2250 }, 2251 { 2252 2, //total_layers //room 67 - compt_three 2253 640, //size_x 2254 400, //size_y 2255 56, //grid_width 2256 {R67L0,R67L1,0,0}, //layers 2257 {R67G1,0,0}, //grids 2258 {R67PAL,TRAIN_PAL}, //palettes 2259 {0,0}, //parallax layers 2260 }, 2261 { 2262 0, //total_layers //room 68 - NOT USED 2263 0, //size_x 2264 0, //size_y 2265 0, //grid_width 2266 {0,0,0,0}, //layers 2267 {0,0,0}, //grids 2268 {0,0}, //palettes 2269 {0,0}, //parallax layers 2270 }, 2271 { 2272 2, //total_layers //room 69 - train_guard 2273 640, //size_x 2274 400, //size_y 2275 56, //grid_width 2276 {R69L0,R69L1,0,0}, //layers 2277 {R69G1,0,0}, //grids 2278 {R69PAL,R69SPRPAL}, //palettes 2279 {0,0}, //parallax layers 2280 }, 2281 { 2282 0, //total_layers //room 70 - NOT USED 2283 0, //size_x 2284 0, //size_y 2285 0, //grid_width 2286 {0,0,0,0}, //layers 2287 {0,0,0}, //grids 2288 {0,0}, //palettes 2289 {0,0}, //parallax layers 2290 }, 2291 2292 //------------------------------------------------------------------------ 2293 // SCOTLAND 2294 2295 { 2296 2, //total_layers //room 71 - churchyard 2297 1760, //size_x 2298 400, //size_y 2299 126, //grid_width 2300 {R71L0,R71L1,0,0}, //layers 2301 {R71G1,0,0}, //grids 2302 {R71PAL,SPRITE_PAL}, //palettes 2303 {R71PLX,0}, //parallax layers 2304 }, 2305 { 2306 2, //total_layers //room 72 - church_tower 2307 640, //size_x 2308 400, //size_y 2309 56, //grid_width 2310 {R72L0,R72L1,0,0}, //layers 2311 {R72G1,0,0}, //grids 2312 {R72PAL,SPRITE_PAL}, //palettes 2313 {0,0}, //parallax layers 2314 }, 2315 { 2316 3, //total_layers //room 73 - crypt 2317 640, //size_x 2318 400, //size_y 2319 56, //grid_width 2320 {R73L0,R73L1,R73L2,0}, //layers 2321 {R73G1,R73G2,0}, //grids 2322 {R73PAL,R73SPRPAL}, //palettes 2323 {0,0}, //parallax layers 2324 }, 2325 { 2326 2, //total_layers //room 74 - secret_crypt 2327 1136, //size_x 2328 400, //size_y 2329 87, //grid_width 2330 {R74L0,R74L1,0,0}, //layers 2331 {R74G1,0,0}, //grids 2332 {R74PAL,ENDSPRPAL}, //palettes 2333 {0,0}, //parallax layers 2334 }, 2335 { 2336 1, //total_layers //room 75 - secret_crypt 2337 640, //size_x 2338 400, //size_y 2339 56, //grid_width 2340 {R75L0,0,0,0}, //layers 2341 {0,0,0}, //grids 2342 {R75PAL,ENDSPRPAL}, //palettes 2343 {0,0}, //parallax layers 2344 }, 2345 { 2346 1, //total_layers //room 76 - secret_crypt 2347 640, //size_x 2348 400, //size_y 2349 56, //grid_width 2350 {R76L0,0,0,0}, //layers 2351 {0,0,0}, //grids 2352 {R76PAL,ENDSPRPAL}, //palettes 2353 {0,0}, //parallax layers 2354 }, 2355 { 2356 1, //total_layers //room 77 - secret_crypt 2357 640, //size_x 2358 400, //size_y 2359 56, //grid_width 2360 {R77L0,0,0,0}, //layers 2361 {0,0,0}, //grids 2362 {R77PAL,ENDSPRPAL}, //palettes 2363 {0,0}, //parallax layers 2364 }, 2365 { 2366 1, //total_layers //room 78 - secret_crypt 2367 640, //size_x 2368 400, //size_y 2369 56, //grid_width 2370 {R78L0,0,0,0}, //layers 2371 {0,0,0}, //grids 2372 {R78PAL,ENDSPRPAL}, //palettes 2373 {0,0}, //parallax layers 2374 }, 2375 { 2376 1, //total_layers //room 79 - secret_crypt 2377 640, //size_x 2378 400, //size_y 2379 56, //grid_width 2380 {R79L0,0,0,0}, //layers 2381 {0,0,0}, //grids 2382 {R79PAL,ENDSPRPAL}, //palettes 2383 {0,0}, //parallax layers 2384 }, 2385 2386 //------------------------------------------------------------------------ 2387 // MAPS 2388 2389 { 2390 1, //total_layers //room 80 - paris map 2391 640, //size_x 2392 400, //size_y 2393 56, //grid_width 2394 {room80_l0,0,0,0}, //layers 2395 {0,0,0}, //grids 2396 {room80_PAL,SPRITE_PAL}, //palettes 2397 {0,0}, //parallax layers 2398 }, 2399 { 2400 1, //total_layers //room 81 - for sequence of Assassin coming up stairs to rm17 2401 640, //size_x 2402 400, //size_y 2403 56, //grid_width 2404 {ASSTAIR2,0,0,0}, //layers 2405 {0,0,0}, //grids 2406 {ASSTAIR2_PAL,SPRITE_PAL}, //palettes 2407 {0,0}, //parallax layers 2408 }, 2409 { 2410 1, //total_layers //room 82 - Map of Britain, viewed frrom sc55 (Syria Cave) 2411 640, //size_x 2412 400, //size_y 2413 56, //grid_width 2414 {BRITMAP,0,0,0}, //layers 2415 {0,0,0}, //grids 2416 {BRITMAP_PAL,SPRITE_PAL}, //palettes 2417 {0,0}, //parallax layers 2418 }, 2419 { 2420 0, //total_layers //room 83 - NOT USED 2421 0, //size_x 2422 0, //size_y 2423 0, //grid_width 2424 {0,0,0,0}, //layers 2425 {0,0,0}, //grids 2426 {0,0}, //palettes 2427 {0,0}, //parallax layers 2428 }, 2429 { 2430 0, //total_layers //room 84 - NOT USED 2431 0, //size_x 2432 0, //size_y 2433 0, //grid_width 2434 {0,0,0,0}, //layers 2435 {0,0,0}, //grids 2436 {0,0}, //palettes 2437 {0,0}, //parallax layers 2438 }, 2439 { 2440 0, //total_layers //room 85 - NOT USED 2441 0, //size_x 2442 0, //size_y 2443 0, //grid_width 2444 {0,0,0,0}, //layers 2445 {0,0,0}, //grids 2446 {0,0}, //palettes 2447 {0,0}, //parallax layers 2448 }, 2449 { 2450 1, //total_layers //room 86 - europe map 2451 640, //size_x 2452 400, //size_y 2453 56, //grid_width 2454 {room86_l0,0,0,0}, //layers 2455 {0,0,0}, //grids 2456 {room86_PAL,SPRITE_PAL}, //palettes 2457 {0,0}, //parallax layers 2458 }, 2459 { 2460 1, //total_layers //room 87 - normal window in sc48 2461 640, //size_x 2462 400, //size_y 2463 56, //grid_width 2464 {WINDOW1,0,0,0}, //layers 2465 {0,0,0}, //grids 2466 {WINDOW1_PAL,SPRITE_PAL}, //palettes 2467 {0,0}, //parallax layers 2468 }, 2469 { 2470 1, //total_layers //room 88 - filtered window in sc48 2471 640, //size_x 2472 400, //size_y 2473 56, //grid_width 2474 {WINDOW2,0,0,0}, //layers 2475 {0,0,0}, //grids 2476 {WINDOW2_PAL,SPRITE_PAL}, //palettes 2477 {0,0}, //parallax layers 2478 }, 2479 { 2480 0, //total_layers //room 89 - NOT USED 2481 0, //size_x 2482 0, //size_y 2483 0, //grid_width 2484 {0,0,0,0}, //layers 2485 {0,0,0}, //grids 2486 {0,0}, //palettes 2487 {0,0}, //parallax layers 2488 }, 2489 { 2490 1, //total_layers //room 90 - phone screen 2491 640, //size_x 2492 400, //size_y 2493 56, //grid_width 2494 {R90L0,0,0,0}, //layers 2495 {0,0,0}, //grids 2496 {R90PAL,PHONE_PAL}, //palettes 2497 {0,0}, //parallax layers 2498 }, 2499 { 2500 1, //total_layers //room 91 - envelope screen 2501 640, //size_x 2502 400, //size_y 2503 56, //grid_width 2504 {R91L0,0,0,0}, //layers 2505 {0,0,0}, //grids 2506 {R91PAL,SPRITE_PAL}, //palettes 2507 {0,0}, //parallax layers 2508 }, 2509 { 2510 1, //total_layers //room 92 - for close up of George surprised in wardrobe in sc17 2511 640, //size_x 2512 400, //size_y 2513 56, //grid_width 2514 {SBACK17,0,0,0}, //layers 2515 {0,0,0}, //grids 2516 {SBACK17PAL,SPRITE_PAL}, //palettes 2517 {0,0}, //parallax layers 2518 }, 2519 { 2520 1, //total_layers //room 93 - for close up of George inquisitive in wardrobe in sc17 2521 640, //size_x 2522 400, //size_y 2523 56, //grid_width 2524 {IBACK17,0,0,0}, //layers 2525 {0,0,0}, //grids 2526 {IBACK17PAL,SPRITE_PAL}, //palettes 2527 {0,0}, //parallax layers 2528 }, 2529 { 2530 1, //total_layers //room 94 - for close up of George in sarcophagus in sc29 2531 640, //size_x 2532 400, //size_y 2533 56, //grid_width 2534 {BBACK29,0,0,0}, //layers 2535 {0,0,0}, //grids 2536 {BBACK29PAL,BBACK29SPRPAL}, //palettes 2537 {0,0}, //parallax layers 2538 }, 2539 { 2540 1, //total_layers //room 95 - for close up of George during templar meeting, in sc38 2541 640, //size_x 2542 400, //size_y 2543 56, //grid_width 2544 {BBACK38,0,0,0}, //layers 2545 {0,0,0}, //grids 2546 {BBACK38PAL,SPRITE_PAL}, //palettes 2547 {0,0}, //parallax layers 2548 }, 2549 { 2550 1, //total_layers //room 96 - close up of chalice projection 2551 640, //size_x 2552 400, //size_y 2553 56, //grid_width 2554 {CHALICE42,0,0,0}, //layers 2555 {0,0,0}, //grids 2556 {CHALICE42_PAL,SPRITE_PAL}, //palettes 2557 {0,0}, //parallax layers 2558 }, 2559 { 2560 0, //total_layers //room 97 - NOT USED 2561 0, //size_x 2562 0, //size_y 2563 0, //grid_width 2564 {0,0,0,0}, //layers 2565 {0,0,0}, //grids 2566 {0,0}, //palettes 2567 {0,0}, //parallax layers 2568 }, 2569 { 2570 0, //total_layers //room 98 - NOT USED 2571 0, //size_x 2572 0, //size_y 2573 0, //grid_width 2574 {0,0,0,0}, //layers 2575 {0,0,0}, //grids 2576 {0,0}, //palettes 2577 {0,0}, //parallax layers 2578 }, 2579 { 2580 1, //total_layers //room 99 - blank screen 2581 640, //size_x 2582 400, //size_y 2583 56, //grid_width 2584 {room99_l0,0,0,0}, //layers 2585 {0,0,0}, //grids 2586 {room99_PAL,SPRITE_PAL}, //palettes 2587 {0,0}, //parallax layers 2588 } 2589 }; 2590 2591 const char Music::_tuneList[TOTAL_TUNES][8] = { 2592 "", // 0 SPARE 2593 "1m2", // DONE 1 George picks up the newspaper 2594 "1m3", // DONE 2 In the alley for the first time 2595 "1m4", // DONE 3 Alleycat surprises George 2596 "1m6", // DONE 4 George fails to remove manhole cover. Even numbered attempts 2597 "1m7", // !!!! 5 George fails to remove manhole cover. Odd numbered attempts 2598 "1m8", // DONE 6 George leaves alley 2599 "1m9", // DONE 7 George enters cafe for the first time 2600 "1m10", // DONE 8 Waitress 2601 "1m11", // DONE 9 Lying doctor 2602 2603 "1m12", // DONE 10 Truthful George 2604 "1m13", // DONE 11 Yes, drink brandy 2605 "1m14", // DONE 12 Yes, he's dead (Maybe 1m14a) 2606 "1m15", // DONE 13 From, "...clown entered?" 2607 "1m16", // DONE 14 From, "How did the old man behave?" 2608 "1m17", // DONE 15 Salah-eh-Din 2609 "1m18", // DONE 16 From, "Stay here, mademoiselle" 2610 "1m19", // DONE 17 Leaving the cafe 2611 "1m20", // DONE 18 Stick-up on Moue's gun 2612 "1m21", // DONE 19 From, "Stop that, monsieur" 2613 2614 "1m22", // DONE 20 From, "If you can" 2615 "1m23", // DONE 21 From, "Yeah,...clown" 2616 "1m24", // DONE 22 From, he claimed to be a doctor 2617 "1m25", // DONE 23 First time George meets Nico 2618 "1m26", // DONE 24 From, "Oh God, him again." (Read notes on list) 2619 "1m27", // DONE 25 From, "He's inside" 2620 "1m28", // DONE 26 From, "You speak very good English" 2621 "1m29", // DONE 27 From, "Why won't you tell me about this clown?" 2622 "1m28a", // DONE 28 Costumed killers from, "How did Plantard get your name?" 2623 "1m30", // DONE 29 From, "I really did see the clown" when talking to Moue at cafe doorway 2624 2625 "1m31", // DONE 30 From, "I found this (paper) in the street" (talking to Moue) 2626 "1m32", // DONE 31 From, "What's the difference?" 2627 "1m34", // DONE 32 Roadworker "Did you see a clown?" 2628 "1m35", // DONE 33 Worker re: explosion, "I guess not" 2629 "2m1", // DONE 34 From, "What about the waitress?" 2630 "2m2", // DONE 35 From, "Did you see the old guy with the briefcase?" 2631 "2m4", // DONE 36 "Would you like to read my newspaper?" (2M3 is at position 144) 2632 "2m5", // DONE 37 From, "Ah, what's this Saleh-eh-Din?" 2633 "2m6", // DONE 38 From, "It was a battered old tool box". 2634 "2m7", // DONE 39 George "borrows" the lifting key 2635 2636 "2m8", // DONE 40 From 'phone page. Call Nico 2637 "2m9", // DONE 41 Leaving the workman's tent 2638 "2m10", // DONE 42 Use lifting keys on manhole 2639 "2m11", // DONE 43 Into sewer no.1 from George on his knees (Alternative: 2m12) 2640 "2m12", // DONE 44 Into sewer (alternative to 2m11) 2641 "2m13", // DONE 45 George bends to pick up the red nose 2642 "2m14", // DONE 46 Paper tissue, "It was a soggy..." 2643 "2m15", // DONE 47 Cloth, as George picks it up. (Alternative: 2m16) 2644 "2m16", // !!!! 48 Alternative cloth music 2645 "2m17", // DONE 49 George climbs out of sewer. 2646 2647 "2m18", // DONE 50 From, "The man I chased..." 2648 "2m19", // DONE 51 Spooky music for sewers. 2649 "2m20", // DONE 52 "She isn't hurt, is she?" 2650 "2m21", // DONE 53 Click on material icon 2651 "2m22", // DONE 54 Spooky music for sewers. 2652 "2m23", // DONE 55 From, "So you don't want to hear my experiences in the desert?" 2653 "2m24", // DONE 56 On the material icon with Albert (suit icon instead, because material icon done) 2654 "2m25", // DONE 57 After "What was on the label?" i.e. the 'phone number. 2655 "2m26", // DONE 58 Leaving yard, after, "I hope you catch that killer soon." Also for the Musee Crune icon on the map (5M7). 2656 "2m27", // DONE 59 As George starts to 'phone Todryk. (Repeated every time he calls him). Also, when the aeroport is clicked on (5M21). 2657 2658 "2m28", // DONE 60 Todryk conversation after, "Truth and justice" 2659 "2m29", // DONE 61 'Phoning Nico from the roadworks. Also, 'phoning her from Ireland, ideally looping and fading on finish (6M10). 2660 "2m30", // DONE 62 First time on Paris map 2661 "2m31", // DONE 63 Click on Rue d'Alfred Jarry 2662 "2m32", // DONE 64 From, "Will you tell me my fortune?" 2663 "2m33", // DONE 65 After "Can you really tell my future?" 2664 "1m28", // DONE 66 "What about the tall yellow ones?" Copy from 1M28. 2665 "2m24", // DONE 67 Material Icon. Copy from 2M24 2666 "2m6", // DONE 68 Exit icon on "See you later". Copy from 2M6. 2667 "1m25", // DONE 69 On opening the front foor to Nico's. Copy from 1M25. . 2668 2669 "2m38", // DONE 70 Victim 1: From, "Tell me more about the clown's previous victims." 2670 "2m39", // DONE 71 Victim 2: After, "What about the clown's second victim?" 2671 "2m40", // DONE 72 Victim 3: On clown icon for 3rd victim. 2672 "3m1", // DONE 73 George passes Nico the nose. 2673 "3m2", // DONE 74 With Nico. From, "I found a piece of material..." 2674 "3m3", // DONE 75 After George says, "... or clowns?" 2675 "3m4", // DONE 76 After, "Did you live with your father?" 2676 "1m28", // DONE 77 After, "Do you have a boyfriend?". Copy from 1M28. 2677 "2m26", // DONE 78 After, "Good idea" (about going to costumier's). Copy from 2M26. 2678 "3m7", // DONE 79 On costumier's icon on map. 2679 2680 "3m8", // DONE 80 Costumier's, after, "Come in, welcome." 2681 "3m9", // DONE 81 On entering costumier's on later visits 2682 "3m10", // DONE 82 After, "A description, perhaps." 2683 "2m13", // DONE 83 Red nose icon at costumier's. Copy 2M13. 2684 "3m12", // DONE 84 Tissue icon. Also, after Nico's "No, I write it (the magazine) 5M19. 2685 "3m13", // DONE 85 Photo icon over, "Do you recognize this man?" 2686 "3m14", // DONE 86 Exit icon, over, "Thanks for your help, buddy." 2687 "2m9", // DONE 87 Clicking on police station on the map. 2688 "3m17", // DONE 88 Police station on, "I've tracked down the clown's movements." 2689 "3m18", // DONE 89 "One moment, m'sieur," as Moue turns. 2690 2691 "3m19", // DONE 90 G. on Rosso. "If he was trying to impress me..." 2692 "3m20", // DONE 91 G. thinks, "He looked at me as if I'd farted." 2693 "3m21", // DONE 92 Over Rosso's, "I've washed my hands of the whole affair." 2694 "3m22", // DONE 93 Played over, "So long, inspector." 2695 "3m24", // DONE 94 Conversation with Todrk, "He bought a suit from you, remember?" 2696 "3m26", // !!!! 95 This piece is a problem. Don't worry about it for present. 2697 "3m27", // DONE 96 George to Nico (in the flat): "Have you found out anymore?" [about the murders? or about the templars? JEL] 2698 "2m26", // DONE 97 After, "Don't worry, I will." on leaving Nico's. 2699 "3m29", // DONE 98 Ubu icon on the map. 2700 "3m30", // DONE 99 G and Flap. After, "I love the clowns. Don't you?" AND "after "Not if you see me first" (3M31) 2701 2702 "3m32", // DONE 100 Source music for Lady Piermont. 2703 "3m33", // DONE 101 More music for Lady P. 2704 "2m13", // DONE 102 Red Nose music Copy 2M13 2705 "4m3", // DONE 103 On photo, "Do you recognize the man in this photograph" 2706 "4m4", // DONE 104 With Lady P. After, "Hi there, ma'am." 2707 "4m5", // DONE 105 After, "I think the word you're looking for is...dick" 2708 "4m6", // DONE 106 After, "English arrogance might do the trick." Also for "More English arrogance" (4M27) 2709 "4m8", // !!!! 107 As George grabs key. 2710 "4m9", // DONE 108 Room 21, on "Maybe it wasn't the right room" 2711 "4m10", // DONE 109 On coming into 21 on subsequent occasions. 2712 2713 "4m11", // DONE 110 As George steps upto window. 2714 "4m12", // DONE 111 Alternative times he steps up to the window. 2715 "4m13", // DONE 112 In Moerlin's room 2716 "4m14", // DONE 113 Sees "Moerlin" on the Stairs 2717 "4m15", // DONE 114 George closing wardrobe door aftre Moerlin's gone. 2718 "4m17", // DONE 115 After, "take your mind off the inquest" 2719 "4m18", // DONE 116 "It was just as I'd imagined." 2720 "4m19", // DONE 117 Show photo to Lady P 2721 "4m20", // DONE 118 Lady P is "shocked" after the name "Khan". 2722 "4m21", // DONE 119 After, "A bundle of papers, perhaps". 2723 2724 "4m22", // DONE 120 After, "Plantard's briefcase" 2725 "4m24", // DONE 121 On fade to black as George leaves the hotel (prior to being searched) 2726 "4m25", // DONE 122 After, "I break your fingers" 2727 "4m28", // DONE 123 After clerk says, "Voila, m'sieur. Le manuscript..." 2728 "4m29", // DONE 124 Onto the window sill after getting the manuscript. 2729 "4m31", // DONE 125 Searched after he's dumped the manuscript in the alleyway. 2730 "4m32", // DONE 126 Recovering the manuscript in the alley, "If the manuscript was..." 2731 "5m1", // DONE 127 The manuscript, just after, "It's worth enough to kill for." 2732 "5m2", // !SMK 128 The Templars after, "...over 800 years ago." 2733 "5m3", // DONE 129 After, "Let's take another look at that manuscript" 2734 2735 "5m4", // DONE 130 On "Knight with a crystal ball" icon 2736 "5m5", // DONE 131 On Nico's, "Patience" 2737 "5m6", // DONE 132 After "I'm sure it will come in useful" when George leaves. Also, George leaving Nico after, "Keep me informed if you find anything new" (5M20). + "just take care of yourself" 2738 "5m8", // DONE 133 Entering the museum for the first time on the fade. 2739 "5m9", // DONE 134 George with guard after, "park their cars." Guard saying "No, no, no" 2740 "5m10", // DONE 135 Incidental looking around the museum music. + fading from map to museum street, when lobineau is in museum 2741 "5m11", // DONE 136 From "In the case was a spindly tripod, blackened with age and pitted with rust...". George answers Tripod ((?)That's what the cue list says). Also 5M15 and 5M16) 2742 "5m12", // DONE 137 More looking around music. 2743 "5m13", // DONE 138 Opening the mummy case. 2744 "5m14", // DONE 139 High above me was a window 2745 2746 "5m17", // DONE 140 "As I reached toward the display case" (5M18 is in slot 165) 2747 "5m22", // !SMK 141 From Ireland on the Europe map. 2748 "5m23", // !!!! 142 IN front of the pub, searching. 2749 "5m24", // DONE 143 Cheeky Maguire, "Wait 'til I get back" 2750 "2m3", // DONE 144 Before, "Did anybody at the village work at the dig?" Loop and fade. 2751 "6m1", // DONE 145 After, "You know something ... not telling me, don't you?" 2752 "6m2", // DONE 146 On, "Mister, I seen it with my own eyes." 2753 "6m3", // DONE 147 After, "Did you get to see the ghost" + On George's, "As soon as I saw the flickering torches..." in SCR_SC73.txt. 2754 "6m4", // DONE 148 "the bloody place is haunted", just after G's "rational explanation... the castle" 2755 "6m5", // DONE 149 Pub fiddler 1. Please programme stops between numbers - about 20" and a longer one every four or five minutes. 2756 2757 "6m6", // DONE 150 Pub fiddler 2. 2758 "6m7", // DONE 151 Pub fiddler 3. 2759 "6m8", // DONE 152 Pub fiddler 4. 2760 "6m12", // DONE 153 Exit pub (as door opens). Copy from 2M6. 2761 "2m6", // DONE 154 Going to the castle, start on the path blackout. 2762 "5m1", // DONE 155 On, "Where was the Templar preceptory?" Copy 5M1 2763 "6m15", // DONE 156 "On, "Do you mind if I climb up your hay stack..." 2764 "7m1", // DONE 157 On plastic box, "It was a featureless..." 2765 "7m2", // DONE 158 On tapping the plastic box with the sewer key 2766 "7m4", // !!!! 159 "Shame on you, Patrick!" Fitzgerald was at the dig 2767 2768 "7m5", // !!!! 160 On the icon that leads to, "Maguire says that he saw you at the dig" 2769 "7m6", // !!!! 161 On "The man from Paris" 2770 "7m7", // !!!! 162 On, "I wish I'd never heard of..." 2771 "7m8", // DONE 163 Exit pub 2772 "7m11", // DONE 164 George picks up gem. 2773 "7m14", // DONE 165 On George's icon, "the driver of the Ferrari..." 2774 "7m15", // DONE 166 After George, "His name is Sean Fitzgerald" 2775 "5m18", // DONE 167 Leaving museum after discovering tripod. 2776 "6m11", // !!!! 168 With Fitz. On G's, "Did you work at...?". This is triggered here and on each subsequent question, fading at the end. 2777 "7m17", // DONE 169 "You don't have to demolish the haystack" 2778 2779 "7m18", // DONE 170 George begins to climb the haystack. 2780 "7m19", // DONE 171 Alternative climbing haystack music. These two tracks can be rotated with an ascent with FX only). 2781 "7m20", // DONE 172 Attempting to get over the wall. 2782 "7m21", // DONE 173 Descending the haystack 2783 "7m22", // !!!! 174 Useful general purpose walking about music. 2784 "7m23", // DONE 175 "Plastic cover" The exposed box, LB and RB. 2785 "7m28", // !!!! 176 "No return" 2786 "7m30", // !!!! 177 Picking up drink music (This will definitely clash with the fiddle music. We'll use it for something else). * 2787 "7m31", // !!!! 178 Showing the landlord the electrician's ID. 2788 "7m32", // !!!! 179 Stealing the wire (Probable clash again) * 2789 2790 "7m33", // DONE 180 On fade to black before going down into dark cellar. 2791 "7m34", // DONE 181 On opening the grate, as George says, "I lifted the..." Khan's entrance. 2792 "8m1", // DONE 182 Going down into the light cellar, starting as he goes through bar door. 2793 "8m2", // DONE 183 General cellar music on, "It was an empty carton". 2794 "8m4", // !!!! 184 Trying to get the bar towel. On, "The man's arm lay across..." * 2795 "8m7", // DONE 185 Squeeze towel into drain. On, "Silly boy..." 2796 "8m10", // DONE 186 Entering the castle as he places his foot on the tool embedded into the wall. 2797 "8m11", // DONE 187 On, "Hey, billy." Goat confrontation music. 2798 "8m12", // DONE 188 First butt from goat at moment of impact. 2799 "8m13", // DONE 189 On examining the plough. 2800 2801 "8m14", // DONE 190 Second butt from goat. 2802 "8m15", // DONE 191 Third butt from goat. 2803 "8m16", // DONE 192 All subsequent butts, alternating with no music. 2804 "8m18", // DONE 193 Poking around in the excavation music. I'd trigger it as he starts to descend the ladder into the dig. 2805 "8m19", // DONE 194 "There was a pattern..." The five holes. 2806 "8m20", // DONE 195 George actually touches the stone. Cooling carving (?) 2807 "8m21", // DONE 196 "As I swung the stone upright" coming in on "Upright" 2808 "8m22", // DONE 197 "The sack contained" 2809 "8m24", // DONE 198 Down wall. As screen goes black. George over wall to haystack. 2810 "8m26", // DONE 199 Wetting the towel 2811 2812 "8m28", // DONE 200 Wetting plaster. As George reaches for the towel prior to wringing water onto the plaster. 2813 "8m29", // DONE 201 Mould in "The hardened plaster..." 2814 "8m30", // DONE 202 Entering castle. As George steps in. 2815 "8m31", // DONE 203 After George, "Hardly - he was dead." in nico_scr.txt 2816 "8m37", // !!!! 204 Talking to Lobineau about the Templars. 5M2Keep looping and fade at the end. 2817 // The problem is that it's an enormous sample and will have to be reduced in volume. 2818 // I suggest forgetting about this one for the time being. 2819 // If there's room when the rest of the game's in, then I'll re-record it more quietly and call it 8M37, okay? 2820 "8m38", // DONE 205 "A female friend" 2821 "8m39", // DONE 206 "Public toilet" 2822 "8m40", // DONE 207 When George asks, "Where was the site at Montfaucon?" (to Lobineau, I suppose) 2823 "8m41", // DONE 208 On matchbox icon. "Does this matchbook mean anything to you?" 2824 "9m1", // DONE 209 On George, "It was the king of France" in ross_scr.txt 2825 2826 "9m2", // DONE 210 George, "Why do you get wound up...?" in ross_scr.txt 2827 "9m3", // DONE 211 Ever heard of a guy called Marquet? Jacques Marquet? 2828 "9m5", // DONE 212 On fade up at the hospital drive 2829 "9m6", // DONE 213 On fade up inside the hospital 2830 "9m7", // DONE 214 With Eva talking about Marquet. Before, "I'm conducting a private investigation." 2831 "9m8", // DONE 215 With Eva, showing her the ID card. 2832 "9m9", // DONE 216 With Eva, second NURSE click, "If nurse Grendel is that bad..." 2833 "9m10", // DONE 217 Saying goodbye to Eva on the conversation where he discovers Marquet's location + on fade up on Sam's screen after being kicked off the ward 2834 "9m11", // DONE 218 Talking to Sam. On, "Oh - hiya!" + first click on MR_SHINY 2835 "9m13", // DONE 219 When George drinks from the cooler. 2836 2837 "9m14", // DONE 220 To Grendel, third MARQUET click. On "Do you know who paid for Marquet's room?" 2838 "9m15", // DONE 221 To Grendel on first CLOWN click, "Do you have any clowns on the ward?" 2839 "9m17", // DONE 222 When George pulls Shiny's plug the first time, on "As I tugged the plug..." 2840 "9m18", // DONE 223 On subsequent plug tuggings if George has failed to get the white coat. 2841 "9m19", // DONE 224 With the consultant, on "Excuse me, sir..." 2842 "9m20", // DONE 225 Talking to Grendel. Launch immediately after she gives him the long metal box and "a stunning smile" 2843 "9m21", // DONE 226 On Eric's, "Doctor!" when George is trying to get by for the first time, i.e. ward_stop_flag==0. 2844 "9m22", // DONE 227 On Eric's, "Oh, Doctor!" when George is trying to get by for the second time, i.e. ward_stop_flag==1. 2845 "9m23", // DONE 228 On Eric's, "You haven't finished taking my blood pressure!" when George is trying to get by for the third+ time, i.e. ward_stop_flag>1. 2846 "9m24", // DONE 229 Giving the pressure gauge to Benoir, on, "Here, take this pressure gauge." 2847 2848 "9m25", // DONE 230 With Benoir, suggesting he use the gauge on the nurse. On, "Use it on Nurse Grendel." 2849 "10m1", // DONE 231 Immediately after Marquet's, "Well, what are you waiting for? Get it over with!" 2850 "10m2", // DONE 232 When George pulls open the sarcophagus lid prior to his successful hiding before the raid. 2851 "10m3", // DONE 233 On fade to black as George spies on the Neo-Templars. 2852 "10m4", // DONE 234 On second peer through the hole at the "Templars" 2853 "11m1", // DONE 235 On clicking on the Marib button. 2854 "11m3", // DONE 236 Loop in the Club Alamut, alternating with... 2855 "11m4", // DONE 237 Loop in the Club Alamut. 2856 "11m7", // DONE 238 When the door in the Bull's Mouth closes on George. 2857 "11m8", // DONE 239 When the door opens to reveal Khan, immediately after, "You!" in KHAN_55.TXT. 2858 2859 "11m9", // !SMK 240 Over the "Going to the Bull's Head" smacker. Probably. 2860 "12m1", // DONE 241 Clicking on the Spain icon from the aeroport. (AFTER CHANGING CD!) 2861 "11m2", // DONE 242 Loop in the marketplace of Marib. 2862 "spm2", // DONE 243 On fade up in the Countess' room for the first time. 2863 "spm3", // DONE 244 At the end of VAS1SC56, triggered immediately before the Countess says, "Senor Stobbart, if I find that you are wasting my time..." 2864 "spm4", // DONE 245 Immediately before Lopez enters the mausoleum with the chess set. 2865 "spm5", // DONE 246 (This is actually 5m2 copied for CD2) Played through the chess puzzle. Ideally, when it finsishes, give it a couple of seconds and then launch 12m1. When that finishes, a couple of seconds and then back to this and so on and so forth. 2866 "spm6", // DONE 247 On fade up from completing the chess puzzle. The climax is now "spm6b" 2867 "scm1", // DONE 248 This is used whenever George goes out of a carriage and onto the corridor. 2868 "scm2", // DONE 249 As George climbs out of the train window. 2869 2870 "scm3", // DONE 250 As George lands inside the guard's van. 2871 "scm4", // DONE 251 On Khan's death speech, "A noble foe..." 2872 "scm5", // DONE 252 George to Khan. On, "You're talking in riddles!" 2873 "scm6", // DONE 253 Before, "He's dead" 2874 "scm7", // DONE 254 Kissing Nico. After, "Where do you think you're going?" 2875 "scm8", // DONE 255 In the churchyard after Nico's, "I rather hope it did" 2876 "scm11", // DONE 256 Click on the opened secret door. 2877 "rm3a", // DONE 257 Immediately they fade up in the great cave. 2878 "rm3b", // DONE 258 The scene change immediately after Eklund says, "If you wish to live much longer..." 2879 "scm16", // DONE 259 The big end sequence from when the torch hits the gunpowder. Cross fade with the shortened version that fits on the Smacker. 2880 2881 "scm1b", // DONE 260 When George passes the trigger point toward the back of the train and he sees Guido. 2882 "spm6b", // DONE 261 The climax of "spm6", which should coincide with the Countess holding up the chalice. 2883 "marquet", // DONE 262 Starts at the fade down when George is asked to leave Jacques' room 2884 "rm4", // DONE 263 "On crystal stand icon. As George walks to the center of the cavern." I'd do this on the first LMB on the stump. 2885 "rm5", // DONE 264 "On icon. As George places the crystal on top of the stand." When the player places the gem luggage on the emplaced tripod. 2886 "rm6", // DONE 265 "Chalice reflection. On icon as George places Chalice on floor of Church" i.e. the mosaic in the Baphomet dig. It's over thirty seconds long so it had best start running when the chalice luggage is placed on the mosaic so it runs through the big screen of the reflection. 2887 "rm7", // DONE 266 "Burning candle. On icon as George sets about lighting candle." One minute forty-eight, this one. I've no idea how long the burning candle Smacker is but the cue description seems to indicate it should run from the moment the burning tissue successfully lights the candle, i.e. the window is shut. 2888 "rm8", // DONE 267 "Down well. George descends into circus trap well." I think the circus reference refers to the lion. Run it from the moment that George gets off the rope and has a look around. Run it once only. 2889 2890 "rm3c", // DONE 268 On the scene change to the Grand Master standing between the pillars as the earth power whomps him. 2891 "rm3d", // DONE 269 ONe the scene change after the Grand Master says, "George, we have watched you..." This one might need a bit of fiddling to get it to match to the fisticuffs. 2892 }; 2893 2894 const FxDef Sound::_fxList[312] = { 2895 // 0 2896 { 2897 {0,0,0}, // sampleId 2898 0, // type (FX_LOOP, FX_RANDOM or FX_SPOT) 2899 0, // delay (random chance for FX_RANDOM sound fx) 2900 { // roomVolList 2901 {0,0,0}, // {roomNo,leftVol,rightVol} 2902 }, 2903 }, 2904 //------------------------ 2905 // 1 Newton's cradle. Anim=NEWTON. 2906 { 2907 FX_NEWTON, // sampleId 2908 FX_SPOT, // type 2909 7, // delay (or random chance) 2910 { // roomVolList 2911 {45,4,2}, // {roomNo,leftVol,rightVol} 2912 {0,0,0}, // NULL-TERMINATOR 2913 }, 2914 }, 2915 //------------------------ 2916 // 2 2917 { 2918 FX_TRAFFIC2, // sampleId 2919 FX_LOOP, // type 2920 0, // delay (or random chance) 2921 { // roomVolList 2922 {1,12,12}, // {roomNo,leftVol,rightVol} 2923 {2,1,1}, 2924 {3,1,1}, 2925 {4,13,13}, 2926 {5,1,1}, 2927 {8,7,7}, 2928 {0,0,0}, // NULL-TERMINATOR 2929 }, 2930 }, 2931 //------------------------ 2932 // 3 2933 { 2934 FX_HORN1, // sampleId 2935 FX_RANDOM, // type 2936 1200, // delay (or random chance) 2937 { // roomVolList 2938 {1,3,3}, // {roomNo,leftVol,rightVol} 2939 {3,1,1}, 2940 {4,1,1}, 2941 {5,2,2}, 2942 {8,4,4}, 2943 {18,2,3}, 2944 {0,0,0}, // NULL-TERMINATOR 2945 }, 2946 }, 2947 //------------------------ 2948 // 4 2949 { 2950 FX_HORN2, // sampleId 2951 FX_RANDOM, // type 2952 1200, // delay (or random chance) 2953 { // roomVolList 2954 {1,4,4}, // {roomNo,leftVol,rightVol} 2955 {3,2,2}, 2956 {4,3,3}, 2957 {5,2,2}, 2958 {8,4,4}, 2959 {18,1,1}, 2960 {0,0,0}, // NULL-TERMINATOR 2961 }, 2962 }, 2963 //------------------------ 2964 // 5 2965 { 2966 FX_HORN3, // sampleId 2967 FX_RANDOM, // type 2968 1200, // delay (or random chance) 2969 { // roomVolList 2970 {1,4,4}, // {roomNo,leftVol,rightVol} 2971 {2,4,4}, 2972 {3,2,2}, 2973 {4,3,3}, 2974 {5,2,2}, 2975 {8,4,4}, 2976 {18,1,1}, 2977 }, 2978 }, 2979 //------------------------ 2980 // 6 2981 { 2982 FX_CAMERA1, // sampleId 2983 FX_SPOT, // type 2984 25, // delay (or random chance) 2985 { // roomVolList 2986 {1,8,8}, // {roomNo,leftVol,rightVol} 2987 {0,0,0}, // NULL-TERMINATOR 2988 }, 2989 }, 2990 //------------------------ 2991 // 7 2992 { 2993 FX_CAMERA2, // sampleId 2994 FX_SPOT, // type 2995 25, // delay (or random chance) 2996 { // roomVolList 2997 {1,8,8}, // {roomNo,leftVol,rightVol} 2998 {0,0,0}, // NULL-TERMINATOR 2999 }, 3000 }, 3001 //------------------------ 3002 // 8 3003 { 3004 FX_CAMERA3, // sampleId 3005 FX_SPOT, // type 3006 25, // delay (or random chance) 3007 { // roomVolList 3008 {1,8,8}, // {roomNo,leftVol,rightVol} 3009 {0,0,0}, // NULL-TERMINATOR 3010 }, 3011 }, 3012 //------------------------ 3013 // 9 3014 { 3015 FX_SWATER1, // sampleId 3016 FX_LOOP, // type 3017 0, // delay (or random chance) 3018 { // roomVolList 3019 {7,12,12}, // {roomNo,leftVol,rightVol} 3020 {6,12,10}, // {roomNo,leftVol,rightVol} 3021 {0,0,0}, // NULL-TERMINATOR 3022 }, 3023 }, 3024 //------------------------ 3025 // 10 Mad dogs in Spain, triggered by George going around the corner in the villa hall. 3026 // In 56 and 57, the dogs will continue barking after George has either been ejected or sneaked up stairs 3027 // for a couple of loops before stopping. 3028 { 3029 FX_DOGS56, // sampleId 3030 FX_LOOP, // type 3031 0, // delay (or random chance) 3032 { // roomVolList 3033 {60,16,16}, // {roomNo,leftVol,rightVol} 3034 {0,0,0} // NULL-TERMINATOR 3035 }, 3036 }, 3037 //------------------------ 3038 // 11 3039 { 3040 FX_DRIP1, // sampleId 3041 FX_RANDOM, // type 3042 20, // delay (or random chance) 3043 { // roomVolList 3044 {7,15,15}, // {roomNo,leftVol,rightVol} 3045 {6,8,8}, // {roomNo,leftVol,rightVol} 3046 {0,0,0}, // NULL-TERMINATOR 3047 }, 3048 }, 3049 //------------------------ 3050 // 12 3051 { 3052 FX_DRIP2, // sampleId 3053 FX_RANDOM, // type 3054 30, // delay (or random chance) 3055 { // roomVolList 3056 {7,15,15}, // {roomNo,leftVol,rightVol} 3057 {6,8,8}, // {roomNo,leftVol,rightVol} 3058 {0,0,0}, // NULL-TERMINATOR 3059 }, 3060 }, 3061 //------------------------ 3062 // 13 3063 { 3064 FX_DRIP3, // sampleId 3065 FX_RANDOM, // type 3066 40, // delay (or random chance) 3067 { // roomVolList 3068 {7,15,15}, // {roomNo,leftVol,rightVol} 3069 {6,8,8}, // {roomNo,leftVol,rightVol} 3070 {0,0,0}, // NULL-TERMINATOR 3071 }, 3072 }, 3073 //------------------------ 3074 // 14 3075 { 3076 FX_TWEET1, // sampleId 3077 FX_SPOT, // type 3078 10, // delay (or random chance) 3079 { // roomVolList 3080 {1,5,5}, // {roomNo,leftVol,rightVol} 3081 {0,0,0}, // NULL-TERMINATOR 3082 }, 3083 }, 3084 //------------------------ 3085 // 15 3086 { 3087 FX_TWEET2, // sampleId 3088 FX_SPOT, // type 3089 10, // delay (or random chance) 3090 { // roomVolList 3091 {1,5,5}, // {roomNo,leftVol,rightVol} 3092 {0,0,0}, // NULL-TERMINATOR 3093 }, 3094 }, 3095 //------------------------ 3096 // 16 3097 { 3098 FX_TWEET3, // sampleId 3099 FX_SPOT, // type 3100 10, // delay (or random chance) 3101 { // roomVolList 3102 {1,5,5}, // {roomNo,leftVol,rightVol} 3103 {0,0,0}, // NULL-TERMINATOR 3104 }, 3105 }, 3106 //------------------------ 3107 // 17 3108 { 3109 FX_TWEET4, // sampleId 3110 FX_SPOT, // type 3111 10, // delay (or random chance) 3112 { // roomVolList 3113 {1,5,5}, // {roomNo,leftVol,rightVol} 3114 {0,0,0}, // NULL-TERMINATOR 3115 }, 3116 }, 3117 //------------------------ 3118 // 18 3119 { 3120 FX_TWEET5, // sampleId 3121 FX_SPOT, // type 3122 10, // delay (or random chance) 3123 { // roomVolList 3124 {1,5,5}, // {roomNo,leftVol,rightVol} 3125 {0,0,0}, // NULL-TERMINATOR 3126 }, 3127 }, 3128 //------------------------ 3129 // 19 Tied to large bird flying up screen anim 3130 { 3131 FX_CAW1, // sampleId 3132 FX_SPOT, // type 3133 20, // delay (or random chance) 3134 { // roomVolList 3135 {1,5,5}, // {roomNo,leftVol,rightVol} 3136 {0,0,0}, // NULL-TERMINATOR 3137 }, 3138 }, 3139 //------------------------ 3140 //------------------------ 3141 // 20 George picking the canopy up: GEOCAN 3142 { 3143 FX_CANUP, // sampleId 3144 FX_SPOT, // type 3145 5, // delay (or random chance) * 3146 { // roomVolList 3147 {1,10,10}, // {roomNo,leftVol,rightVol} 3148 {0,0,0}, // NULL-TERMINATOR 3149 }, 3150 }, 3151 //------------------------ 3152 // 21 George dropping the canopy: GEOCAN 3153 { 3154 FX_CANDO, // sampleId 3155 FX_SPOT, // type 3156 52, // delay (or random chance) * 3157 { // roomVolList 3158 {1,10,10}, // {roomNo,leftVol,rightVol} 3159 {0,0,0}, // NULL-TERMINATOR 3160 }, 3161 }, 3162 //------------------------ 3163 // 22 George dusts himself down: GEOCAN 3164 { 3165 FX_DUST, // sampleId 3166 FX_SPOT, // type 3167 58, // delay (or random chance) * 3168 { // roomVolList 3169 {1,10,10}, // {roomNo,leftVol,rightVol} 3170 {0,0,0}, // NULL-TERMINATOR 3171 }, 3172 }, 3173 //------------------------ 3174 // 23 George picks up the paper and opens it: GEOPAP 3175 { 3176 FX_PAP1, // sampleId 3177 FX_SPOT, // type 3178 23, // delay (or random chance) * 3179 { // roomVolList 3180 {1,10,10}, // {roomNo,leftVol,rightVol} 3181 {0,0,0}, // NULL-TERMINATOR 3182 }, 3183 }, 3184 //------------------------ 3185 // 24 George puts the paper away: GEOPAP2 3186 { 3187 FX_PAP2, // sampleId 3188 FX_SPOT, // type 3189 3, // delay (or random chance) * 3190 { // roomVolList 3191 {1,10,10}, // {roomNo,leftVol,rightVol} 3192 {0,0,0}, // NULL-TERMINATOR 3193 }, 3194 }, 3195 //------------------------ 3196 // 25 George gives the paper away: GEOWRK8 3197 { 3198 FX_PAP3, // sampleId 3199 FX_SPOT, // type 3200 13, // delay (or random chance) * 3201 { // roomVolList 3202 {4,14,12}, // {roomNo,leftVol,rightVol} 3203 {0,0,0}, // NULL-TERMINATOR 3204 }, 3205 }, 3206 //------------------------ 3207 // 26 Workman examines paper: WRKOPN - it's now just WRKPPR 3208 { 3209 FX_PAP4, // sampleId 3210 FX_SPOT, // type 3211 15, // delay (or random chance) * 3212 { // roomVolList 3213 {4,14,12}, // {roomNo,leftVol,rightVol} 3214 {0,0,0}, // NULL-TERMINATOR 3215 }, 3216 }, 3217 //------------------------ 3218 // 27 Workman puts paper down: WRKOPN (REVERSED) - now just WRKCLM 3219 { 3220 FX_PAP5, // sampleId 3221 FX_SPOT, // type 3222 2, // delay (or random chance)* 3223 { // roomVolList 3224 {4,14,12}, // {roomNo,leftVol,rightVol} 3225 {0,0,0}, // NULL-TERMINATOR 3226 }, 3227 }, 3228 //------------------------ 3229 // 28 Pickaxe sound 1:, Screen 4 - WRKDIG 3230 { 3231 FX_PICK1, // sampleId 3232 FX_SPOT, // type 3233 11, // delay (or random chance) * 3234 { // roomVolList 3235 {4,10,10}, 3236 {0,0,0} // NULL-TERMINATOR 3237 }, 3238 }, 3239 //------------------------ 3240 // 29 Pickaxe sound 2:, Screen 4 - WRKDIG 3241 { 3242 FX_PICK2, // sampleId 3243 FX_SPOT, // type 3244 11, // delay (or random chance) * 3245 { // roomVolList 3246 {4,10,10}, 3247 {0,0,0}, // NULL-TERMINATOR 3248 }, 3249 }, 3250 //------------------------ 3251 //------------------------ 3252 // 30 Pickaxe sound 3:, Screen 4 - WRKDIG 3253 { 3254 FX_PICK3, // sampleId 3255 FX_SPOT, // type 3256 11, // delay (or random chance) * 3257 { // roomVolList 3258 {4,10,10}, 3259 {0,0,0}, // NULL-TERMINATOR 3260 }, 3261 }, 3262 //------------------------ 3263 // 31 Pickaxe sound 4:, Screen 4 - WRKDIG 3264 { 3265 FX_PICK4, // sampleId 3266 FX_SPOT, // type 3267 11, // delay (or random chance) * 3268 { // roomVolList 3269 {4,10,10}, 3270 {0,0,0}, // NULL-TERMINATOR 3271 }, 3272 }, 3273 //------------------------ 3274 // 32 Shorting light: FLICKER 3275 { 3276 FX_LIGHT, // sampleId 3277 FX_SPOT, // type 3278 1, // delay (or random chance) * 3279 { // roomVolList 3280 {3,15,15}, // {roomNo,leftVol,rightVol} 3281 {0,0,0}, // NULL-TERMINATOR 3282 }, 3283 }, 3284 //------------------------ 3285 // 33 Cat leaps out of bin and runs: CATJMP! 3286 { 3287 FX_CAT, // sampleId 3288 FX_SPOT, // type 3289 20, // delay (or random chance) * 3290 { // roomVolList 3291 {2,10,10}, // {roomNo,leftVol,rightVol} 3292 {0,0,0}, // NULL-TERMINATOR 3293 }, 3294 }, 3295 //------------------------ 3296 // 34 George rocks plastic crate: GEOCRT 3297 { 3298 FX_CRATE, // sampleId 3299 FX_SPOT, // type 3300 10, // delay (or random chance) * 3301 { // roomVolList 3302 {2,8,8}, // {roomNo,leftVol,rightVol} 3303 {0,0,0}, // NULL-TERMINATOR 3304 }, 3305 }, 3306 //------------------------ 3307 // 35 George tries to climb drainpipe: GEOCLM02 3308 { 3309 FX_DRAIN, // sampleId 3310 FX_SPOT, // type 3311 9, // delay (or random chance) * 3312 { // roomVolList 3313 {2,10,10}, // {roomNo,leftVol,rightVol} 3314 {0,0,0}, // NULL-TERMINATOR 3315 }, 3316 }, 3317 //------------------------ 3318 // 36 George removes manhole cover: GEOMAN8 3319 { 3320 FX_HOLE, // sampleId 3321 FX_SPOT, // type 3322 19, // delay (or random chance) ? 3323 { // roomVolList 3324 {2,12,11}, // {roomNo,leftVol,rightVol} 3325 {0,0,0}, // NULL-TERMINATOR 3326 }, 3327 }, 3328 //------------------------ 3329 // 37 Brandy bottle put down: CHNDRN 3330 { 3331 FX_BOTDN, // sampleId 3332 FX_SPOT, // type 3333 43, // delay (or random chance) * 3334 { // roomVolList 3335 {3,8,8}, // {roomNo,leftVol,rightVol} 3336 {0,0,0}, // NULL-TERMINATOR 3337 }, 3338 }, 3339 //------------------------ 3340 // 38 Brandy bottle picked up: GEOBOT3 3341 { 3342 FX_BOTUP, // sampleId 3343 FX_SPOT, // type 3344 9, // delay (or random chance) * 3345 { // roomVolList 3346 {3,10,10}, // {roomNo,leftVol,rightVol} 3347 {0,0,0}, // NULL-TERMINATOR 3348 }, 3349 }, 3350 //------------------------ 3351 // 39 Chantelle gulps on brandy: CHNDRN 3352 { 3353 FX_GULP, // sampleId 3354 FX_SPOT, // type 3355 23, // delay (or random chance) * 3356 { // roomVolList 3357 {3,4,3}, // {roomNo,leftVol,rightVol} 3358 {0,0,0}, // NULL-TERMINATOR 3359 }, 3360 }, 3361 //------------------------ 3362 // 40 Chantelle picked up off the floor: GEOCHN 3363 { 3364 FX_PIKUP, // sampleId 3365 FX_SPOT, // type 3366 28, // delay (or random chance) * 3367 { // roomVolList 3368 {3,11,10}, // {roomNo,leftVol,rightVol} 3369 {0,0,0}, // NULL-TERMINATOR 3370 }, 3371 }, 3372 //------------------------ 3373 // 41 George searches Plantard's body: GEOCPS 3374 { 3375 FX_BODY, // sampleId 3376 FX_SPOT, // type 3377 10, // delay (or random chance) * 3378 { // roomVolList 3379 {3,10,10}, // {roomNo,leftVol,rightVol} 3380 {0,0,0}, // NULL-TERMINATOR 3381 }, 3382 }, 3383 //------------------------ 3384 // 42 Moue cocks handgun. MOUENT 3385 { 3386 FX_PISTOL, // sampleId 3387 FX_SPOT, // type 3388 23, // delay (or random chance) * 3389 { // roomVolList 3390 {4,4,7}, // {roomNo,leftVol,rightVol} 3391 {0,0,0}, // NULL-TERMINATOR 3392 }, 3393 }, 3394 //------------------------ 3395 // 43 George rummages in toolbox: GEOTBX 3396 { 3397 FX_TBOX, // sampleId 3398 FX_SPOT, // type 3399 12, // delay (or random chance) * 3400 { // roomVolList 3401 {4,12,10}, // {roomNo,leftVol,rightVol} 3402 {0,0,0}, // NULL-TERMINATOR 3403 }, 3404 }, 3405 //------------------------ 3406 // 44 rat squeak 1 3407 { 3408 FX_RAT1, // sampleId 3409 FX_RANDOM, // type 3410 193, // delay (or random chance) 3411 { // roomVolList 3412 {6,5,7}, // {roomNo,leftVol,rightVol} 3413 {7,5,3}, 3414 {0,0,0}, // NULL-TERMINATOR 3415 }, 3416 }, 3417 //------------------------ 3418 // 45 rat squeak 2 3419 { 3420 FX_RAT2, // sampleId 3421 FX_RANDOM, // type 3422 201, // delay (or random chance) 3423 { // roomVolList 3424 {6,3,5}, // {roomNo,leftVol,rightVol} 3425 {7,4,6}, 3426 {0,0,0}, // NULL-TERMINATOR 3427 }, 3428 }, 3429 //------------------------ 3430 // 46 George climbs down ladder: 3431 { 3432 FX_LADD1, // sampleId 3433 FX_SPOT, // type 3434 10, // delay (or random chance) 3435 { // roomVolList 3436 {6,10,8}, // {roomNo,leftVol,rightVol} 3437 {0,0,0}, // NULL-TERMINATOR 3438 }, 3439 }, 3440 //------------------------ 3441 // 47 Rushing water loop 3442 { 3443 FX_SWATER3, // sampleId 3444 FX_LOOP, // type 3445 0, // delay (or random chance) 3446 { // roomVolList 3447 {6,10,11}, // {roomNo,leftVol,rightVol} 3448 {7,12,11}, 3449 {0,0,0}, // NULL-TERMINATOR 3450 }, 3451 }, 3452 //------------------------ 3453 // 48 Left hand bin being opened: GEOCAT? 3454 { 3455 FX_BIN3, // sampleId 3456 FX_SPOT, // type 3457 12, // delay (or random chance) 3458 { // roomVolList 3459 {2,12,11}, // {roomNo,leftVol,rightVol} 3460 {0,0,0}, // NULL-TERMINATOR 3461 }, 3462 }, 3463 //------------------------ 3464 // 49 Middle bin being opened: GEOBIN 3465 { 3466 FX_BIN2, // sampleId 3467 FX_SPOT, // type 3468 12, // delay (or random chance) 3469 { // roomVolList 3470 {2,11,11}, // {roomNo,leftVol,rightVol} 3471 {0,0,0}, // NULL-TERMINATOR 3472 }, 3473 }, 3474 //------------------------ 3475 // 50 Right hand bin being opened: GEOLID? 3476 { 3477 FX_BIN1, // sampleId 3478 FX_SPOT, // type 3479 12, // delay (or random chance) 3480 { // roomVolList 3481 {2,10,11}, // {roomNo,leftVol,rightVol} 3482 {0,0,0}, // NULL-TERMINATOR 3483 }, 3484 }, 3485 //------------------------ 3486 // 51 Passing car sound 3487 { 3488 FX_CARS, // sampleId 3489 FX_RANDOM, // type 3490 120, // delay (or random chance) 3491 { // roomVolList 3492 {10,8,1}, 3493 {12,7,7}, 3494 {0,0,0}, // NULL-TERMINATOR 3495 }, 3496 }, 3497 //------------------------ 3498 // 52 Passing car sound 3499 { 3500 FX_FIESTA, // sampleId 3501 FX_RANDOM, // type 3502 127, // delay (or random chance) 3503 { // roomVolList 3504 {10,8,1}, 3505 {12,7,7}, 3506 {0,0,0}, // NULL-TERMINATOR 3507 }, 3508 }, 3509 //------------------------ 3510 // 53 Passing car sound 3511 { 3512 FX_CARLTON , // sampleId 3513 FX_RANDOM, // type 3514 119, // delay (or random chance) 3515 { // roomVolList 3516 {10,8,1}, 3517 {0,0,0}, // NULL-TERMINATOR 3518 }, 3519 }, 3520 //------------------------ 3521 // 54 Bird 3522 { 3523 FX_BIRD, // sampleId 3524 FX_RANDOM, // type 3525 500, // delay (or random chance) 3526 { // roomVolList 3527 {9,10,10}, // {roomNo,leftVol,rightVol} 3528 {10,2,1}, 3529 {0,0,0}, // NULL-TERMINATOR 3530 }, 3531 }, 3532 //------------------------ 3533 // 55 George tries the door: GEOTRY 3534 { 3535 FX_DOORTRY, // sampleId 3536 FX_SPOT, // type 3537 7, // delay (or random chance) 3538 { // roomVolList 3539 {9,9,9}, // {roomNo,leftVol,rightVol} 3540 {0,0,0}, // NULL-TERMINATOR 3541 }, 3542 }, 3543 //------------------------ 3544 // 56 George opens the door: GEODOOR9 3545 { 3546 FX_FLATDOOR, // sampleId 3547 FX_SPOT, // type 3548 10, // delay (or random chance) 3549 { // roomVolList 3550 {9,9,9}, // {roomNo,leftVol,rightVol} 3551 {0,0,0}, // NULL-TERMINATOR 3552 }, 3553 }, 3554 //------------------------ 3555 // 57 George picks the 'phone up: GEOPHN10 3556 { 3557 FX_FONEUP, // sampleId 3558 FX_SPOT, // type 3559 15, // delay (or random chance) 3560 { // roomVolList 3561 {10,9,9}, // {roomNo,leftVol,rightVol} 3562 {0,0,0}, // NULL-TERMINATOR 3563 }, 3564 }, 3565 //------------------------ 3566 // 58 George puts the 'phone down: GEPDWN10 3567 { 3568 FX_FONEDN, // sampleId 3569 FX_SPOT, // type 3570 4, // delay (or random chance) 3571 { // roomVolList 3572 {10,9,9}, // {roomNo,leftVol,rightVol} 3573 {0,0,0}, // NULL-TERMINATOR 3574 }, 3575 }, 3576 //------------------------ 3577 // 59 Albert opens the door: ALBOPEN 3578 { 3579 FX_ALBOP, // sampleId 3580 FX_SPOT, // type 3581 13, // delay (or random chance) 3582 { // roomVolList 3583 {5,10,10}, // {roomNo,leftVol,rightVol} 3584 {0,0,0}, // NULL-TERMINATOR 3585 }, 3586 }, 3587 //------------------------ 3588 //------------------------ 3589 // 60 Albert closes the door: ALBCLOSE 3590 { 3591 FX_ALBCLO, // sampleId 3592 FX_SPOT, // type 3593 20, // delay (or random chance) 3594 { // roomVolList 3595 {5,9,9}, // {roomNo,leftVol,rightVol} 3596 {0,0,0}, // NULL-TERMINATOR 3597 }, 3598 }, 3599 //------------------------ 3600 // 61 George enter Nico's flat. GEOENT10 3601 { 3602 FX_NICOPEN, // sampleId 3603 FX_SPOT, // type 3604 1, // delay (or random chance) 3605 { // roomVolList 3606 {10,7,8}, // {roomNo,leftVol,rightVol} 3607 {0,0,0}, // NULL-TERMINATOR 3608 }, 3609 }, 3610 //------------------------ 3611 // 62 George leaves Nico's. GEOLVS10 3612 { 3613 FX_NICLOSE, // sampleId 3614 FX_SPOT, // type 3615 13, // delay (or random chance) 3616 { // roomVolList 3617 {10,7,8}, // {roomNo,leftVol,rightVol} 3618 {0,0,0}, // NULL-TERMINATOR 3619 }, 3620 }, 3621 //------------------------ 3622 // 63 Another bird for the street. 3623 { 3624 FX_BIRD2, // sampleId 3625 FX_RANDOM, // type 3626 500, // WAS 15 (TOO LATE) 3627 { // roomVolList 3628 {9,10,10}, // {roomNo,leftVol,rightVol} 3629 {10,2,1}, 3630 {0,0,0}, // NULL-TERMINATOR 3631 }, 3632 }, 3633 //------------------------ 3634 // 64 George sits in the chair: GEOCHR 3635 { 3636 FX_GEOCHAIR, // sampleId 3637 FX_SPOT, // type 3638 14, // delay (or random chance) 3639 { // roomVolList 3640 {10,5,5}, // {roomNo,leftVol,rightVol} 3641 {0,0,0}, // NULL-TERMINATOR 3642 }, 3643 }, 3644 //------------------------ 3645 // 65 George sits on the couch: GEOCCH 3646 { 3647 FX_GEOCCH, // sampleId 3648 FX_SPOT, // type 3649 14, // delay (or random chance) 3650 { // roomVolList 3651 {10,5,5}, // {roomNo,leftVol,rightVol} 3652 {0,0,0}, // NULL-TERMINATOR 3653 }, 3654 }, 3655 //------------------------ 3656 // 66 George gets up from the chair: GEOCHR9 3657 { 3658 FX_GEOCHR9, // sampleId 3659 FX_SPOT, // type 3660 5, // delay (or random chance) 3661 { // roomVolList 3662 {10,3,3}, // {roomNo,leftVol,rightVol} 3663 {0,0,0}, // NULL-TERMINATOR 3664 }, 3665 }, 3666 //------------------------ 3667 // 67 George is electrocuted: COSSHK 3668 { 3669 FX_SHOCK1, // sampleId 3670 FX_SPOT, // type 3671 19, // delay (or random chance) 3672 { // roomVolList 3673 {11,10,10}, // {roomNo,leftVol,rightVol} 3674 {0,0,0}, // NULL-TERMINATOR 3675 }, 3676 }, 3677 //------------------------ 3678 // 68 George plays record: GEOWIND 3679 { 3680 FX_GRAMOFON, // sampleId 3681 FX_SPOT, // type 3682 0, // delay (or random chance) 3683 { // roomVolList 3684 {11,11,13}, // {roomNo,leftVol,rightVol} 3685 {0,0,0}, // NULL-TERMINATOR 3686 }, 3687 }, 3688 //------------------------ 3689 // 69 George is frisked: GORFRK 3690 { 3691 FX_FRISK, // sampleId 3692 FX_SPOT, // type 3693 6, // delay (or random chance) 3694 { // roomVolList 3695 {12,8,8}, // {roomNo,leftVol,rightVol} 3696 {0,0,0}, // NULL-TERMINATOR 3697 }, 3698 }, 3699 //------------------------ 3700 // 70 Traffic sound 3701 { 3702 FX_TRAFFIC3, // sampleId 3703 FX_LOOP, // type 3704 0, // delay (or random chance) 3705 { // roomVolList 3706 {11,5,4}, 3707 {12,1,1}, 3708 {16,4,4}, 3709 {18,2,3}, 3710 {46,4,3}, 3711 {0,0,0}, // NULL-TERMINATOR 3712 } 3713 }, 3714 //------------------------ 3715 // 71 Latvian reading: LATRDS 3716 { 3717 FX_PAPER6, // sampleId 3718 FX_SPOT, // type 3719 8, // delay (or random chance) 3720 { // roomVolList 3721 {13,8,8}, // {roomNo,leftVol,rightVol} 3722 {0,0,0}, // NULL-TERMINATOR 3723 }, 3724 }, 3725 //------------------------ 3726 // 72 Deskbell 3727 { 3728 FX_DESKBELL, // sampleId 3729 FX_SPOT, // type 3730 0, // delay (or random chance) 3731 { // roomVolList 3732 {13,10,8}, // {roomNo,leftVol,rightVol} 3733 {0,0,0}, // NULL-TERMINATOR 3734 }, 3735 }, 3736 //------------------------ 3737 // 73 George picks up hotel 'phone: GEOTEL 3738 { 3739 FX_PHONEUP2, // sampleId 3740 FX_SPOT, // type 3741 10, // delay (or random chance) 3742 { // roomVolList 3743 {13,8,8}, // {roomNo,leftVol,rightVol} 3744 {0,0,0}, // NULL-TERMINATOR 3745 }, 3746 }, 3747 //------------------------ 3748 // 74 George puts down hotel 'phone: GEOTEL9 3749 { 3750 FX_PHONEDN2, // sampleId 3751 FX_SPOT, // type 3752 10, // delay (or random chance) 3753 { // roomVolList 3754 {13,8,8}, // {roomNo,leftVol,rightVol} 3755 {0,0,0}, // NULL-TERMINATOR 3756 }, 3757 }, 3758 //------------------------ 3759 // 75 George tries doors in corridor: GEODOR 3760 { 3761 FX_TRYDOR14, // sampleId 3762 FX_SPOT, // type 3763 10, // delay (or random chance) 3764 { // roomVolList 3765 {14,8,8}, // {roomNo,leftVol,rightVol} 3766 {0,0,0}, // NULL-TERMINATOR 3767 }, 3768 }, 3769 //------------------------ 3770 // 76 George opens bedside cabinet: BEDDOR 3771 { 3772 FX_CABOPEN, // sampleId 3773 FX_SPOT, // type 3774 11, // delay (or random chance) 3775 { // roomVolList 3776 {15,10,14}, // {roomNo,leftVol,rightVol} 3777 {17,10,14}, 3778 {0,0,0}, // NULL-TERMINATOR 3779 }, 3780 }, 3781 //------------------------ 3782 // 77 George closes bedside cabinet: BEDDOR (reversed) 3783 { 3784 FX_CABCLOSE, // sampleId 3785 FX_SPOT, // type 3786 5, // delay (or random chance) 3787 { // roomVolList 3788 {15,10,14}, // {roomNo,leftVol,rightVol} 3789 {17,10,14}, 3790 {0,0,0}, // NULL-TERMINATOR 3791 }, 3792 }, 3793 //------------------------ 3794 // 78 George opens the window: WINDOW 3795 { 3796 FX_WINDOPEN, // sampleId 3797 FX_SPOT, // type 3798 19, // delay (or random chance) 3799 { // roomVolList 3800 {15,8,8}, // {roomNo,leftVol,rightVol} 3801 {0,0,0}, // NULL-TERMINATOR 3802 }, 3803 }, 3804 //------------------------ 3805 // 79 George goes right along the ledge: GEOIRW 3806 { 3807 FX_LEDGE1, // sampleId 3808 FX_SPOT, // type 3809 1, // delay (or random chance) 3810 { // roomVolList 3811 {16,12,12}, // {roomNo,leftVol,rightVol} 3812 {0,0,0}, // NULL-TERMINATOR 3813 }, 3814 }, 3815 //------------------------ 3816 //------------------------ 3817 // 80 George goes left along the ledge: GEOILW 3818 { 3819 FX_LEDGE2, // sampleId 3820 FX_SPOT, // type 3821 1, // delay (or random chance) 3822 { // roomVolList 3823 {16,12,12}, // {roomNo,leftVol,rightVol} 3824 {0,0,0}, // NULL-TERMINATOR 3825 }, 3826 }, 3827 //------------------------ 3828 // 81 Pigeon noises 3829 { 3830 FX_COO, // sampleId 3831 FX_RANDOM, // type 3832 80, // delay (or random chance) 3833 { // roomVolList 3834 {16,7,9}, // {roomNo,leftVol,rightVol} 3835 {46,5,4}, 3836 {0,0,0}, // NULL-TERMINATOR 3837 }, 3838 }, 3839 //------------------------ 3840 // 82 Pigeon noises 3841 { 3842 FX_COO2, // sampleId 3843 FX_RANDOM, // type 3844 60, // delay (or random chance) 3845 { // roomVolList 3846 {15,3,4}, // {roomNo,leftVol,rightVol} 3847 {16,8,5}, // {roomNo,leftVol,rightVol} 3848 {17,3,4}, 3849 {0,0,0}, // NULL-TERMINATOR 3850 }, 3851 }, 3852 //------------------------ 3853 // 83 George picks up and opens case: GEOBFC 3854 { 3855 FX_BRIEFON, // sampleId 3856 FX_SPOT, // type 3857 16, // delay (or random chance) 3858 { // roomVolList 3859 {17,12,12}, // {roomNo,leftVol,rightVol} 3860 {0,0,0}, // NULL-TERMINATOR 3861 }, 3862 }, 3863 //------------------------ 3864 // 84 George closes and puts down case: GEOBFC (reversed) 3865 { 3866 FX_BRIEFOFF, // sampleId 3867 FX_SPOT, // type 3868 12, // delay (or random chance) 3869 { // roomVolList 3870 {17,12,12}, // {roomNo,leftVol,rightVol} 3871 {0,0,0}, // NULL-TERMINATOR 3872 }, 3873 }, 3874 //------------------------ 3875 // 85 George gets into wardrobe. GEOWRB2 Attention, James. This is new as of 15/7/96 3876 { 3877 FX_WARDIN, // sampleId 3878 FX_SPOT, // type 3879 6, // delay (or random chance) 3880 { // roomVolList 3881 {17,4,4}, // {roomNo,leftVol,rightVol} 3882 {0,0,0}, // NULL-TERMINATOR 3883 }, 3884 }, 3885 //------------------------ 3886 // 86 George gets out of wardrobe. GEOWRB2 (Reversed). Attention, James. This is new as of 15/7/96 3887 { 3888 FX_WARDOUT, // sampleId 3889 FX_SPOT, // type 3890 41, // delay (or random chance) 3891 { // roomVolList 3892 {17,4,4}, // {roomNo,leftVol,rightVol} 3893 {0,0,0}, // NULL-TERMINATOR 3894 }, 3895 }, 3896 //------------------------ 3897 // 87 George jumps in through window: GEOWIN2 3898 { 3899 FX_JUMPIN, // sampleId 3900 FX_SPOT, // type 3901 7, // delay (or random chance) 3902 { // roomVolList 3903 {15,8,10}, 3904 {0,0,0}, // NULL-TERMINATOR 3905 }, 3906 }, 3907 //------------------------ 3908 // 88 George climbs in: GEOWIN2/GEOWIN8 3909 { 3910 FX_CLIMBIN, // sampleId 3911 FX_SPOT, // type 3912 0, // delay (or random chance) 3913 { // roomVolList 3914 {17,8,16}, // {roomNo,leftVol,rightVol} 3915 {15,8,16}, 3916 {0,0,0}, // NULL-TERMINATOR 3917 }, 3918 }, 3919 //------------------------ 3920 // 89 George climbs out: GEOWIN1/GEOWIN9 3921 { 3922 FX_CLIMBOUT, // sampleId 3923 FX_SPOT, // type 3924 17, // delay (or random chance) 3925 { // roomVolList 3926 {17,9,10}, // {roomNo,leftVol,rightVol} 3927 {15,9,10}, 3928 {0,0,0}, // NULL-TERMINATOR 3929 }, 3930 }, 3931 //------------------------ 3932 // 90 George picks the 'phone up: GEOTEL18 3933 { 3934 FX_FONEUP, // sampleId 3935 FX_SPOT, // type 3936 10, // delay (or random chance) 3937 { // roomVolList 3938 {18,4,3}, // {roomNo,leftVol,rightVol} 3939 {0,0,0}, // NULL-TERMINATOR 3940 }, 3941 }, 3942 //------------------------ 3943 // 91 George puts the 'phone down: GEOTL18A 3944 { 3945 FX_FONEDN, // sampleId 3946 FX_SPOT, // type 3947 11, // delay (or random chance) 3948 { // roomVolList 3949 {18,4,3}, // {roomNo,leftVol,rightVol} 3950 {0,0,0}, // NULL-TERMINATOR 3951 }, 3952 }, 3953 //------------------------ 3954 // 92 George tries to get keys. GEOKEY 3955 { 3956 FX_KEY13, // sampleId 3957 FX_SPOT, // type 3958 8, // delay (or random chance) 3959 { // roomVolList 3960 {13,3,2}, // {roomNo,leftVol,rightVol} 3961 {0,0,0}, // NULL-TERMINATOR 3962 }, 3963 }, 3964 //------------------------ 3965 // 93 George manages to get keys. GEOKEY13 3966 { 3967 FX_KEY13, // sampleId 3968 FX_SPOT, // type 3969 9, // delay (or random chance) 3970 { // roomVolList 3971 {13,3,2}, // {roomNo,leftVol,rightVol} 3972 {0,0,0}, // NULL-TERMINATOR 3973 }, 3974 }, 3975 //------------------------ 3976 // 94 George electrocutes Maguire: MAGSHK 3977 { 3978 FX_SHOCK2, // sampleId 3979 FX_SPOT, // type 3980 8, // delay (or random chance) 3981 { // roomVolList 3982 {19,9,10}, // {roomNo,leftVol,rightVol} 3983 {0,0,0}, // NULL-TERMINATOR 3984 }, 3985 }, 3986 //------------------------ 3987 // 95 George opens dray door : GEOTRP8 3988 { 3989 FX_TRAPOPEN, // sampleId 3990 FX_SPOT, // type 3991 20, // delay (or random chance) 3992 { // roomVolList 3993 {19,10,10}, // {roomNo,leftVol,rightVol} 3994 {0,0,0}, // NULL-TERMINATOR 3995 }, 3996 }, 3997 //------------------------ 3998 // 96 George breaks switch : Which anim? 3999 { 4000 FX_SWITCH19, // sampleId 4001 FX_SPOT, // type 4002 10, // delay (or random chance) 4003 { // roomVolList 4004 {19,10,10}, // {roomNo,leftVol,rightVol} 4005 {0,0,0}, // NULL-TERMINATOR 4006 }, 4007 }, 4008 //------------------------ 4009 // 97 Leary pulls pint: LESPMP 4010 { 4011 FX_PULLPINT, // sampleId 4012 FX_SPOT, // type 4013 6, // delay (or random chance) 4014 { // roomVolList 4015 {20,10,8}, // {roomNo,leftVol,rightVol} 4016 {0,0,0}, // NULL-TERMINATOR 4017 }, 4018 }, 4019 //------------------------ 4020 // 98 Glasswasher fuse blows (and the glass washer grinds to a halt) 4021 { 4022 FX_FUSE20, // sampleId 4023 FX_SPOT, // type 4024 0, // delay (or random chance) 4025 { // roomVolList 4026 {20,8,8}, // {roomNo,leftVol,rightVol} 4027 {0,0,0}, // NULL-TERMINATOR 4028 }, 4029 }, 4030 //------------------------ 4031 // 99 Fitz leaps to his feet: FTZSTD 4032 { 4033 FX_FITZUP, // sampleId 4034 FX_SPOT, // type 4035 5, // delay (or random chance) 4036 { // roomVolList 4037 {20,8,8}, // {roomNo,leftVol,rightVol} 4038 {0,0,0}, // NULL-TERMINATOR 4039 }, 4040 }, 4041 //------------------------ 4042 //------------------------ 4043 // 100 Fitz runs for it: FTZRUN 4044 { 4045 FX_FITZRUN, // sampleId 4046 FX_SPOT, // type 4047 15, // delay (or random chance) 4048 { // roomVolList 4049 {20,12,10}, // {roomNo,leftVol,rightVol} 4050 {0,0,0}, // NULL-TERMINATOR 4051 }, 4052 }, 4053 //------------------------ 4054 // 101 George pulls lever: GEOLVR & GEOLVR26 4055 { 4056 FX_LEVER, // sampleId 4057 FX_SPOT, // type 4058 26, // delay (or random chance) 4059 { // roomVolList 4060 {21,8,10}, // {roomNo,leftVol,rightVol} 4061 {26,8,10}, 4062 {0,0,0}, // NULL-TERMINATOR 4063 }, 4064 }, 4065 //------------------------ 4066 // 102 George pulls lever: GEOLVR8 & GEOLVR08 4067 { 4068 FX_LEVER2, // sampleId 4069 FX_SPOT, // type 4070 9, // delay (or random chance) 4071 { // roomVolList 4072 {21,8,10}, // {roomNo,leftVol,rightVol} 4073 {26,8,10}, 4074 {0,0,0}, // NULL-TERMINATOR 4075 }, 4076 }, 4077 //------------------------ 4078 // 103 George opens tap: No idea what the anim is 4079 { 4080 FX_TAP, // sampleId 4081 FX_SPOT, // type 4082 10, // delay (or random chance) 4083 { // roomVolList 4084 {21,8,8}, // {roomNo,leftVol,rightVol} 4085 {0,0,0}, // NULL-TERMINATOR 4086 }, 4087 }, 4088 //------------------------ 4089 // 104 George closes tap: No idea what this anim is either 4090 { 4091 FX_TAP2, // sampleId 4092 FX_SPOT, // type 4093 10, // delay (or random chance) 4094 { // roomVolList 4095 {21,8,8}, // {roomNo,leftVol,rightVol} 4096 {0,0,0}, // NULL-TERMINATOR 4097 }, 4098 }, 4099 //------------------------ 4100 // 105 Bar flap: FLPOPN 4101 { 4102 FX_BARFLAP, // sampleId 4103 FX_SPOT, // type 4104 1, // delay (or random chance) 4105 { // roomVolList 4106 {20,6,6}, // {roomNo,leftVol,rightVol} 4107 {0,0,0}, // NULL-TERMINATOR 4108 }, 4109 }, 4110 //------------------------ 4111 // 106 Farmer leaves: FRMWLK 4112 { 4113 FX_FARMERGO, // sampleId 4114 FX_SPOT, // type 4115 11, // delay (or random chance) 4116 { // roomVolList 4117 {22,6,9}, // {roomNo,leftVol,rightVol} 4118 {0,0,0}, // NULL-TERMINATOR 4119 }, 4120 }, 4121 //------------------------ 4122 // 107 George climbs haystack: GEOCLM 4123 { 4124 FX_CLIMBHAY, // sampleId 4125 FX_SPOT, // type 4126 11, // delay (or random chance) 4127 { // roomVolList 4128 {22,14,14}, // {roomNo,leftVol,rightVol} 4129 {0,0,0}, // NULL-TERMINATOR 4130 }, 4131 }, 4132 //------------------------ 4133 // 108 George drives sewer key into wall: GEOKEY23 4134 { 4135 FX_KEYSTEP, // sampleId 4136 FX_SPOT, // type 4137 39, // delay (or random chance) 4138 { // roomVolList 4139 {23,8,10}, // {roomNo,leftVol,rightVol} 4140 {0,0,0}, // NULL-TERMINATOR 4141 }, 4142 }, 4143 //------------------------ 4144 // 109 George climbs over wall: GEOCLM23 4145 { 4146 FX_CASTLWAL, // sampleId 4147 FX_SPOT, // type 4148 17, // delay (or random chance) 4149 { // roomVolList 4150 {23,8,8}, // {roomNo,leftVol,rightVol} 4151 {0,0,0}, // NULL-TERMINATOR 4152 }, 4153 }, 4154 //------------------------ 4155 //------------------------ 4156 // 110 George falls from wall: GEOTRY23 4157 { 4158 FX_CLIMBFAL, // sampleId 4159 FX_SPOT, // type 4160 43, // delay (or random chance) 4161 { // roomVolList 4162 {23,12,12}, // {roomNo,leftVol,rightVol} 4163 {0,0,0}, // NULL-TERMINATOR 4164 }, 4165 }, 4166 //------------------------ 4167 // 111 Goat chewing: GOTEAT 4168 { 4169 FX_GOATCHEW, // sampleId 4170 FX_SPOT, // type 4171 1, // delay (or random chance) 4172 { // roomVolList 4173 {24,10,10}, // {roomNo,leftVol,rightVol} 4174 {0,0,0}, // NULL-TERMINATOR 4175 }, 4176 }, 4177 //------------------------ 4178 // 112 George moves plough: GEOPLW 4179 { 4180 FX_PLOUGH, // sampleId 4181 FX_SPOT, // type 4182 8, // delay (or random chance) 4183 { // roomVolList 4184 {24,10,10}, // {roomNo,leftVol,rightVol} 4185 {0,0,0}, // NULL-TERMINATOR 4186 }, 4187 }, 4188 //------------------------ 4189 // 113 George drops slab: STNFALL 4190 { 4191 FX_SLABFALL, // sampleId 4192 FX_SPOT, // type 4193 6, // delay (or random chance) 4194 { // roomVolList 4195 {25,10,10}, // {roomNo,leftVol,rightVol} 4196 {0,0,0}, // NULL-TERMINATOR 4197 }, 4198 }, 4199 //------------------------ 4200 // 114 George picks up slab: GEOSTN8 4201 { 4202 FX_SLABUP, // sampleId 4203 FX_SPOT, // type 4204 29, // delay (or random chance) 4205 { // roomVolList 4206 {25,10,10}, // {roomNo,leftVol,rightVol} 4207 {0,0,0}, // NULL-TERMINATOR 4208 }, 4209 }, 4210 //------------------------ 4211 // 115 Secret door opens: ALTOPN 4212 { 4213 FX_SECDOR25, // sampleId 4214 FX_SPOT, // type 4215 17, // delay (or random chance) 4216 { // roomVolList 4217 {25,10,10}, // {roomNo,leftVol,rightVol} 4218 {0,0,0}, // NULL-TERMINATOR 4219 }, 4220 }, 4221 //------------------------ 4222 // 116 George wrings out cloth: GEOTWL25 4223 { 4224 FX_WRING, // sampleId 4225 FX_SPOT, // type 4226 24, // delay (or random chance) 4227 { // roomVolList 4228 {25,10,10}, // {roomNo,leftVol,rightVol} 4229 {0,0,0}, // NULL-TERMINATOR 4230 }, 4231 }, 4232 //------------------------ 4233 // 117 Rat running across barrels: RATJMP 4234 { 4235 FX_RAT3A, // sampleId 4236 FX_SPOT, // type 4237 1, // delay (or random chance) 4238 { // roomVolList 4239 {26,8,5}, // {roomNo,leftVol,rightVol} 4240 {0,0,0}, // NULL-TERMINATOR 4241 }, 4242 }, 4243 //------------------------ 4244 // 118 Rat running across barrels: RATJMP 4245 { 4246 FX_RAT3B, // sampleId 4247 FX_SPOT, // type 4248 8, // delay (or random chance) 4249 { // roomVolList 4250 {26,7,6}, // {roomNo,leftVol,rightVol} 4251 {0,0,0}, // NULL-TERMINATOR 4252 }, 4253 }, 4254 //------------------------ 4255 // 119 Rat running across barrels: RATJMP 4256 { 4257 FX_RAT3C, // sampleId 4258 FX_SPOT, // type 4259 26, // delay (or random chance) 4260 { // roomVolList 4261 {26,8,8}, // {roomNo,leftVol,rightVol} 4262 {0,0,0}, // NULL-TERMINATOR 4263 }, 4264 }, 4265 //------------------------ 4266 //------------------------ 4267 // 120 Irish bird song 1: 4268 { 4269 FX_EIRBIRD1, // sampleId 4270 FX_RANDOM, // type 4271 720, // delay (or random chance) 4272 { // roomVolList 4273 {19,6,8}, // {roomNo,leftVol,rightVol} 4274 {21,2,3}, 4275 {22,8,5}, 4276 {23,6,5}, 4277 {24,8,8}, 4278 {0,0,0}, // NULL-TERMINATOR 4279 } 4280 }, 4281 //------------------------ 4282 // 121 Irish bird song 2: 4283 { 4284 FX_EIRBIRD2, // sampleId 4285 FX_RANDOM, // type 4286 720, // delay (or random chance) 4287 { // roomVolList 4288 {19,8,6}, // {roomNo,leftVol,rightVol} 4289 {21,2,3}, 4290 {22,6,8}, 4291 {23,5,5}, 4292 {24,8,8}, 4293 {0,0,0}, // NULL-TERMINATOR 4294 } 4295 }, 4296 //------------------------ 4297 // 122 Irish bird song 3: 4298 { 4299 FX_EIRBIRD3, // sampleId 4300 FX_RANDOM, // type 4301 720, // delay (or random chance) 4302 { // roomVolList 4303 {19,8,8}, // {roomNo,leftVol,rightVol} 4304 {21,3,4}, 4305 {22,8,8}, 4306 {23,5,6}, 4307 {24,6,8}, 4308 {0,0,0}, // NULL-TERMINATOR 4309 } 4310 }, 4311 //------------------------ 4312 // 123 Rat 3D: 4313 { 4314 FX_RAT3D, // sampleId 4315 FX_RANDOM, // type 4316 600, // delay (or random chance) 4317 { // roomVolList 4318 {26,2,3}, // {roomNo,leftVol,rightVol} 4319 {0,0,0}, // NULL-TERMINATOR 4320 } 4321 }, 4322 //------------------------ 4323 // 124 Wind atop the battlements 4324 { 4325 FX_WIND, // sampleId 4326 FX_LOOP, // type 4327 0, // delay (or random chance) 4328 { // roomVolList 4329 {23,6,6}, // {roomNo,leftVol,rightVol} 4330 {0,0,0}, // NULL-TERMINATOR 4331 } 4332 }, 4333 //------------------------ 4334 // 125 Glasswasher in the pub (Room 20) *JEL* Stops after fuse blows and starts when george fixes it. 4335 { 4336 FX_WASHER, // sampleId 4337 FX_LOOP, // type 4338 0, // delay (or random chance) 4339 { // roomVolList 4340 {20,4,4}, // {roomNo,leftVol,rightVol} 4341 {0,0,0}, // NULL-TERMINATOR 4342 } 4343 }, 4344 //------------------------ 4345 // 126 Running tap in the cellar: (Room 21) *JEL* Only when the tap is on. 4346 { 4347 FX_CELTAP, // sampleId 4348 FX_LOOP, // type 4349 0, // delay (or random chance) 4350 { // roomVolList 4351 {21,3,3}, // {roomNo,leftVol,rightVol} 4352 {0,0,0}, // NULL-TERMINATOR 4353 } 4354 }, 4355 //------------------------ 4356 // 127 Lopez's hose. Basically a loop but stops when George cuts the water supply. Replaces MUTTER1. 4357 { 4358 FX_HOSE57, // sampleId 4359 FX_LOOP, // type 4360 0, // delay (or random chance) 4361 { // roomVolList 4362 {57,3,1}, // {roomNo,leftVol,rightVol} 4363 {0,0,0}, // NULL-TERMINATOR 4364 } 4365 }, 4366 //------------------------ 4367 // 128 Lopez's hose being switched off. Anim GARD05. Replaces MUTTER2. 4368 { 4369 FX_HOSE57B, // sampleId 4370 FX_SPOT, // type 4371 1, // delay (or random chance) 4372 { // roomVolList 4373 {57,3,2}, // {roomNo,leftVol,rightVol} 4374 {0,0,0}, // NULL-TERMINATOR 4375 } 4376 }, 4377 //------------------------ 4378 // 129 Nejo bouncing the ball off the door. NEJ8 4379 { 4380 FX_BALLPLAY, // sampleId 4381 FX_SPOT, // type 4382 13, // delay (or random chance) 4383 { // roomVolList 4384 {45,5,1}, // {roomNo,leftVol,rightVol} 4385 {0,0,0}, // NULL-TERMINATOR 4386 } 4387 }, 4388 //------------------------ 4389 //------------------------ 4390 // 130 Cricket loop for Syrian desert Only audible in 55 when the cave door is open. 4391 { 4392 FX_CRICKET, // sampleId 4393 FX_LOOP, // type 4394 0, // delay (or random chance) 4395 { // roomVolList 4396 {54,8,8}, // {roomNo,leftVol,rightVol} 4397 {55,3,5}, 4398 {0,0,0}, // NULL-TERMINATOR 4399 } 4400 }, 4401 //------------------------ 4402 // 131 Display case shatters: GEOTOTB 4403 { 4404 FX_SMASHGLA, // sampleId 4405 FX_SPOT, // type 4406 35, // delay (or random chance) 4407 { // roomVolList 4408 {29,16,12}, // {roomNo,leftVol,rightVol} 4409 {0,0,0}, // NULL-TERMINATOR 4410 } 4411 }, 4412 //------------------------ 4413 // 132 Burglar alarm: Once the case is smashed (see 131) 4414 { 4415 FX_ALARM, // sampleId 4416 FX_LOOP, // type 4417 0, // delay (or random chance) 4418 { // roomVolList 4419 {28,12,12}, // {roomNo,leftVol,rightVol} 4420 {29,16,16}, // {roomNo,leftVol,rightVol} 4421 {0,0,0}, // NULL-TERMINATOR 4422 } 4423 }, 4424 //------------------------ 4425 // 133 Guido fires: GUIGUN 4426 { 4427 FX_GUN1, // sampleId 4428 FX_SPOT, // type 4429 7, // delay (or random chance) 4430 { // roomVolList 4431 {29,16,16}, // {roomNo,leftVol,rightVol} 4432 {0,0,0}, // NULL-TERMINATOR 4433 } 4434 }, 4435 //------------------------ 4436 // 134 Guido knocked down: NICPUS1 4437 { 4438 FX_GUI_HIT, // sampleId 4439 FX_SPOT, // type 4440 40, // delay (or random chance) 4441 { // roomVolList 4442 {29,10,10}, // {roomNo,leftVol,rightVol} 4443 {0,0,0}, // NULL-TERMINATOR 4444 } 4445 }, 4446 //------------------------ 4447 // 135 Museum exterior ambience 4448 { 4449 FX_MUESEXT, // sampleId 4450 FX_LOOP, // type 4451 0, // delay (or random chance) 4452 { // roomVolList 4453 {27,10,10}, // {roomNo,leftVol,rightVol} 4454 {0,0,0}, // NULL-TERMINATOR 4455 } 4456 }, 4457 //------------------------ 4458 // 136 Cat gets nowty: CAT3 4459 { 4460 FX_STALLCAT, // sampleId 4461 FX_SPOT, // type 4462 1, // delay (or random chance) 4463 { // roomVolList 4464 {45,10,6}, // {roomNo,leftVol,rightVol} 4465 {0,0,0}, // NULL-TERMINATOR 4466 } 4467 }, 4468 //------------------------ 4469 // 137 Cat gets very nowty: CAT5 4470 { 4471 FX_CATHIT, // sampleId 4472 FX_SPOT, // type 4473 4, // delay (or random chance) 4474 { // roomVolList 4475 {45,10,6}, // {roomNo,leftVol,rightVol} 4476 {0,0,0}, // NULL-TERMINATOR 4477 } 4478 }, 4479 //------------------------ 4480 // 138 Desert wind: Only audible in 55 when the cave door is open. 4481 { 4482 FX_SYRIWIND, // sampleId 4483 FX_RANDOM, // type 4484 720, // delay (or random chance) 4485 { // roomVolList 4486 {54,10,10}, // {roomNo,leftVol,rightVol} 4487 {55,5,7}, 4488 {0,0,0}, // NULL-TERMINATOR 4489 } 4490 }, 4491 //------------------------ 4492 // 139 Bell on Nejo's stall: GEOSYR7 4493 { 4494 FX_STALLBEL, // sampleId 4495 FX_SPOT, // type 4496 7, // delay (or random chance) 4497 { // roomVolList 4498 {45,10,8}, // {roomNo,leftVol,rightVol} 4499 {0,0,0}, // NULL-TERMINATOR 4500 } 4501 }, 4502 //------------------------ 4503 //------------------------ 4504 // 140 George electrocutes Khan: GEOSYR40 4505 { 4506 FX_SHOCK3, // sampleId 4507 FX_SPOT, // type 4508 6, // delay (or random chance) 4509 { // roomVolList 4510 {54,10,10}, // {roomNo,leftVol,rightVol} 4511 {0,0,0}, // NULL-TERMINATOR 4512 }, 4513 }, 4514 //------------------------ 4515 // 141 George thumps Khan: GEOSYR40 4516 { 4517 FX_THUMP1, // sampleId 4518 FX_SPOT, // type 4519 22, // delay (or random chance) 4520 { // roomVolList 4521 {54,12,12}, // {roomNo,leftVol,rightVol} 4522 {0,0,0}, // NULL-TERMINATOR 4523 }, 4524 }, 4525 //------------------------ 4526 // 142 Khan hits the floor: KHS9 4527 { 4528 FX_KHANDOWN, // sampleId 4529 FX_SPOT, // type 4530 24, // delay (or random chance) 4531 { // roomVolList 4532 {54,8,8}, // {roomNo,leftVol,rightVol} 4533 {0,0,0}, // NULL-TERMINATOR 4534 }, 4535 }, 4536 //------------------------ 4537 // 143 Hospital ambience 4538 { 4539 FX_HOSPNOIS, // sampleId 4540 FX_LOOP, // type 4541 0, // delay (or random chance) 4542 { // roomVolList 4543 {32,6,4}, // {roomNo,leftVol,rightVol} 4544 {33,7,7}, 4545 {34,3,4}, 4546 {0,0,0}, // NULL-TERMINATOR 4547 }, 4548 }, 4549 //------------------------ 4550 // 144 Mr Shiny switched on: DOMPLG (Start FX_SHINY) 4551 { 4552 FX_SHINYON, // sampleId 4553 FX_SPOT, // type 4554 0, // delay (or random chance) 4555 { // roomVolList 4556 {33,12,14}, // {roomNo,leftVol,rightVol} 4557 {0,0,0}, // NULL-TERMINATOR 4558 }, 4559 }, 4560 //------------------------ 4561 // 145 Mr Shiny running 4562 { 4563 FX_SHINY, // sampleId 4564 FX_LOOP, // type 4565 0, // delay (or random chance) 4566 { // roomVolList 4567 {32,4,3}, // {roomNo,leftVol,rightVol} 4568 {33,12,14}, 4569 {0,0,0}, // NULL-TERMINATOR 4570 }, 4571 }, 4572 //------------------------ 4573 // 146 Mr Shiny switched off: GEOPLG33 (Turn off FX_SHINY at the same time) 4574 { 4575 FX_SHINYOFF, // sampleId 4576 FX_SPOT, // type 4577 0, // delay (or random chance) 4578 { // roomVolList 4579 {33,12,16}, // {roomNo,leftVol,rightVol} 4580 {0,0,0}, // NULL-TERMINATOR 4581 }, 4582 }, 4583 //------------------------ 4584 // 147 Benoir takes blood pressure: BENBP1 or BENBP2 4585 { 4586 FX_BLOODPRE, // sampleId 4587 FX_SPOT, // type 4588 39, // delay (or random chance) 4589 { // roomVolList 4590 {34,14,16}, // {roomNo,leftVol,rightVol} 4591 {0,0,0}, // NULL-TERMINATOR 4592 }, 4593 }, 4594 //------------------------ 4595 // 148 George takes blood pressure: GEOBP1 or GEOBP2 4596 { 4597 FX_BLOODPRE, // sampleId 4598 FX_SPOT, // type 4599 62, // delay (or random chance) 4600 { // roomVolList 4601 {34,14,16}, // {roomNo,leftVol,rightVol} 4602 {0,0,0}, // NULL-TERMINATOR 4603 }, 4604 }, 4605 //------------------------ 4606 // 149 Goat baas as it attacks: GOTCR and GOTCL 4607 { 4608 FX_GOATBAA, // sampleId 4609 FX_SPOT, // type 4610 1, // delay (or random chance) 4611 { // roomVolList 4612 {24,12,12}, // {roomNo,leftVol,rightVol} 4613 {0,0,0}, // NULL-TERMINATOR 4614 }, 4615 }, 4616 //------------------------ 4617 //------------------------ 4618 // 150 Goat peeved at being trapped: GOTPLW (I'd advise triggering this anim randomly if you haven't done that) 4619 { 4620 FX_GOATDOH, // sampleId 4621 FX_SPOT, // type 4622 7, // delay (or random chance) 4623 { // roomVolList 4624 {24,7,6}, // {roomNo,leftVol,rightVol} 4625 {0,0,0}, // NULL-TERMINATOR 4626 }, 4627 }, 4628 //------------------------ 4629 // 151 George triggers the Irish secret door: GEOPUT 4630 { 4631 FX_TRIGER25, // sampleId 4632 FX_SPOT, // type 4633 35, // delay (or random chance) 4634 { // roomVolList 4635 {25,6,5}, // {roomNo,leftVol,rightVol} 4636 {0,0,0}, // NULL-TERMINATOR 4637 }, 4638 }, 4639 //------------------------ 4640 // 152 George winds up gramophone: GEOWIND 4641 { 4642 FX_WINDUP11, // sampleId 4643 FX_SPOT, // type 4644 16, // delay (or random chance) 4645 { // roomVolList 4646 {11,7,7}, // {roomNo,leftVol,rightVol} 4647 {0,0,0}, // NULL-TERMINATOR 4648 }, 4649 }, 4650 //------------------------ 4651 // 153 Marib ambience 4652 { 4653 FX_MARIB, // sampleId 4654 FX_LOOP, // type 4655 0, // delay (or random chance) 4656 { // roomVolList 4657 {45,7,7}, // {roomNo,leftVol,rightVol} 4658 {47,5,5}, 4659 {50,5,4}, 4660 {0,0,0}, // NULL-TERMINATOR 4661 }, 4662 }, 4663 //------------------------ 4664 // 154 Statuette breaks: STA2 4665 { 4666 FX_STATBREK, // sampleId 4667 FX_SPOT, // type 4668 10, // delay (or random chance) 4669 { // roomVolList 4670 {45,7,4}, // {roomNo,leftVol,rightVol} 4671 {0,0,0}, // NULL-TERMINATOR 4672 }, 4673 }, 4674 //------------------------ 4675 // 155 George opens toilet door: CUBDOR50 4676 { 4677 FX_CUBDOR, // sampleId 4678 FX_SPOT, // type 4679 6, // delay (or random chance) 4680 { // roomVolList 4681 {50,6,6}, // {roomNo,leftVol,rightVol} 4682 {0,0,0}, // NULL-TERMINATOR 4683 }, 4684 }, 4685 //------------------------ 4686 // 156 Crowd goes, "Ooh!": CRO36APP 4687 { 4688 FX_OOH, // sampleId 4689 FX_SPOT, // type 4690 1, // delay (or random chance) 4691 { // roomVolList 4692 {36,6,7}, // {roomNo,leftVol,rightVol} 4693 {0,0,0}, // NULL-TERMINATOR 4694 }, 4695 }, 4696 //------------------------ 4697 // 157 Phone rings: When Nico calls back in room 41. Loops until the guard answers it. 4698 { 4699 FX_PHONCALL, // sampleId 4700 FX_LOOP, // type 4701 0, // delay (or random chance) 4702 { // roomVolList 4703 {41,16,16}, // {roomNo,leftVol,rightVol} 4704 {0,0,0}, // NULL-TERMINATOR 4705 }, 4706 }, 4707 //------------------------ 4708 // 158 Phone picked up in 41: GUA41ANS 4709 { 4710 FX_FONEUP41, // sampleId 4711 FX_SPOT, // type 4712 18, // delay (or random chance) 4713 { // roomVolList 4714 {41,5,6}, // {roomNo,leftVol,rightVol} 4715 {0,0,0}, // NULL-TERMINATOR 4716 }, 4717 }, 4718 //------------------------ 4719 // 159 George turns thermostat: GEO41THE (another dummy). Also used on the reverse. 4720 { 4721 FX_THERMO1, // sampleId 4722 FX_SPOT, // type 4723 10, // delay (or random chance) 4724 { // roomVolList 4725 {41,6,5}, // {roomNo,leftVol,rightVol} 4726 {0,0,0}, // NULL-TERMINATOR 4727 }, 4728 }, 4729 //------------------------ 4730 // 160 Low echoing rumble of large church 4731 { 4732 FX_CHURCHFX, // sampleId 4733 FX_LOOP, // type 4734 0, // delay (or random chance) 4735 { // roomVolList 4736 {38,5,5}, // {roomNo,leftVol,rightVol} 4737 {48,5,5}, // {roomNo,leftVol,rightVol} 4738 {0,0,0}, // NULL-TERMINATOR 4739 }, 4740 }, 4741 //------------------------ 4742 // 161 George drys hand: GEO43HAN 4743 { 4744 FX_DRIER1, // sampleId 4745 FX_SPOT, // type 4746 9, // delay (or random chance) 4747 { // roomVolList 4748 {43,16,16}, // {roomNo,leftVol,rightVol} 4749 {0,0,0}, // NULL-TERMINATOR 4750 }, 4751 }, 4752 //------------------------ 4753 // 162 George jumps in through window: GEOWIN8 4754 { 4755 FX_JUMPIN, // sampleId 4756 FX_SPOT, // type 4757 49, // delay (or random chance) 4758 { // roomVolList 4759 {17,8,10}, // {roomNo,leftVol,rightVol} 4760 {0,0,0}, // NULL-TERMINATOR 4761 }, 4762 }, 4763 //------------------------ 4764 // 163 Khan fires: KHS12 4765 { 4766 FX_SHOTKHAN, // sampleId 4767 FX_SPOT, // type 4768 30, // delay (or random chance) 4769 { // roomVolList 4770 {54,5,5}, // {roomNo,leftVol,rightVol} 4771 {0,0,0}, // NULL-TERMINATOR 4772 }, 4773 }, 4774 //------------------------ 4775 // 164 Khan fires: KHS5 4776 { 4777 FX_SHOTKHAN, // sampleId 4778 FX_SPOT, // type 4779 5, // delay (or random chance) 4780 { // roomVolList 4781 {54,5,5}, // {roomNo,leftVol,rightVol} 4782 {0,0,0}, // NULL-TERMINATOR 4783 }, 4784 }, 4785 //------------------------ 4786 // 165 George falls: GEOSYR37 4787 { 4788 FX_GEOFAL54, // sampleId 4789 FX_SPOT, // type 4790 25, // delay (or random chance) 4791 { // roomVolList 4792 {54,5,5}, // {roomNo,leftVol,rightVol} 4793 {0,0,0}, // NULL-TERMINATOR 4794 }, 4795 }, 4796 //------------------------ 4797 // 166 George falls after going for the gun (GEOSYR42) 4798 { 4799 FX_GEOFAL54, // sampleId 4800 FX_SPOT, // type 4801 46, // delay (or random chance) 4802 { // roomVolList 4803 {54,5,5}, // {roomNo,leftVol,rightVol} 4804 {0,0,0}, // NULL-TERMINATOR 4805 }, 4806 }, 4807 //------------------------ 4808 // 167 Pickaxe sound 5: Screen 1 - WRKDIG01 4809 { 4810 FX_PICK5, // sampleId 4811 FX_SPOT, // type 4812 9, // delay (or random chance) * 4813 { // roomVolList 4814 {1,3,3}, // {roomNo,leftVol,rightVol} 4815 {0,0,0}, // NULL-TERMINATOR 4816 }, 4817 }, 4818 //------------------------ 4819 // 168 George climbs ladder in 7: GEOASC07 4820 { 4821 FX_SEWLADU7, // sampleId 4822 FX_SPOT, // type 4823 7, // delay (or random chance) * 4824 { // roomVolList 4825 {7,8,9}, // {roomNo,leftVol,rightVol} 4826 {0,0,0}, // NULL-TERMINATOR 4827 }, 4828 }, 4829 //------------------------ 4830 // 169 George picks keys up in Alamut: GEOKEYS1 4831 { 4832 FX_KEYS49, // sampleId 4833 FX_SPOT, // type 4834 9, // delay (or random chance) * 4835 { // roomVolList 4836 {49,8,7}, // {roomNo,leftVol,rightVol} 4837 {0,0,0}, // NULL-TERMINATOR 4838 }, 4839 }, 4840 //------------------------ 4841 //------------------------ 4842 // 170 George puts down keys up in Alamut: GEOKEYS2 4843 { 4844 FX_KEYS49, // sampleId 4845 FX_SPOT, // type 4846 7, // delay (or random chance) * 4847 { // roomVolList 4848 {49,8,7}, // {roomNo,leftVol,rightVol} 4849 {0,0,0}, // NULL-TERMINATOR 4850 }, 4851 }, 4852 //------------------------ 4853 // 171 George unlocks toilet door: GEOSYR43 4854 { 4855 FX_UNLOCK49, // sampleId 4856 FX_SPOT, // type 4857 16, // delay (or random chance) * 4858 { // roomVolList 4859 {49,6,8}, // {roomNo,leftVol,rightVol} 4860 {0,0,0}, // NULL-TERMINATOR 4861 }, 4862 }, 4863 //------------------------ 4864 // 172 George breaks the toilet chain. GEOSYR48 4865 { 4866 FX_WCCHAIN, // sampleId 4867 FX_SPOT, // type 4868 10, // delay (or random chance) * 4869 { // roomVolList 4870 {50,6,7}, // {roomNo,leftVol,rightVol} 4871 {0,0,0}, // NULL-TERMINATOR 4872 }, 4873 }, 4874 //------------------------ 4875 // 173 George breaks the branch of the cliff edge tree. GEOSYR20 4876 { 4877 FX_BREKSTIK, // sampleId 4878 FX_SPOT, // type 4879 16, // delay (or random chance) * 4880 { // roomVolList 4881 {54,6,6}, // {roomNo,leftVol,rightVol} 4882 {0,0,0}, // NULL-TERMINATOR 4883 }, 4884 }, 4885 //------------------------ 4886 // 174 George climbs down the cliff face. GEOSYR23 4887 { 4888 FX_CLIMBDWN, // sampleId 4889 FX_SPOT, // type 4890 6, // delay (or random chance) * 4891 { // roomVolList 4892 {54,6,7}, // {roomNo,leftVol,rightVol} 4893 {0,0,0}, // NULL-TERMINATOR 4894 }, 4895 }, 4896 //------------------------ 4897 // 175 George pulls ring: GEOSYR26 4898 { 4899 FX_RINGPULL, // sampleId 4900 FX_SPOT, // type 4901 1, // delay (or random chance) * 4902 { // roomVolList 4903 {54,7,4}, // {roomNo,leftVol,rightVol} 4904 {0,0,0}, // NULL-TERMINATOR 4905 }, 4906 }, 4907 //------------------------ 4908 // 176 Bull's Head door opens: SECDOR 4909 { 4910 FX_SECDOR54, // sampleId 4911 FX_SPOT, // type 4912 1, // delay (or random chance) * 4913 { // roomVolList 4914 {54,7,8}, // {roomNo,leftVol,rightVol} 4915 {0,0,0}, // NULL-TERMINATOR 4916 }, 4917 }, 4918 //------------------------ 4919 // 177 Inside Bull's Head door opens: DOOR55 (and its reverse). 4920 { 4921 FX_SECDOR55, // sampleId 4922 FX_SPOT, // type 4923 1, // delay (or random chance) * 4924 { // roomVolList 4925 {55,4,12}, // {roomNo,leftVol,rightVol} 4926 {0,0,0}, // NULL-TERMINATOR 4927 }, 4928 }, 4929 //------------------------ 4930 // 178 Ayub opens door. AYU1 4931 { 4932 FX_AYUBDOOR, // sampleId 4933 FX_SPOT, // type 4934 1, // delay (or random chance) * 4935 { // roomVolList 4936 {45,8,3}, // {roomNo,leftVol,rightVol} 4937 {0,0,0}, // NULL-TERMINATOR 4938 }, 4939 }, 4940 //------------------------ 4941 // 179 George knocks at the door in location 4: GEONOK followed by reverse of GEONOK 4942 { 4943 FX_KNOKKNOK, // sampleId 4944 FX_SPOT, // type 4945 13, // delay (or random chance) * 4946 { // roomVolList 4947 {4,16,16}, // {roomNo,leftVol,rightVol} 4948 {0,0,0}, // NULL-TERMINATOR 4949 }, 4950 }, 4951 //------------------------ 4952 // 180 George knocks at the door in location 5: GEONOK05 4953 { 4954 FX_KNOKKNOK, // sampleId 4955 FX_SPOT, // type 4956 8, // delay (or random chance) * 4957 { // roomVolList 4958 {5,8,8}, // {roomNo,leftVol,rightVol} 4959 {0,0,0}, // NULL-TERMINATOR 4960 }, 4961 }, 4962 //------------------------ 4963 // 181 Those pesky Irish birds turn up in Spain, too. 4964 { 4965 FX_SPNBIRD1, // sampleId 4966 FX_RANDOM, // type 4967 720, // delay (or random chance) * 4968 { // roomVolList 4969 {57,1,4}, 4970 {58,8,4}, 4971 {0,0,0}, // NULL-TERMINATOR 4972 }, 4973 }, 4974 //------------------------ 4975 // 182 Those pesky Irish birds turn up in Spain, too. 4976 { 4977 FX_SPNBIRD2, // sampleId 4978 FX_RANDOM, // type 4979 697, // delay (or random chance) * 4980 { // roomVolList 4981 {57,4,8}, // {roomNo,leftVol,rightVol} 4982 {58,4,1}, 4983 {0,0,0}, // NULL-TERMINATOR 4984 }, 4985 }, 4986 //------------------------ 4987 // 183 The secret door in the well: SECDOR61 anim 4988 { 4989 FX_SECDOR61, // sampleId 4990 FX_SPOT, // type 4991 1, // delay (or random chance) * 4992 { // roomVolList 4993 {61,4,8}, // {roomNo,leftVol,rightVol} 4994 {0,0,0}, // NULL-TERMINATOR 4995 }, 4996 }, 4997 //------------------------ 4998 // 184 Spanish countryside ambience 4999 { 5000 FX_SPAIN, // sampleId 5001 FX_LOOP, // type 5002 0, // delay (or random chance) * 5003 { // roomVolList 5004 {57,1,2}, // 5005 {58,2,2}, // 5006 {60,1,1}, // 5007 {0,0,0}, // NULL-TERMINATOR 5008 }, 5009 }, 5010 //------------------------ 5011 // 185 Spanish well ambience 5012 { 5013 FX_WELLDRIP, // sampleId 5014 FX_LOOP, // type 5015 0, // delay (or random chance) * 5016 { // roomVolList 5017 {61,4,4}, // {roomNo,leftVol,rightVol} 5018 {0,0,0}, // NULL-TERMINATOR 5019 }, 5020 }, 5021 //------------------------ 5022 // 186 Fish falls on George's head: GEOTOT29 5023 { 5024 FX_FISHFALL, // sampleId 5025 FX_SPOT, // type 5026 60, // delay (or random chance) * 5027 { // roomVolList 5028 {29,10,16}, // {roomNo,leftVol,rightVol} 5029 {0,0,0}, // NULL-TERMINATOR 5030 }, 5031 }, 5032 //------------------------ 5033 // 187 Hospital exterior ambience 5034 { 5035 FX_HOSPEXT, // sampleId 5036 FX_LOOP, // type 5037 0, // delay (or random chance) * 5038 { // roomVolList 5039 {31,3,4}, // {roomNo,leftVol,rightVol} 5040 {0,0,0}, // NULL-TERMINATOR 5041 }, 5042 }, 5043 //------------------------ 5044 // 188 Hospital exterior gravel footstep #1 5045 { 5046 FX_GRAVEL1, // sampleId 5047 FX_SPOT, // type 5048 0, // delay (or random chance) * 5049 { // roomVolList 5050 {31,16,16}, // {roomNo,leftVol,rightVol} 5051 {0,0,0}, // NULL-TERMINATOR 5052 }, 5053 }, 5054 //------------------------ 5055 // 189 Hospital exterior gravel footstep #2 5056 { 5057 FX_GRAVEL2, // sampleId 5058 FX_SPOT, // type 5059 0, // delay (or random chance) * 5060 { // roomVolList 5061 {31,16,16}, // {roomNo,leftVol,rightVol} 5062 {0,0,0}, // NULL-TERMINATOR 5063 }, 5064 }, 5065 //------------------------ 5066 //------------------------ 5067 // 190 George opens sarcophagus: GEOSAR 5068 { 5069 FX_SARCO28A, // sampleId 5070 FX_SPOT, // type 5071 26, // delay (or random chance) * 5072 { // roomVolList 5073 {28,6,6}, // {roomNo,leftVol,rightVol} 5074 {0,0,0}, // NULL-TERMINATOR 5075 }, 5076 }, 5077 //------------------------ 5078 // 191 George closes sarcophagus: GEOSAR2 5079 { 5080 FX_SARCO28B, // sampleId 5081 FX_SPOT, // type 5082 24, // delay (or random chance) * 5083 { // roomVolList 5084 {28,3,3}, // {roomNo,leftVol,rightVol} 5085 {0,0,0}, // NULL-TERMINATOR 5086 }, 5087 }, 5088 //------------------------ 5089 // 192 Guard opens sarcophagus: MUSOPN 5090 { 5091 FX_SARCO28C, // sampleId 5092 FX_SPOT, // type 5093 14, // delay (or random chance) * 5094 { // roomVolList 5095 {28,3,3}, // {roomNo,leftVol,rightVol} 5096 {0,0,0}, // NULL-TERMINATOR 5097 }, 5098 }, 5099 //------------------------ 5100 // 193 George peeks out of sarcophagus: GEOPEEK 5101 { 5102 FX_SARCO29, // sampleId 5103 FX_SPOT, // type 5104 4, // delay (or random chance) * 5105 { // roomVolList 5106 {29,5,10}, // {roomNo,leftVol,rightVol} 5107 {0,0,0}, // NULL-TERMINATOR 5108 }, 5109 }, 5110 //------------------------ 5111 // 194 The rope drops into the room: ROPE29 5112 { 5113 FX_ROPEDOWN, // sampleId 5114 FX_SPOT, // type 5115 3, // delay (or random chance) * 5116 { // roomVolList 5117 {29,3,3}, // {roomNo,leftVol,rightVol} 5118 {0,0,0}, // NULL-TERMINATOR 5119 }, 5120 }, 5121 //------------------------ 5122 // 195 George pushes the totem pole: GEOTOT29 5123 { 5124 FX_TOTEM29A, // sampleId 5125 FX_SPOT, // type 5126 30, // delay (or random chance) * 5127 { // roomVolList 5128 {29,12,12}, // {roomNo,leftVol,rightVol} 5129 {0,0,0}, // NULL-TERMINATOR 5130 }, 5131 }, 5132 //------------------------ 5133 // 196 George pushes the totem pole over: GEOTOTB 5134 { 5135 FX_TOTEM29B, // sampleId 5136 FX_SPOT, // type 5137 1, // delay (or random chance) * 5138 { // roomVolList 5139 {29,16,16}, // {roomNo,leftVol,rightVol} 5140 {0,0,0}, // NULL-TERMINATOR 5141 }, 5142 }, 5143 //------------------------ 5144 // 197 George rocks the totem pole in museum hours: TOTEM28 5145 { 5146 FX_TOTEM28A, // sampleId 5147 FX_SPOT, // type 5148 8, // delay (or random chance) * 5149 { // roomVolList 5150 {28,4,4}, // {roomNo,leftVol,rightVol} 5151 {0,0,0}, // NULL-TERMINATOR 5152 }, 5153 }, 5154 //------------------------ 5155 // 198 Ambient sound for Montfaucon Square 5156 { 5157 FX_MONTAMB, // sampleId 5158 FX_LOOP, // type 5159 0, // delay (or random chance) * 5160 { // roomVolList 5161 {36,6,6}, // {roomNo,leftVol,rightVol} 5162 {40,6,6}, 5163 {0,0,0}, // NULL-TERMINATOR 5164 }, 5165 }, 5166 //------------------------ 5167 // 199 Ambient sound churchyard. 5168 { 5169 FX_WIND71, // sampleId 5170 FX_RANDOM, // type 5171 720, // delay (or random chance) * 5172 { // roomVolList 5173 {71,10,10}, // {roomNo,leftVol,rightVol} 5174 {72,7,7}, 5175 {0,0,0}, // NULL-TERMINATOR 5176 }, 5177 }, 5178 //------------------------ 5179 // 200 Owl cry #1 in churchyard 5180 { 5181 FX_OWL71A, // sampleId 5182 FX_RANDOM, // type 5183 720, // delay (or random chance) * 5184 { // roomVolList 5185 {71,8,8}, // {roomNo,leftVol,rightVol} 5186 {72,6,4}, 5187 {0,0,0}, // NULL-TERMINATOR 5188 }, 5189 }, 5190 //------------------------ 5191 // 201 Owl cry #2 in churchyard 5192 { 5193 FX_OWL71B, // sampleId 5194 FX_RANDOM, // type 5195 1080, // delay (or random chance) * 5196 { // roomVolList 5197 {71,8,8}, // {roomNo,leftVol,rightVol} 5198 {72,7,6}, 5199 {0,0,0}, // NULL-TERMINATOR 5200 }, 5201 }, 5202 //------------------------ 5203 // 202 Air conditioner in the museum 5204 { 5205 FX_AIRCON28, // sampleId 5206 FX_LOOP, // type 5207 0, // delay (or random chance) * 5208 { // roomVolList 5209 {28,6,6}, // {roomNo,leftVol,rightVol} 5210 {29,3,3}, 5211 {0,0,0}, // NULL-TERMINATOR 5212 }, 5213 }, 5214 //------------------------ 5215 // 203 George breaks the handle off in the church tower. GEOWND72 5216 { 5217 FX_COG72A, // sampleId 5218 FX_SPOT, // type 5219 5, // delay (or random chance) * 5220 { // roomVolList 5221 {72,10,10}, 5222 {0,0,0}, // NULL-TERMINATOR 5223 }, 5224 }, 5225 //------------------------ 5226 // 204 Countess' room ambience 5227 { 5228 FX_AMBIEN56, // sampleId 5229 FX_LOOP, // type 5230 0, // delay (or random chance) * 5231 { // roomVolList 5232 {56,3,2}, // {roomNo,leftVol,rightVol} 5233 {0,0,0}, // NULL-TERMINATOR 5234 }, 5235 }, 5236 //------------------------ 5237 // 205 Musical effect for George drinking beer. GEODRN20 5238 { 5239 FX_DRINK, // sampleId 5240 FX_SPOT, // type 5241 17, // delay (or random chance) * 5242 { // roomVolList 5243 {20,12,12}, // {roomNo,leftVol,rightVol} 5244 {0,0,0}, // NULL-TERMINATOR 5245 }, 5246 }, 5247 //------------------------ 5248 // 206 Torch thrown through the air. GEOTHROW 5249 { 5250 FX_TORCH73, // sampleId 5251 FX_SPOT, // type 5252 14, // delay (or random chance) * 5253 { // roomVolList 5254 {73,16,16}, // {roomNo,leftVol,rightVol} 5255 {0,0,0}, // NULL-TERMINATOR 5256 }, 5257 }, 5258 //------------------------ 5259 // 207 Internal train ambience. 5260 { 5261 FX_TRAININT, // sampleId 5262 FX_LOOP, // type 5263 0, // delay (or random chance) * 5264 { // roomVolList 5265 {63,3,3}, // {roomNo,leftVol,rightVol} 5266 {65,2,2}, 5267 {66,2,2}, 5268 {67,2,2}, 5269 {69,2,2}, 5270 {0,0,0}, // NULL-TERMINATOR 5271 }, 5272 }, 5273 //------------------------ 5274 // 208 Countess' clock. PENDULUM. Note: Trigger the sound effect on alternate runs of the pendulum animation. 5275 { 5276 FX_PENDULUM, // sampleId 5277 FX_SPOT, // type 5278 6, // delay (or random chance) * 5279 { // roomVolList 5280 {56,2,2}, // {roomNo,leftVol,rightVol} 5281 {0,0,0}, // NULL-TERMINATOR 5282 }, 5283 }, 5284 //------------------------ 5285 // 209 Compartment door. DOOR65 5286 { 5287 FX_DOOR65, // sampleId 5288 FX_SPOT, // type 5289 1, // delay (or random chance) * 5290 { // roomVolList 5291 {65,3,3}, // {roomNo,leftVol,rightVol} 5292 {0,0,0}, // NULL-TERMINATOR 5293 }, 5294 }, 5295 //------------------------ 5296 //------------------------ 5297 // 210 Opening window. GEOOPN1 5298 { 5299 FX_WINDOW66, // sampleId 5300 FX_SPOT, // type 5301 8, // delay (or random chance) * 5302 { // roomVolList 5303 {66,5,5}, // {roomNo,leftVol,rightVol} 5304 {0,0,0}, // NULL-TERMINATOR 5305 }, 5306 }, 5307 //------------------------ 5308 // 211 Wind rip by the open window. Triggered at the end of effect 210. 5309 { 5310 FX_WIND66, // sampleId 5311 FX_LOOP, // type 5312 0, // delay (or random chance) * 5313 { // roomVolList 5314 {66,5,5}, // {roomNo,leftVol,rightVol} 5315 {0,0,0}, // NULL-TERMINATOR 5316 }, 5317 }, 5318 //------------------------ 5319 // 212 George electrocutes himself on the pantograph. Fool. GEOSHK64 5320 { 5321 FX_SHOCK63, // sampleId 5322 FX_SPOT, // type 5323 11, // delay (or random chance) * 5324 { // roomVolList 5325 {63,12,14}, // {roomNo,leftVol,rightVol} 5326 {0,0,0}, // NULL-TERMINATOR 5327 }, 5328 }, 5329 //------------------------ 5330 // 213 The train brakes violently. GEOSTP69 5331 { 5332 FX_BRAKES, // sampleId 5333 FX_SPOT, // type 5334 13, // delay (or random chance) * 5335 { // roomVolList 5336 {69,16,16}, // {roomNo,leftVol,rightVol} 5337 {0,0,0}, // NULL-TERMINATOR 5338 }, 5339 }, 5340 //------------------------ 5341 // 214 The train ticks over. From the end of BRAKE. 5342 { 5343 FX_TICK69, // sampleId 5344 FX_LOOP, // type 5345 0, // delay (or random chance) * 5346 { // roomVolList 5347 {69,8,8}, // {roomNo,leftVol,rightVol} 5348 {0,0,0}, // NULL-TERMINATOR 5349 }, 5350 }, 5351 //------------------------ 5352 // 215 Eklund shoot Khan. FIGHT69 5353 { 5354 FX_EKSHOOT, // sampleId 5355 FX_SPOT, // type 5356 120, // delay (or random chance) * 5357 { // roomVolList 5358 {69,12,12}, // {roomNo,leftVol,rightVol} 5359 {0,0,0}, // NULL-TERMINATOR 5360 }, 5361 }, 5362 //------------------------ 5363 // 216 Eklund shoots George. GEODIE69 5364 { 5365 FX_EKSHOOT, // sampleId 5366 FX_SPOT, // type 5367 21, // delay (or random chance) * 5368 { // roomVolList 5369 {69,12,12}, // {roomNo,leftVol,rightVol} 5370 {0,0,0}, // NULL-TERMINATOR 5371 }, 5372 }, 5373 //------------------------ 5374 // 217 Khan pulls the door open. FIGHT69 5375 { 5376 FX_DOOR69, // sampleId 5377 FX_SPOT, // type 5378 42, // delay (or random chance) * 5379 { // roomVolList 5380 {69,8,12}, // {roomNo,leftVol,rightVol} 5381 {0,0,0}, // NULL-TERMINATOR 5382 }, 5383 }, 5384 //------------------------ 5385 // 218 Wind shriek. Loops from the end of DOOR69 wav to the beginning of BRAKES. 5386 { 5387 FX_WIND66, // sampleId 5388 FX_LOOP, // type 5389 0, // delay (or random chance) * 5390 { // roomVolList 5391 {69,8,12}, // {roomNo,leftVol,rightVol} 5392 {0,0,0}, // NULL-TERMINATOR 5393 }, 5394 }, 5395 //------------------------ 5396 // 219 Brakes releasing pressure. Only after BRAKE has been run. 5397 { 5398 FX_PNEUMO69, // sampleId 5399 FX_RANDOM, // type 5400 720, // delay (or random chance) * 5401 { // roomVolList 5402 {69,8,8}, // {roomNo,leftVol,rightVol} 5403 {0,0,0}, // NULL-TERMINATOR 5404 }, 5405 }, 5406 //------------------------ 5407 // 220 External train sound. Played while George is on the top of the train. 5408 { 5409 FX_TRAINEXT, // sampleId 5410 FX_LOOP, // type 5411 0, // delay (or random chance) * 5412 { // roomVolList 5413 {63,8,8}, // {roomNo,leftVol,rightVol} 5414 {0,0,0}, // NULL-TERMINATOR 5415 }, 5416 }, 5417 //------------------------ 5418 // 221 The passing train. FIGHT69 5419 { 5420 FX_TRNPASS, // sampleId 5421 FX_SPOT, // type 5422 102, // delay (or random chance) * 5423 { // roomVolList 5424 {69,4,16}, // {roomNo,leftVol,rightVol} 5425 {0,0,0}, // NULL-TERMINATOR 5426 }, 5427 }, 5428 //------------------------ 5429 // 222 George descends into sewer. GEODESO6 5430 { 5431 FX_LADD2, // sampleId 5432 FX_SPOT, // type 5433 1, // delay (or random chance) * 5434 { // roomVolList 5435 {6,4,4}, // {roomNo,leftVol,rightVol} 5436 {0,0,0}, // NULL-TERMINATOR 5437 }, 5438 }, 5439 //------------------------ 5440 // 223 George ascends into alley. GEOASC06 5441 { 5442 FX_LADD3, // sampleId 5443 FX_SPOT, // type 5444 10, // delay (or random chance) * 5445 { // roomVolList 5446 {6,4,4}, // {roomNo,leftVol,rightVol} 5447 {0,0,0}, // NULL-TERMINATOR 5448 }, 5449 }, 5450 //------------------------ 5451 // 224 George replaces manhole cover. GEOMAN9 5452 { 5453 FX_COVERON2, // sampleId 5454 FX_SPOT, // type 5455 19, // delay (or random chance) * 5456 { // roomVolList 5457 {2,12,11}, // {roomNo,leftVol,rightVol} 5458 {0,0,0}, // NULL-TERMINATOR 5459 }, 5460 }, 5461 //------------------------ 5462 // 225 Montfaucon sewer ambience. 5463 { 5464 FX_AMBIEN37, // sampleId 5465 FX_LOOP, // type 5466 0, // delay (or random chance) * 5467 { // roomVolList 5468 {37,5,5}, // {roomNo,leftVol,rightVol} 5469 {0,0,0}, // NULL-TERMINATOR 5470 }, 5471 }, 5472 //------------------------ 5473 // 226 George's winning smile. GEOJMP72. 5474 { 5475 FX_PING, // sampleId 5476 FX_SPOT, // type 5477 26, // delay (or random chance) * 5478 { // roomVolList 5479 {72,10,14}, // {roomNo,leftVol,rightVol} 5480 {0,0,0}, // NULL-TERMINATOR 5481 }, 5482 }, 5483 //------------------------ 5484 // 227 George starts to open the manhole. GEO36KNE 5485 { 5486 FX_MANOP36, // sampleId 5487 FX_SPOT, // type 5488 19, // delay (or random chance) * 5489 { // roomVolList 5490 {36,4,6}, // {roomNo,leftVol,rightVol} 5491 {0,0,0}, // NULL-TERMINATOR 5492 }, 5493 }, 5494 //------------------------ 5495 // 228 George opens the manhole. GEO36OPE 5496 { 5497 FX_PULLUP36, // sampleId 5498 FX_SPOT, // type 5499 9, // delay (or random chance) * 5500 { // roomVolList 5501 {36,4,6}, // {roomNo,leftVol,rightVol} 5502 {0,0,0}, // NULL-TERMINATOR 5503 }, 5504 }, 5505 //------------------------ 5506 // 229 George replaces the manhole cover. GEO36CLO 5507 { 5508 FX_REPLCE36, // sampleId 5509 FX_SPOT, // type 5510 20, // delay (or random chance) * 5511 { // roomVolList 5512 {36,4,6}, // {roomNo,leftVol,rightVol} 5513 {0,0,0}, // NULL-TERMINATOR 5514 }, 5515 }, 5516 //------------------------ 5517 //------------------------ 5518 // 230 George knocks at righthand arch. GEO37TA3 5519 { 5520 FX_KNOCK37, // sampleId 5521 FX_SPOT, // type 5522 20, // delay (or random chance) * 5523 { // roomVolList 5524 {37,6,12}, // {roomNo,leftVol,rightVol} 5525 {0,0,0}, // NULL-TERMINATOR 5526 }, 5527 }, 5528 //------------------------ 5529 // 231 George knocks at middle or lefthand arch. GEO37TA1 or GEO37TA2. 5530 { 5531 FX_KNOCK37B, // sampleId 5532 FX_SPOT, // type 5533 20, // delay (or random chance) * 5534 { // roomVolList 5535 {37,4,8}, // {roomNo,leftVol,rightVol} 5536 {0,0,0}, // NULL-TERMINATOR 5537 }, 5538 }, 5539 //------------------------ 5540 // 232 George winds the chain down HOO37LBO 5541 { 5542 FX_CHAIN37, // sampleId 5543 FX_SPOT, // type 5544 14, // delay (or random chance) * 5545 { // roomVolList 5546 {37,6,10}, // {roomNo,leftVol,rightVol} 5547 {0,0,0}, // NULL-TERMINATOR 5548 }, 5549 }, 5550 //------------------------ 5551 // 233 George winds the chain up. HOO37LBO (In reverse) 5552 { 5553 FX_CHAIN37B, // sampleId 5554 FX_SPOT, // type 5555 1, // delay (or random chance) * 5556 { // roomVolList 5557 {37,6,10}, // {roomNo,leftVol,rightVol} 5558 {0,0,0}, // NULL-TERMINATOR 5559 }, 5560 }, 5561 //------------------------ 5562 // 234 George breaks hole in door. GEO37TA4 5563 { 5564 FX_HOLE37, // sampleId 5565 FX_SPOT, // type 5566 11, // delay (or random chance) * 5567 { // roomVolList 5568 {37,6,12}, // {roomNo,leftVol,rightVol} 5569 {0,0,0}, // NULL-TERMINATOR 5570 }, 5571 }, 5572 //------------------------ 5573 // 235 Plaster door collapses. DOR37COL 5574 { 5575 FX_DOOR37, // sampleId 5576 FX_SPOT, // type 5577 23, // delay (or random chance) * 5578 { // roomVolList 5579 {37,8,15}, // {roomNo,leftVol,rightVol} 5580 {0,0,0}, // NULL-TERMINATOR 5581 }, 5582 }, 5583 //------------------------ 5584 // 236 Barge winch. GEO37TUL (If it runs more than once, trigger the effect on frame one. Incidentally, this is a reversible so the effect must launch on frame one of the .cdr version as well. ) 5585 { 5586 FX_WINCH37, // sampleId 5587 FX_SPOT, // type 5588 1, // delay (or random chance) * 5589 { // roomVolList 5590 {37,16,16}, // {roomNo,leftVol,rightVol} 5591 {0,0,0}, // NULL-TERMINATOR 5592 }, 5593 }, 5594 //------------------------ 5595 // 237 George places chess piece. GEOSPA17 5596 { 5597 FX_CHESS, // sampleId 5598 FX_SPOT, // type 5599 23, // delay (or random chance) * 5600 { // roomVolList 5601 {59,4,4}, // {roomNo,leftVol,rightVol} 5602 {0,0,0}, // NULL-TERMINATOR 5603 }, 5604 }, 5605 //------------------------ 5606 // 238 Piano loop for the upstairs hotel corridor. 5607 { 5608 FX_PIANO14, // sampleId 5609 FX_LOOP, // type 5610 0, // delay (or random chance) * 5611 { // roomVolList 5612 {14,2,2}, // {roomNo,leftVol,rightVol} 5613 {0,0,0}, // NULL-TERMINATOR 5614 }, 5615 }, 5616 //------------------------ 5617 // 239 Door opens in church tower. PANEL72 5618 { 5619 FX_SECDOR72, // sampleId 5620 FX_SPOT, // type 5621 1, // delay (or random chance) * 5622 { // roomVolList 5623 {72,8,10}, // {roomNo,leftVol,rightVol} 5624 {0,0,0}, // NULL-TERMINATOR 5625 }, 5626 }, 5627 //------------------------ 5628 //------------------------ 5629 // 240 George rummages through debris. Tied to the end of the whichever crouch is used. Use either this one or RUMMAGE2 alternatively or randomly. Same kind of schtick as the pick axe noises, I suppose. 5630 { 5631 FX_RUMMAGE1, // sampleId 5632 FX_SPOT, // type 5633 9, // delay (or random chance) * 5634 { // roomVolList 5635 {72,8,6}, // {roomNo,leftVol,rightVol} 5636 {0,0,0}, // NULL-TERMINATOR 5637 }, 5638 }, 5639 //------------------------ 5640 // 241 George rummages through debris. See above for notes. 5641 { 5642 FX_RUMMAGE2, // sampleId 5643 FX_SPOT, // type 5644 9, // delay (or random chance) * 5645 { // roomVolList 5646 {72,8,6}, // {roomNo,leftVol,rightVol} 5647 {0,0,0}, // NULL-TERMINATOR 5648 }, 5649 }, 5650 //------------------------ 5651 // 242 Gust of wind in the graveyard. 5652 { 5653 FX_GUST71, // sampleId 5654 FX_RANDOM, // type 5655 1080, // delay (or random chance) * 5656 { // roomVolList 5657 {71,3,3}, // {roomNo,leftVol,rightVol} 5658 {72,2,1}, 5659 {0,0,0}, // NULL-TERMINATOR 5660 }, 5661 }, 5662 //------------------------ 5663 // 243 Violin ambience for Ireland. 5664 { 5665 FX_VIOLIN19, // sampleId 5666 FX_LOOP, // type 5667 0, // delay (or random chance) * 5668 { // roomVolList 5669 {19,3,3}, // {roomNo,leftVol,rightVol} 5670 {21,2,2}, 5671 {26,2,2}, 5672 {0,0,0}, // NULL-TERMINATOR 5673 }, 5674 }, 5675 //------------------------ 5676 // 244 Footstep #1 for underground locations. Same schtick as for 188 and 189. 5677 { 5678 FX_SEWSTEP1, // sampleId 5679 FX_SPOT, // type 5680 0, // delay (or random chance) * 5681 { // roomVolList 5682 {6,8,8}, // {roomNo,leftVol,rightVol} 5683 {7,8,8}, 5684 {0,0,0}, // NULL-TERMINATOR 5685 }, 5686 }, 5687 //------------------------ 5688 // 245 Footstep #2 for underground locations. Same schtick as for 188 and 189. 5689 { 5690 FX_SEWSTEP2, // sampleId 5691 FX_SPOT, // type 5692 0, // delay (or random chance) * 5693 { // roomVolList 5694 {6,16,16}, // {roomNo,leftVol,rightVol} 5695 {7,16,16}, 5696 {0,0,0}, // NULL-TERMINATOR 5697 }, 5698 }, 5699 //------------------------ 5700 // 246 Nico's carabiner as she descends into the museum. NICPUS1 5701 { 5702 FX_CARABINE, // sampleId 5703 FX_SPOT, // type 5704 4, // delay (or random chance) * 5705 { // roomVolList 5706 {29,8,8}, // {roomNo,leftVol,rightVol} 5707 {0,0,0}, // NULL-TERMINATOR 5708 }, 5709 }, 5710 //------------------------ 5711 // 247 Rosso is shot (with a piece of field artillery). ROSSHOT 5712 { 5713 FX_GUN79, // sampleId 5714 FX_SPOT, // type 5715 2, // delay (or random chance) * 5716 { // roomVolList 5717 {79,16,16}, // {roomNo,leftVol,rightVol} 5718 {0,0,0}, // NULL-TERMINATOR 5719 }, 5720 }, 5721 //------------------------ 5722 // 248 George is hit by the thrown stilletto. GEODIE1 5723 { 5724 FX_DAGGER1, // sampleId 5725 FX_SPOT, // type 5726 2, // delay (or random chance) * 5727 { // roomVolList 5728 {73,12,12}, // {roomNo,leftVol,rightVol} 5729 {0,0,0}, // NULL-TERMINATOR 5730 }, 5731 }, 5732 //------------------------ 5733 // 249 George is hit by the thrown stilletto after walking forward. GEODIE2 5734 { 5735 FX_DAGGER1, // sampleId 5736 FX_SPOT, // type 5737 9, // delay (or random chance) * 5738 { // roomVolList 5739 {73,12,12}, // {roomNo,leftVol,rightVol} 5740 {0,0,0}, // NULL-TERMINATOR 5741 }, 5742 }, 5743 //------------------------ 5744 //------------------------ 5745 // 250 Can hits the well water. The cue is in GAR2SC57.TXT immediately after the line, "over: Lopez threw the can away. It seemed to fall an awfully long way." 5746 { 5747 FX_CANFALL, // sampleId 5748 FX_SPOT, // type 5749 4, // delay (or random chance) * 5750 { // roomVolList 5751 {57,16,16}, // {roomNo,leftVol,rightVol} 5752 {0,0,0}, // NULL-TERMINATOR 5753 }, 5754 }, 5755 //------------------------ 5756 // 251 Mad, fizzing damp and ancient gunpowder after the application of a torch. 5757 { 5758 FX_GUNPOWDR, // sampleId 5759 FX_LOOP, // type 5760 0, // delay (or random chance) * 5761 { // roomVolList 5762 {73,12,12}, // {roomNo,leftVol,rightVol} 5763 {0,0,0}, // NULL-TERMINATOR 5764 }, 5765 }, 5766 //------------------------ 5767 // 252 Maguire whistling. MAGSLK. Plays while Maguire is idling, stops abruptly when he does something else. 5768 { 5769 FX_WHISTLE, // sampleId 5770 FX_LOOP, // type 5771 0, // delay (or random chance) * 5772 { // roomVolList 5773 {19,2,5}, // {roomNo,leftVol,rightVol} 5774 {0,0,0}, // NULL-TERMINATOR 5775 }, 5776 }, 5777 //------------------------ 5778 // 253 George is hit by the goat. GEOHITR and GEOHITL. 5779 { 5780 FX_GEOGOAT, // sampleId 5781 FX_SPOT, // type 5782 11, // delay (or random chance) * 5783 { // roomVolList 5784 {24,10,10}, // {roomNo,leftVol,rightVol} 5785 {0,0,0}, // NULL-TERMINATOR 5786 }, 5787 }, 5788 //------------------------ 5789 // 254 Manager says, "Hello". MAN2 5790 { 5791 FX_MANG1, // sampleId 5792 FX_SPOT, // type 5793 7, // delay (or random chance) * 5794 { // roomVolList 5795 {49,6,5}, // {roomNo,leftVol,rightVol} 5796 {0,0,0}, // NULL-TERMINATOR 5797 }, 5798 }, 5799 //------------------------ 5800 // 255 Manager says, Don't go in there!" MAN3 5801 { 5802 FX_MANG2, // sampleId 5803 FX_SPOT, // type 5804 11, // delay (or random chance) * 5805 { // roomVolList 5806 {49,6,5}, // {roomNo,leftVol,rightVol} 5807 {0,0,0}, // NULL-TERMINATOR 5808 }, 5809 }, 5810 //------------------------ 5811 // 256 Manager says, "Here are the keys." MAN4 5812 { 5813 FX_MANG3, // sampleId 5814 FX_SPOT, // type 5815 6, // delay (or random chance) * 5816 { // roomVolList 5817 {49,6,5}, // {roomNo,leftVol,rightVol} 5818 {0,0,0}, // NULL-TERMINATOR 5819 }, 5820 }, 5821 //------------------------ 5822 // 257 George pulls the lion's tooth. GEOSPA26 5823 { 5824 FX_TOOTHPUL, // sampleId 5825 FX_SPOT, // type 5826 19, // delay (or random chance) * 5827 { // roomVolList 5828 {61,8,16}, // {roomNo,leftVol,rightVol} 5829 {0,0,0}, // NULL-TERMINATOR 5830 }, 5831 }, 5832 //------------------------ 5833 // 258 George escapes the lion. LION1 5834 { 5835 FX_LIONFALL, // sampleId 5836 FX_SPOT, // type 5837 7, // delay (or random chance) * 5838 { // roomVolList 5839 {61,8,16}, // {roomNo,leftVol,rightVol} 5840 {0,0,0}, // NULL-TERMINATOR 5841 }, 5842 }, 5843 //------------------------ 5844 // 259 George gets flattened. LION2 5845 { 5846 FX_LIONFAL2, // sampleId 5847 FX_SPOT, // type 5848 4, // delay (or random chance) * 5849 { // roomVolList 5850 {61,8,16}, // {roomNo,leftVol,rightVol} 5851 {0,0,0}, // NULL-TERMINATOR 5852 }, 5853 }, 5854 //------------------------ 5855 // 260 Rosso dies. ROSSFALL 5856 { 5857 FX_ROSSODIE, // sampleId 5858 FX_SPOT, // type 5859 1, // delay (or random chance) * 5860 { // roomVolList 5861 {74,16,16}, // {roomNo,leftVol,rightVol} 5862 {0,0,0}, // NULL-TERMINATOR 5863 }, 5864 }, 5865 //------------------------ 5866 // 261 Eklund chokes George. FIGHT79 5867 { 5868 FX_CHOKE1, // sampleId 5869 FX_SPOT, // type 5870 9, // delay (or random chance) * 5871 { // roomVolList 5872 {79,16,16}, // {roomNo,leftVol,rightVol} 5873 {0,0,0}, // NULL-TERMINATOR 5874 }, 5875 }, 5876 //------------------------ 5877 // 262 Eklund chokes George some more. FIGHT79 5878 { 5879 FX_CHOKE2, // sampleId 5880 FX_SPOT, // type 5881 54, // delay (or random chance) * 5882 { // roomVolList 5883 {79,16,16}, // {roomNo,leftVol,rightVol} 5884 {0,0,0}, // NULL-TERMINATOR 5885 }, 5886 }, 5887 //------------------------ 5888 // 263 Eklund dies. FIGHT79 5889 { 5890 FX_FIGHT2, // sampleId 5891 FX_SPOT, // type 5892 44, // delay (or random chance) * 5893 { // roomVolList 5894 {79,16,16}, // {roomNo,leftVol,rightVol} 5895 {0,0,0}, // NULL-TERMINATOR 5896 }, 5897 }, 5898 //------------------------ 5899 // 264 George hears museum break-in. GEOSUR29 5900 { 5901 FX_DOOR29, // sampleId 5902 FX_SPOT, // type 5903 10, // delay (or random chance) * 5904 { // roomVolList 5905 {94,14,10}, // {roomNo,leftVol,rightVol} 5906 {0,0,0}, // NULL-TERMINATOR 5907 }, 5908 }, 5909 //------------------------ 5910 // 265 George hits the floor having been shot. GEODED. 5911 { 5912 FX_GDROP29, // sampleId 5913 FX_SPOT, // type 5914 27, // delay (or random chance) * 5915 { // roomVolList 5916 {29,10,16}, // {roomNo,leftVol,rightVol} 5917 {0,0,0}, // NULL-TERMINATOR 5918 }, 5919 }, 5920 //------------------------ 5921 // 266 George hits the floor having been stunned. GEOFISH 5922 { 5923 FX_GDROP29, // sampleId 5924 FX_SPOT, // type 5925 27, // delay (or random chance) * 5926 { // roomVolList 5927 {29,10,16}, // {roomNo,leftVol,rightVol} 5928 {0,0,0}, // NULL-TERMINATOR 5929 }, 5930 }, 5931 //------------------------ 5932 // 267 Fitz being knocked down as heard from inside the pub. Triggered from the script, I think. This is just a stopgap until Hackenbacker do the full version for the Smacker, then I'll sample the requisite bit and put it in here. 5933 { 5934 FX_FITZHIT, // sampleId 5935 FX_SPOT, // type 5936 1, // delay (or random chance) * 5937 { // roomVolList 5938 {20,16,10}, // {roomNo,leftVol,rightVol} 5939 {0,0,0}, // NULL-TERMINATOR 5940 }, 5941 }, 5942 //------------------------ 5943 // 268 Gendarme shoots lock off. GENSHOT 5944 { 5945 FX_GUN34, // sampleId 5946 FX_SPOT, // type 5947 1, // delay (or random chance) * 5948 { // roomVolList 5949 {34,16,16}, // {roomNo,leftVol,rightVol} 5950 {0,0,0}, // NULL-TERMINATOR 5951 }, 5952 }, 5953 //------------------------ 5954 // 269 ECG alarm, Marquet in trouble. Start looping imeediately before George says, "Thanks, Bunny". 5955 // Incidentally, James, please switch off Mr Shiney permanently when George first gets into Marquet's room. He gets in the way when they're figuring out that Eklund's an imposter. 5956 { 5957 FX_PULSE2, // sampleId 5958 FX_LOOP, // type 5959 1, // delay (or random chance) * 5960 { // roomVolList 5961 {30,16,16}, // {roomNo,leftVol,rightVol} 5962 {34,12,12}, // {roomNo,leftVol,rightVol} 5963 {0,0,0}, // NULL-TERMINATOR 5964 }, 5965 }, 5966 //------------------------ 5967 //------------------------ 5968 // 270 ECG alarm, Marquet dead. Switch off the previous effect and replace with this immediately before the gendarme says, "Stand back, messieurs." 5969 { 5970 FX_PULSE3, // sampleId 5971 FX_LOOP, // type 5972 1, // delay (or random chance) * 5973 { // roomVolList 5974 {30,16,16}, // {roomNo,leftVol,rightVol} 5975 {34,13,13}, 5976 {35,13,13}, 5977 {0,0,0}, // NULL-TERMINATOR 5978 }, 5979 }, 5980 //------------------------ 5981 // 271 Door closing. GEOENT15 5982 { 5983 FX_DORCLOSE, // sampleId 5984 FX_SPOT, // type 5985 4, // delay (or random chance) * 5986 { // roomVolList 5987 {15,12,12}, // {roomNo,leftVol,rightVol} 5988 {0,0,0}, // NULL-TERMINATOR 5989 }, 5990 }, 5991 //------------------------ 5992 // 272 Cupboard opening. GEOCOT 5993 { 5994 FX_CUPBOPEN, // sampleId 5995 FX_SPOT, // type 5996 8, // delay (or random chance) * 5997 { // roomVolList 5998 {33,12,12}, // {roomNo,leftVol,rightVol} 5999 {0,0,0}, // NULL-TERMINATOR 6000 }, 6001 }, 6002 //------------------------ 6003 // 273 Cupboard closing. GEOCOT 6004 { 6005 FX_CUPBCLOS, // sampleId 6006 FX_SPOT, // type 6007 33, // delay (or random chance) * 6008 { // roomVolList 6009 {33,12,12}, // {roomNo,leftVol,rightVol} 6010 {0,0,0}, // NULL-TERMINATOR 6011 }, 6012 }, 6013 //------------------------ 6014 // 274 Closing door when George leaves hotel room. GEOLVS15 and GEODOR17 (they're identical). 6015 { 6016 FX_DORCLOSE, // sampleId 6017 FX_SPOT, // type 6018 44, // delay (or random chance) * 6019 { // roomVolList 6020 {15,12,12}, // {roomNo,leftVol,rightVol} 6021 {17,12,12}, 6022 {0,0,0}, // NULL-TERMINATOR 6023 }, 6024 }, 6025 //------------------------ 6026 // 275 Closing door when George leaves the pub. DOROPN20 (Reversed) 6027 { 6028 FX_DORCLOSE20,// sampleId 6029 FX_SPOT, // type 6030 11, // delay (or random chance) * 6031 { // roomVolList 6032 {20,12,12}, // {roomNo,leftVol,rightVol} 6033 {0,0,0}, // NULL-TERMINATOR 6034 }, 6035 }, 6036 //------------------------ 6037 // 276 Nico call for a cab. NICPHN10 6038 { 6039 FX_PHONICO1, // sampleId 6040 FX_SPOT, // type 6041 15, // delay (or random chance) * 6042 { // roomVolList 6043 {10,12,12}, // {roomNo,leftVol,rightVol} 6044 {0,0,0}, // NULL-TERMINATOR 6045 }, 6046 }, 6047 //------------------------ 6048 // 277 Nico puts down the phone. NICDWN10 6049 { 6050 FX_FONEDN, // sampleId 6051 FX_SPOT, // type 6052 6, // delay (or random chance) * 6053 { // roomVolList 6054 {10,12,12}, // {roomNo,leftVol,rightVol} 6055 {0,0,0}, // NULL-TERMINATOR 6056 }, 6057 }, 6058 //------------------------ 6059 // 278 Painter puts down the phone. PAI41HAN 6060 { 6061 FX_FONEDN41, // sampleId 6062 FX_SPOT, // type 6063 5, // delay (or random chance) * 6064 { // roomVolList 6065 {41,12,12}, // {roomNo,leftVol,rightVol} 6066 {0,0,0}, // NULL-TERMINATOR 6067 }, 6068 }, 6069 //------------------------ 6070 // 279 Mechanical hum of heating system in the dig lobby. 6071 { 6072 FX_AIRCON41, // sampleId 6073 FX_LOOP, // type 6074 0, // delay (or random chance) * 6075 { // roomVolList 6076 {41,6,6}, // {roomNo,leftVol,rightVol} 6077 {43,8,8}, 6078 {0,0,0}, // NULL-TERMINATOR 6079 }, 6080 }, 6081 //------------------------ 6082 //------------------------ 6083 // 280 The Sword is Reforged (Grandmaster gets zapped) GMPOWER 6084 { 6085 FX_REFORGE1, // sampleId 6086 FX_SPOT, // type 6087 1, // delay (or random chance) * 6088 { // roomVolList 6089 {78,16,16}, // {roomNo,leftVol,rightVol} 6090 {0,0,0}, // NULL-TERMINATOR 6091 }, 6092 }, 6093 //------------------------ 6094 // 281 The Sword is Reforged (G&N gawp at the spectacle) There's no anim I know of to tie it to unless the flickering blue light is one. 6095 { 6096 FX_REFORGE2, // sampleId 6097 FX_SPOT, // type 6098 1, // delay (or random chance) * 6099 { // roomVolList 6100 {75,12,12}, // {roomNo,leftVol,rightVol} 6101 {0,0,0}, // NULL-TERMINATOR 6102 }, 6103 }, 6104 //------------------------ 6105 // 282 The Sword is Reforged (We watch over G&N's heads as the Grandmaster gets zapped) GMWRIT74 6106 { 6107 FX_REFORGE2, // sampleId 6108 FX_SPOT, // type 6109 1, // delay (or random chance) * 6110 { // roomVolList 6111 {74,14,14}, // {roomNo,leftVol,rightVol} 6112 {0,0,0}, // NULL-TERMINATOR 6113 }, 6114 }, 6115 //------------------------ 6116 // 283 The Sword is Reforged (Grandmaster finishes being zapped) GMWRITH 6117 { 6118 FX_REFORGE4, // sampleId 6119 FX_SPOT, // type 6120 1, // delay (or random chance) * 6121 { // roomVolList 6122 {78,16,16}, // {roomNo,leftVol,rightVol} 6123 {0,0,0}, // NULL-TERMINATOR 6124 }, 6125 }, 6126 //------------------------ 6127 // 284 Baphomet Cavern Ambience 6128 { 6129 FX_BAPHAMB, // sampleId 6130 FX_LOOP, // type 6131 0, // delay (or random chance) * 6132 { // roomVolList 6133 {74,6,8}, // {roomNo,leftVol,rightVol} 6134 {75,7,8}, // {roomNo,leftVol,rightVol} 6135 {76,8,8}, // {roomNo,leftVol,rightVol} 6136 {77,8,8}, // {roomNo,leftVol,rightVol} 6137 {78,8,8}, // {roomNo,leftVol,rightVol} 6138 {79,7,8}, // {roomNo,leftVol,rightVol} 6139 {0,0,0}, // NULL-TERMINATOR 6140 }, 6141 }, 6142 //------------------------ 6143 // 285 Duane's Happy-Snappy Camera. XDNEPHO3 and XDNEPHO5. 6144 { 6145 FX_CAMERA45, // sampleId 6146 FX_SPOT, // type 6147 30, // delay (or random chance) * 6148 { // roomVolList 6149 {45,4,4}, // {roomNo,leftVol,rightVol} 6150 {0,0,0}, // NULL-TERMINATOR 6151 }, 6152 }, 6153 //------------------------ 6154 // 286 Grand Master strikes the floor with his cane. GMENTER 6155 { 6156 FX_STAFF, // sampleId 6157 FX_SPOT, // type 6158 28, // delay (or random chance) * 6159 { // roomVolList 6160 {73,8,8}, // {roomNo,leftVol,rightVol} 6161 {0,0,0}, // NULL-TERMINATOR 6162 }, 6163 }, 6164 //------------------------ 6165 // 287 George descends ladder in 7: GEOASC07 (Reversed) This used to be handled by effect #46 but it didn't fit at all. 6166 { 6167 FX_SEWLADD7, // sampleId 6168 FX_SPOT, // type 6169 1, // delay (or random chance) * 6170 { // roomVolList 6171 {7,8,9}, // {roomNo,leftVol,rightVol} 6172 {0,0,0}, // NULL-TERMINATOR 6173 }, 6174 }, 6175 //------------------------ 6176 // 288 Sam kicks the recalcitrant Mr. Shiny. DOMKIK 6177 { 6178 FX_KIKSHINY, // sampleId 6179 FX_SPOT, // type 6180 16, // delay (or random chance) * 6181 { // roomVolList 6182 {33,9,9}, // {roomNo,leftVol,rightVol} 6183 {0,0,0}, // NULL-TERMINATOR 6184 }, 6185 }, 6186 //------------------------ 6187 // 289 Gust of wind outside bombed cafe. LVSFLY 6188 { 6189 FX_LVSFLY, // sampleId 6190 FX_SPOT, // type 6191 1, // delay (or random chance) * 6192 { // roomVolList 6193 {1,16,16}, // {roomNo,leftVol,rightVol} 6194 {0,0,0}, // NULL-TERMINATOR 6195 }, 6196 }, 6197 //------------------------ 6198 // 290 Ron's disgusting No.1 Sneeze. Either this or the next effect (randomly chosen) is used for the following animations, RONSNZ & RONSNZ2 6199 { 6200 FX_SNEEZE1, // sampleId 6201 FX_SPOT, // type 6202 11, // delay (or random chance) * 6203 { // roomVolList 6204 {20,10,16}, // {roomNo,leftVol,rightVol} 6205 {0,0,0}, // NULL-TERMINATOR 6206 }, 6207 }, 6208 //------------------------ 6209 // 291 Ron's disgusting No.2 Sneeze. Either this or the previous effect (randomly chosen) is used for the following animations, RONSNZ & RONSNZ2 6210 { 6211 FX_SNEEZE2, // sampleId 6212 FX_SPOT, // type 6213 11, // delay (or random chance) * 6214 { // roomVolList 6215 {20,10,16}, // {roomNo,leftVol,rightVol} 6216 {0,0,0}, // NULL-TERMINATOR 6217 }, 6218 }, 6219 //------------------------ 6220 // 292 Dripping tap in the pub cellar. TAPDRP 6221 { 6222 FX_DRIPIRE, // sampleId 6223 FX_SPOT, // type 6224 9, // delay (or random chance) * 6225 { // roomVolList 6226 {21,4,4}, // {roomNo,leftVol,rightVol} 6227 {26,4,4}, // {roomNo,leftVol,rightVol} 6228 {0,0,0}, // NULL-TERMINATOR 6229 }, 6230 }, 6231 //------------------------ 6232 // 293 Dripping tap in the pub cellar. TAPDRP 6233 { 6234 FX_DRIPIRE2, // sampleId 6235 FX_SPOT, // type 6236 9, // delay (or random chance) * 6237 { // roomVolList 6238 {21,4,4}, // {roomNo,leftVol,rightVol} 6239 {0,0,0}, // NULL-TERMINATOR 6240 }, 6241 }, 6242 //------------------------ 6243 // 294 Dripping tap in the excavation toilet. (see WATER43 - but it's looped anyway, not triggered with anim) 6244 { 6245 FX_TAPDRIP, // sampleId 6246 FX_SPOT, // type 6247 6, // delay (or random chance) * 6248 { // roomVolList 6249 {43,8,8}, // {roomNo,leftVol,rightVol} 6250 {0,0,0}, // NULL-TERMINATOR 6251 }, 6252 }, 6253 //------------------------ 6254 // 295 George closes the mausoleum window. GEOSPA23 6255 { 6256 FX_WINDOW59, // sampleId 6257 FX_SPOT, // type 6258 24, // delay (or random chance) * 6259 { // roomVolList 6260 {59,10,8}, // {roomNo,leftVol,rightVol} 6261 {0,0,0}, // NULL-TERMINATOR 6262 }, 6263 }, 6264 //------------------------ 6265 // 296 George opens the mausoleum window, the feebleminded loon. GEOSPA23 reversed. 6266 { 6267 FX_WINDOW59, // sampleId 6268 FX_SPOT, // type 6269 14, // delay (or random chance) * 6270 { // roomVolList 6271 {59,10,8}, // {roomNo,leftVol,rightVol} 6272 {0,0,0}, // NULL-TERMINATOR 6273 }, 6274 }, 6275 //------------------------ 6276 // 297 When George & Nico hear chanting from sc73 6277 { 6278 FX_CHANT, // sampleId 6279 FX_SPOT, // type 6280 10, // delay (or random chance) * 6281 { // roomVolList 6282 {73,2,4}, // {roomNo,leftVol,rightVol} 6283 {0,0,0}, // NULL-TERMINATOR 6284 }, 6285 }, 6286 //------------------------ 6287 // 298 EKFIGHT 6288 { 6289 FX_FIGHT1, // sampleId 6290 FX_SPOT, // type 6291 31, // delay (or random chance) * 6292 { // roomVolList 6293 {74,16,16}, // {roomNo,leftVol,rightVol} 6294 {0,0,0}, // NULL-TERMINATOR 6295 }, 6296 }, 6297 //------------------------ 6298 // 299 Small van passes, left to right. CARA9 and CARC9 6299 { 6300 FX_LITEVEHR, // sampleId 6301 FX_SPOT, // type 6302 1, // delay (or random chance) * 6303 { // roomVolList 6304 {9,16,10}, // {roomNo,leftVol,rightVol} 6305 {0,0,0}, // NULL-TERMINATOR 6306 }, 6307 }, 6308 //------------------------ 6309 // 300 Small van passes, right to left to right. CARB9 6310 { 6311 FX_LITEVEHL, // sampleId 6312 FX_SPOT, // type 6313 1, // delay (or random chance) * 6314 { // roomVolList 6315 {9,16,10}, // {roomNo,leftVol,rightVol} 6316 {0,0,0}, // NULL-TERMINATOR 6317 }, 6318 }, 6319 //------------------------ 6320 // 301 Truck passes, left to right. TRUCKA9 and TRUCKB9 6321 { 6322 FX_HVYVEHR, // sampleId 6323 FX_SPOT, // type 6324 1, // delay (or random chance) * 6325 { // roomVolList 6326 {9,14,10}, // {roomNo,leftVol,rightVol} 6327 {0,0,0}, // NULL-TERMINATOR 6328 }, 6329 }, 6330 //------------------------ 6331 // 302 Truck passes, right to left. TRUCKC9 6332 { 6333 FX_HVYVEHL, // sampleId 6334 FX_SPOT, // type 6335 1, // delay (or random chance) * 6336 { // roomVolList 6337 {9,14,10}, // {roomNo,leftVol,rightVol} 6338 {0,0,0}, // NULL-TERMINATOR 6339 }, 6340 }, 6341 //------------------------ 6342 // 303 With anim FIGHT69 6343 { 6344 FX_FIGHT69, // sampleId 6345 FX_SPOT, // type 6346 78, // delay (or random chance) * 6347 { // roomVolList 6348 {69,12,16}, // {roomNo,leftVol,rightVol} 6349 {0,0,0}, // NULL-TERMINATOR 6350 }, 6351 }, 6352 //------------------------ 6353 // 304 With anim GEODIE1 in sc73 6354 { 6355 FX_GDROP73, // sampleId 6356 FX_SPOT, // type 6357 14, // delay (or random chance) * 6358 { // roomVolList 6359 {73,12,16}, // {roomNo,leftVol,rightVol} 6360 {0,0,0}, // NULL-TERMINATOR 6361 }, 6362 }, 6363 //------------------------ 6364 // 305 With anim GEODIE2 in sc73 6365 { 6366 FX_GDROP73, // sampleId 6367 FX_SPOT, // type 6368 21, // delay (or random chance) * 6369 { // roomVolList 6370 {73,12,16}, // {roomNo,leftVol,rightVol} 6371 {0,0,0}, // NULL-TERMINATOR 6372 }, 6373 }, 6374 //------------------------ 6375 // 306 With anim GEODES25 6376 { 6377 FX_LADDWN25, // sampleId 6378 FX_SPOT, // type 6379 0, // delay (or random chance) * 6380 { // roomVolList 6381 {25,12,8}, // {roomNo,leftVol,rightVol} 6382 {0,0,0}, // NULL-TERMINATOR 6383 }, 6384 }, 6385 //------------------------ 6386 // 307 With anim GEOASC25 6387 { 6388 FX_LADDUP25, // sampleId 6389 FX_SPOT, // type 6390 8, // delay (or random chance) * 6391 { // roomVolList 6392 {25,12,8}, // {roomNo,leftVol,rightVol} 6393 {0,0,0}, // NULL-TERMINATOR 6394 }, 6395 }, 6396 //------------------------ 6397 // 308 With anim GKSWORD in sc76 6398 { 6399 FX_GKSWORD, // sampleId 6400 FX_SPOT, // type 6401 9, // delay (or random chance) * 6402 { // roomVolList 6403 {76,10,10}, // {roomNo,leftVol,rightVol} 6404 {0,0,0}, // NULL-TERMINATOR 6405 }, 6406 }, 6407 //------------------------ 6408 // 309 With anim GEO36KNE in sc36 6409 { 6410 FX_KEYIN, // sampleId 6411 FX_SPOT, // type 6412 18, // delay (or random chance) * 6413 { // roomVolList 6414 {36,14,14}, // {roomNo,leftVol,rightVol} 6415 {0,0,0}, // NULL-TERMINATOR 6416 }, 6417 }, 6418 //------------------------ 6419 // 310 With anim GEO36ENT in sc36 6420 { 6421 FX_COVDWN, // sampleId 6422 FX_SPOT, // type 6423 85, // delay (or random chance) * 6424 { // roomVolList 6425 {36,14,14}, // {roomNo,leftVol,rightVol} 6426 {0,0,0}, // NULL-TERMINATOR 6427 }, 6428 }, 6429 //------------------------ 6430 // 311 With anim SECDOR59 in sc59 6431 { 6432 FX_SECDOR59, // sampleId 6433 FX_SPOT, // type 6434 0, // delay (or random chance) * 6435 { // roomVolList 6436 {59,16,16}, // {roomNo,leftVol,rightVol} 6437 {0,0,0}, // NULL-TERMINATOR 6438 }, 6439 }, 6440 //------------------------ 6441 }; 6442 6443 //-------------------------------------------------------------------------------------- 6444 // Continuous & random background sound effects for each location 6445 6446 // NB. There must be a list for each room number, even if location doesn't exist in game 6447 6448 const uint16 Sound::_roomsFixedFx[TOTAL_ROOMS][TOTAL_FX_PER_ROOM] = 6449 { 6450 {0}, // 0 6451 6452 // PARIS 1 6453 {2,3,4,5,0}, // 1 6454 {2,0}, // 2 6455 {2,3,4,5,32,0}, // 3 6456 {2,3,4,5,0}, // 4 6457 {2,3,4,5,0}, // 5 6458 {9,11,12,13,44,45,47}, // 6 6459 {9,11,12,13,44,45,47}, // 7 6460 {2,3,4,5,0}, // 8 6461 6462 // PARIS 2 6463 {54,63,0}, // 9 6464 {51,52,53,54,63,0}, // 10 6465 {70,0}, // 11 6466 {51,52,70,0}, // 12 6467 {0}, // 13 6468 {238,0}, // 14 6469 {82,0}, // 15 6470 {70,81,82,0}, // 16 6471 {82,0}, // 17 6472 {3,4,5,70,0}, // 18 6473 6474 // IRELAND 6475 {120,121,122,243,0}, // 19 6476 {0}, // 20 Violin makes the ambience.. 6477 {120,121,122,243,0}, // 21 6478 {120,121,122,0}, // 22 6479 {120,121,122,124,0}, // 23 6480 {120,121,122,0}, // 24 6481 {0}, // 25 6482 {123,243,0}, // 26 6483 6484 // PARIS 3 6485 {135,0}, // 27 6486 {202,0}, // 28 6487 {202,0}, // 29 6488 {0}, // 30 6489 {187,0}, // 31 6490 {143,145,0}, // 32 6491 {143,0}, // 33 6492 {143,0}, // 34 6493 {0}, // 35 6494 6495 // PARIS 4 6496 {198,0}, // 36 6497 {225,0}, // 37 6498 {160,0}, // 38 6499 {0}, // 39 6500 {198,0}, // 40 6501 {279,0}, // 41 6502 {0}, // 42 6503 {279,0}, // 43 6504 {0}, // 44 Doesn't exist 6505 6506 // SYRIA 6507 {153,0}, // 45 6508 {70,81,0}, // 46 - PARIS 2 6509 {153,0}, // 47 6510 {160,0}, // 48 - PARIS 4 6511 {0}, // 49 6512 {153,0}, // 50 6513 {0}, // 51 6514 {0}, // 52 6515 {0}, // 53 6516 {130,138,0}, // 54 6517 {0}, // 55 6518 6519 // SPAIN 6520 {204,0}, // 56 6521 {181,182,184,0}, // 57 6522 {181,182,184,0}, // 58 6523 {0}, // 59 6524 {184,0}, // 60 6525 {185,0}, // 61 6526 {0}, // 62 Just music 6527 6528 // NIGHT TRAIN 6529 {207,0,0}, // 63 6530 {0}, // 64 Doesn't exist 6531 {207,0}, // 65 6532 {207,0}, // 66 6533 {207,0}, // 67 6534 {0}, // 68 Disnae exist 6535 {0}, // 69 6536 6537 // SCOTLAND + FINALE 6538 {0}, // 70 Disnae exist 6539 {199,200,201,242,0}, // 71 6540 {199,200,201,242,0}, // 72 6541 {0}, // 73 6542 {284,0}, // 74 6543 {284,0}, // 75 6544 {284,0}, // 76 6545 {284,0}, // 77 6546 {284,0}, // 78 6547 {284,0}, // 79 6548 {0}, // 80 6549 {0}, // 81 6550 {0}, // 82 6551 {0}, // 83 6552 {0}, // 84 6553 {0}, // 85 6554 {0}, // 86 6555 {0}, // 87 6556 {0}, // 88 6557 {0}, // 89 6558 {0}, // 90 6559 {0}, // 91 6560 {0}, // 92 6561 {0}, // 93 6562 {0}, // 94 6563 {0}, // 95 6564 {0}, // 96 6565 {0}, // 97 6566 {0}, // 98 6567 {0}, // 99 6568 }; 6569 6570 #define ENCODE8(VAL) \ 6571 (uint8)(VAL & 0xFF) 6572 #define ENCODE16(VAL) \ 6573 (uint8)(VAL & 0xFF), (uint8)(VAL >> 8) 6574 #define ENCODE24(VAL) \ 6575 (uint8)(VAL & 0xFF), (uint8)((VAL >> 8) & 0xFF), (uint8)(VAL >> 16) 6576 #define ENCODE32(VAL) \ 6577 (uint8)(VAL & 0xFF), (uint8)((VAL >> 8) & 0xFF), (uint8)((VAL >> 16) & 0xFF), (uint8)(VAL >> 24) 6578 6579 #define LOGIC_CALL_FN(FN_ID, PARAM) \ 6580 opcCallFn, ENCODE8(FN_ID), ENCODE8(PARAM) 6581 #define LOGIC_CALL_FN_LONG(FN_ID, PARAM1, PARAM2, PARAM3) \ 6582 opcCallFnLong, ENCODE8(FN_ID), ENCODE32(PARAM1), ENCODE32(PARAM2), ENCODE32(PARAM3) 6583 #define LOGIC_SET_VAR8(VAR_ID, VAL) \ 6584 opcSetVar8, ENCODE16(VAR_ID), ENCODE8(VAL) 6585 #define LOGIC_SET_VAR16(VAR_ID, VAL) \ 6586 opcSetVar16, ENCODE16(VAR_ID), ENCODE16(VAL) 6587 #define LOGIC_SET_VAR32(VAR_ID, VAL) \ 6588 opcSetVar32, ENCODE16(VAR_ID), ENCODE32(VAL) 6589 #define GEORGE_POS(POS_X, POS_Y, DIR, PLACE) \ 6590 opcGeorge, ENCODE16(POS_X), ENCODE16(POS_Y), DIR, ENCODE24(PLACE) 6591 6592 #define INIT_SEQ_END \ 6593 opcSeqEnd 6594 #define RUN_START_SCRIPT(SCR_ID) \ 6595 opcRunStart, ENCODE8(SCR_ID) 6596 #define RUN_HELPER_SCRIPT(SCR_ID) \ 6597 opcRunHelper, ENCODE8(SCR_ID) 6598 6599 const uint8 g_startPos0[] = { // Intro with sequence 6600 LOGIC_CALL_FN(opcPlaySequence, 4), 6601 GEORGE_POS(481, 413, DOWN, FLOOR_1), 6602 INIT_SEQ_END 6603 }; 6604 6605 const uint8 g_startPos1[] = { // Intro without sequence 6606 GEORGE_POS(481, 413, DOWN, FLOOR_1), 6607 INIT_SEQ_END 6608 }; 6609 6610 const uint8 g_startPos2[] = { // blind alley 6611 GEORGE_POS(480, 388, DOWN_LEFT, FLOOR_2), 6612 LOGIC_CALL_FN(opcAddObject, LIFTING_KEYS), 6613 LOGIC_CALL_FN(opcAddObject, ROSSO_CARD), 6614 INIT_SEQ_END 6615 }; 6616 6617 const uint8 g_startPos3[] = { // cafe 6618 GEORGE_POS(660, 368, DOWN_LEFT, FLOOR_3), 6619 INIT_SEQ_END 6620 }; 6621 6622 const uint8 g_startPos4[] = { // ready to use the phone 6623 GEORGE_POS(463, 391, DOWN, FLOOR_4), 6624 LOGIC_SET_VAR8(MOUE_TEXT, 1), 6625 LOGIC_SET_VAR8(MOUE_NICO_FLAG, 1), 6626 LOGIC_SET_VAR8(PARIS_FLAG, 5), 6627 LOGIC_SET_VAR8(NICO_PHONE_FLAG, 1), 6628 LOGIC_SET_VAR8(TAILOR_PHONE_FLAG, 1), 6629 LOGIC_SET_VAR8(WORKMAN_GONE_FLAG, 1), 6630 LOGIC_SET_VAR8(ALBERT_INFO_FLAG, 1), 6631 LOGIC_SET_VAR8(SEEN_SEWERS_FLAG, 1), 6632 // item stuff missing 6633 INIT_SEQ_END 6634 }; 6635 6636 const uint8 g_startPos5[] = { // court yard 6637 GEORGE_POS(400, 400, DOWN_LEFT, FLOOR_5), 6638 INIT_SEQ_END 6639 }; 6640 6641 const uint8 g_startPos7[] = { // sewer two 6642 GEORGE_POS(520, 310, DOWN_LEFT, FLOOR_7), 6643 INIT_SEQ_END 6644 }; 6645 6646 const uint8 g_startPos8[] = { // cafe repaired 6647 GEORGE_POS(481, 413, DOWN, FLOOR_8), 6648 INIT_SEQ_END 6649 }; 6650 6651 const uint8 g_startPos11[] = { // costumier 6652 GEORGE_POS(264, 436, DOWN_RIGHT, FLOOR_11), 6653 LOGIC_CALL_FN(opcAddObject, TISSUE), 6654 LOGIC_CALL_FN(opcAddObject, PHOTOGRAPH), 6655 INIT_SEQ_END 6656 }; 6657 6658 const uint8 g_startPos12[] = { // hotel street 6659 GEORGE_POS(730, 460, LEFT, FLOOR_12), 6660 LOGIC_SET_VAR8(NICO_ADDRESS_FLAG, 1), 6661 LOGIC_SET_VAR8(NICO_PHONE_FLAG, 1), 6662 LOGIC_SET_VAR8(COSTUMES_ADDRESS_FLAG, 1), 6663 LOGIC_SET_VAR8(HOTEL_ADDRESS_FLAG, 1), 6664 LOGIC_SET_VAR8(AEROPORT_ADDRESS_FLAG, 1), 6665 LOGIC_SET_VAR8(TAILOR_PHONE_FLAG, 1), 6666 INIT_SEQ_END 6667 }; 6668 6669 const uint8 g_startPos14[] = { // hotel corridor 6670 GEORGE_POS(528, 484, UP, FLOOR_14), 6671 LOGIC_CALL_FN(opcAddObject, HOTEL_KEY), 6672 LOGIC_CALL_FN(opcAddObject, MANUSCRIPT), 6673 INIT_SEQ_END 6674 }; 6675 6676 const uint8 g_startPos17[] = { // hotel assassin 6677 GEORGE_POS(714, 484, LEFT, FLOOR_17), 6678 INIT_SEQ_END 6679 }; 6680 6681 const uint8 g_startPos18[] = { // gendarmerie 6682 GEORGE_POS(446, 408, DOWN_LEFT, FLOOR_18), 6683 LOGIC_SET_VAR8(PARIS_FLAG, 5), 6684 INIT_SEQ_END 6685 }; 6686 6687 const uint8 g_startPos19[] = { // ireland street 6688 GEORGE_POS(256, 966, UP_RIGHT, FLOOR_19), 6689 RUN_HELPER_SCRIPT(HELP_IRELAND) 6690 }; 6691 6692 const uint8 g_startPos20[] = { // macdevitts 6693 GEORGE_POS(194, 417, DOWN_RIGHT, FLOOR_20), 6694 LOGIC_SET_VAR8(FARMER_MOVED_FLAG, 1), 6695 LOGIC_SET_VAR8(FARMER_SEAN_FLAG, 5), 6696 LOGIC_SET_VAR8(PUB_FLAP_FLAG, 1), 6697 LOGIC_SET_VAR8(PUB_TRAP_DOOR, 2), 6698 LOGIC_SET_VAR8(KNOWS_PEAGRAM_FLAG, 1), 6699 RUN_HELPER_SCRIPT(HELP_IRELAND) 6700 }; 6701 6702 const uint8 g_startPos21[] = { // pub cellar 6703 GEORGE_POS(291, 444, DOWN_RIGHT, FLOOR_21), 6704 LOGIC_CALL_FN(opcAddObject, BEER_TOWEL), 6705 LOGIC_SET_VAR8(FARMER_MOVED_FLAG, 1), 6706 LOGIC_SET_VAR8(FLEECY_STUCK, 1), 6707 LOGIC_SET_VAR8(LIFTING_KEYS_IN_HOLE_23, 1), 6708 RUN_HELPER_SCRIPT(HELP_IRELAND) 6709 }; 6710 6711 const uint8 g_startPos22[] = { // castle gate 6712 GEORGE_POS(547, 500, UP_LEFT, FLOOR_22), 6713 LOGIC_SET_VAR8(IRELAND_FLAG, 4), 6714 RUN_HELPER_SCRIPT(HELP_IRELAND) 6715 }; 6716 6717 const uint8 g_startPos23[] = { // castle hay top 6718 GEORGE_POS(535, 510, UP, FLOOR_23), 6719 RUN_HELPER_SCRIPT(HELP_IRELAND) 6720 }; 6721 6722 const uint8 g_startPos24[] = { // castle yard 6723 GEORGE_POS(815, 446, DOWN_LEFT, FLOOR_24), 6724 RUN_HELPER_SCRIPT(HELP_IRELAND) 6725 }; 6726 6727 const uint8 g_startPos25[] = { // castle dig 6728 GEORGE_POS(369, 492, LEFT, FLOOR_25), 6729 LOGIC_CALL_FN(opcAddObject, BEER_TOWEL), 6730 LOGIC_SET_VAR8(BEER_TOWEL_BEEN_WET, 1), 6731 LOGIC_SET_VAR16(WET_BEER_TOWEL_TIMER, 1000), 6732 RUN_HELPER_SCRIPT(HELP_IRELAND) 6733 }; 6734 6735 const uint8 g_startPos26[] = { // cellar dark 6736 GEORGE_POS(291, 444, DOWN_RIGHT, FLOOR_26), 6737 RUN_HELPER_SCRIPT(HELP_IRELAND) 6738 }; 6739 6740 const uint8 g_startPos27[] = { // museum street 6741 GEORGE_POS(300, 510, UP_RIGHT, FLOOR_27), 6742 LOGIC_SET_VAR8(PARIS_FLAG, 12), 6743 LOGIC_SET_VAR8(MANUSCRIPT_ON_TABLE_10_FLAG, 1), 6744 INIT_SEQ_END 6745 }; 6746 6747 const uint8 g_startPos31[] = { // hospital street 6748 GEORGE_POS(400, 500, UP_RIGHT, FLOOR_31), 6749 LOGIC_SET_VAR8(PARIS_FLAG, 11), 6750 LOGIC_CALL_FN(opcAddObject, PHOTOGRAPH), 6751 LOGIC_CALL_FN(opcAddObject, LAB_PASS), 6752 INIT_SEQ_END 6753 }; 6754 6755 const uint8 g_startPos32[] = { // hospital desk (after we've found out where Marquet is) 6756 GEORGE_POS(405, 446, UP_RIGHT, FLOOR_32), 6757 LOGIC_SET_VAR8(GOT_BENOIR_FLAG, 1), 6758 LOGIC_CALL_FN(opcAddObject, PHOTOGRAPH), 6759 LOGIC_CALL_FN(opcAddObject, LAB_PASS), 6760 RUN_HELPER_SCRIPT(HELP_WHITECOAT) 6761 }; 6762 6763 const uint8 g_startPos35[] = { // hospital jacques 6764 GEORGE_POS(640, 500, LEFT, FLOOR_35), 6765 LOGIC_SET_VAR8(DOOR_34_OPEN, 1), 6766 LOGIC_SET_VAR8(GOT_BENOIR_FLAG, 2), 6767 LOGIC_SET_VAR8(HOS_POS_FLAG, 26), 6768 LOGIC_SET_VAR8(BENOIR_FLAG, 24), 6769 RUN_HELPER_SCRIPT(HELP_WHITECOAT) 6770 }; 6771 6772 const uint8 g_startPos36[] = { // montfaucon 6773 GEORGE_POS(300, 480, RIGHT, FLOOR_36), 6774 LOGIC_CALL_FN(opcAddObject, LENS), 6775 LOGIC_CALL_FN(opcAddObject, RED_NOSE), 6776 LOGIC_CALL_FN(opcAddObject, LIFTING_KEYS), 6777 LOGIC_SET_VAR8(MONTFAUCON_CONTROL_FLAG, 1), 6778 INIT_SEQ_END 6779 }; 6780 6781 const uint8 g_startPos37[] = { // catacomb sewer 6782 GEORGE_POS(592, 386, RIGHT, FLOOR_37), 6783 LOGIC_CALL_FN(opcAddObject, LIFTING_KEYS), 6784 LOGIC_CALL_FN(opcAddObject, TRIPOD), 6785 LOGIC_CALL_FN(opcAddObject, GEM), 6786 INIT_SEQ_END 6787 }; 6788 6789 const uint8 g_startPos38[] = { // catacomb room 6790 GEORGE_POS(200, 390, RIGHT, FLOOR_38), 6791 LOGIC_CALL_FN(opcAddObject, TRIPOD), 6792 LOGIC_CALL_FN(opcAddObject, GEM), 6793 INIT_SEQ_END 6794 }; 6795 6796 const uint8 g_startPos39[] = { // catacomb meeting 6797 GEORGE_POS(636, 413, DOWN_LEFT, FLOOR_39), 6798 LOGIC_SET_VAR8(MEETING_FLAG, 3), // meeting finished 6799 LOGIC_CALL_FN(opcAddObject, TRIPOD), 6800 LOGIC_CALL_FN(opcAddObject, GEM), 6801 INIT_SEQ_END 6802 }; 6803 6804 const uint8 g_startPos40[] = { // excavation exterior 6805 GEORGE_POS(648, 492, LEFT, FLOOR_40), 6806 LOGIC_SET_VAR8(NICO_PHONE_FLAG, 1), 6807 LOGIC_SET_VAR8(PARIS_FLAG, 16), 6808 LOGIC_CALL_FN(opcAddObject, PLASTER), 6809 LOGIC_CALL_FN(opcAddObject, POLISHED_CHALICE), 6810 INIT_SEQ_END 6811 }; 6812 6813 const uint8 g_startPos45[] = { // syria stall 6814 GEORGE_POS(410, 490, DOWN_RIGHT, FLOOR_45), 6815 RUN_HELPER_SCRIPT(HELP_SYRIA) 6816 }; 6817 6818 const uint8 g_startPos47[] = { // syria carpet 6819 GEORGE_POS(225, 775, RIGHT, FLOOR_47), 6820 RUN_HELPER_SCRIPT(HELP_SYRIA) 6821 }; 6822 6823 const uint8 g_startPos48[] = { // templar church 6824 GEORGE_POS(315, 392, DOWN, FLOOR_48), 6825 LOGIC_SET_VAR8(CHALICE_FLAG, 2), 6826 LOGIC_SET_VAR8(NEJO_TEXT, 1), 6827 LOGIC_CALL_FN(opcAddObject, CHALICE), 6828 LOGIC_CALL_FN(opcAddObject, LENS), 6829 INIT_SEQ_END 6830 }; 6831 6832 const uint8 g_startPos49[] = { // syria club 6833 GEORGE_POS(438, 400, DOWN_RIGHT, FLOOR_49), 6834 LOGIC_CALL_FN(opcAddObject, TOILET_BRUSH), 6835 RUN_HELPER_SCRIPT(HELP_SYRIA) 6836 }; 6837 6838 const uint8 g_startPos50[] = { // syria toilet 6839 GEORGE_POS(313, 440, DOWN_RIGHT, FLOOR_50), 6840 LOGIC_CALL_FN(opcAddObject, TOILET_KEY), 6841 RUN_HELPER_SCRIPT(HELP_SYRIA) 6842 }; 6843 6844 const uint8 g_startPos53[] = { // bull's head pan 6845 LOGIC_SET_VAR32(CHANGE_PLACE, FLOOR_53), 6846 LOGIC_CALL_FN(opcAddObject, TOWEL_CUT), 6847 RUN_HELPER_SCRIPT(HELP_SYRIA) 6848 }; 6849 6850 const uint8 g_startPos54[] = { // bull's head 6851 GEORGE_POS(680, 425, DOWN_LEFT, FLOOR_54), 6852 LOGIC_CALL_FN(opcAddObject, TOWEL_CUT), 6853 RUN_HELPER_SCRIPT(HELP_SYRIA) 6854 }; 6855 6856 const uint8 g_startPos55[] = { // bull secret 6857 GEORGE_POS(825, 373, DOWN_LEFT, FLOOR_55), 6858 RUN_HELPER_SCRIPT(HELP_SYRIA) 6859 }; 6860 6861 const uint8 g_startPos56[] = { // contess' room 6862 GEORGE_POS(572, 443, LEFT, FLOOR_56), 6863 RUN_HELPER_SCRIPT(HELP_SPAIN) 6864 }; 6865 6866 const uint8 g_startPos57[] = { // Spain drive 6867 GEORGE_POS(1630, 460, DOWN_LEFT, FLOOR_57), 6868 RUN_HELPER_SCRIPT(HELP_SPAIN) 6869 }; 6870 6871 const uint8 g_startPos58[] = { // Mausoleum Exterior 6872 GEORGE_POS(SC58_PATH_X, SC58_PATH_Y, UP_RIGHT, FLOOR_58), 6873 RUN_HELPER_SCRIPT(HELP_SPAIN) 6874 }; 6875 6876 const uint8 g_startPos59[] = { // Mausoleum interior 6877 GEORGE_POS(750, 455, LEFT, FLOOR_59), 6878 RUN_HELPER_SCRIPT(HELP_SPAIN) 6879 }; 6880 6881 const uint8 g_startPos60[] = { // Spain reception 6882 GEORGE_POS(750, 475, DOWN_LEFT, FLOOR_60), 6883 RUN_HELPER_SCRIPT(HELP_SPAIN) 6884 }; 6885 6886 const uint8 g_startPos61[] = { // Spain well 6887 GEORGE_POS(400, 345, DOWN, LEFT_FLOOR_61), 6888 LOGIC_CALL_FN(opcAddObject, STONE_KEY), 6889 LOGIC_CALL_FN(opcAddObject, MIRROR), 6890 RUN_HELPER_SCRIPT(HELP_SPAIN) 6891 }; 6892 6893 const uint8 g_startPos62[] = { // chess puzzle 6894 LOGIC_SET_VAR32(CHANGE_PLACE, FLOOR_62), 6895 LOGIC_SET_VAR8(TOP_MENU_DISABLED, 1), 6896 LOGIC_SET_VAR8(GEORGE_ALLOWED_REST_ANIMS, 0), 6897 LOGIC_CALL_FN_LONG(opcNoSprite, PLAYER, 0, 0), 6898 RUN_HELPER_SCRIPT(HELP_SPAIN) 6899 }; 6900 6901 const uint8 g_startPos63[] = { // train one 6902 GEORGE_POS(710, 450, LEFT, FLOOR_63), 6903 LOGIC_SET_VAR8(DOOR_SC65_FLAG, 2), 6904 LOGIC_SET_VAR8(DOOR_ONE_63_OPEN, 0), 6905 LOGIC_SET_VAR8(DOOR_65_OPEN, 1), 6906 LOGIC_SET_VAR8(VAIL_TEXT, 1), 6907 RUN_HELPER_SCRIPT(HELP_NIGHTTRAIN) 6908 }; 6909 6910 const uint8 g_startPos65[] = { // compt one 6911 GEORGE_POS(460, 430, DOWN, FLOOR_65), 6912 RUN_HELPER_SCRIPT(HELP_NIGHTTRAIN) 6913 }; 6914 6915 const uint8 g_startPos66[] = { // compt two 6916 GEORGE_POS(460, 430, DOWN, FLOOR_66), 6917 RUN_HELPER_SCRIPT(HELP_NIGHTTRAIN) 6918 }; 6919 6920 const uint8 g_startPos67[] = { // compt three 6921 GEORGE_POS(460, 430, DOWN, FLOOR_67), 6922 RUN_HELPER_SCRIPT(HELP_NIGHTTRAIN) 6923 }; 6924 6925 const uint8 g_startPos69[] = { // train_guard 6926 GEORGE_POS(310, 430, DOWN, FLOOR_69), 6927 RUN_HELPER_SCRIPT(HELP_NIGHTTRAIN) 6928 }; 6929 6930 const uint8 g_startPos71[] = { // churchyard 6931 GEORGE_POS(1638, 444, LEFT, RIGHT_FLOOR_71), 6932 LOGIC_SET_VAR8(NICO_SCOT_SCREEN, 71), 6933 LOGIC_SET_VAR8(NICO_POSITION_71, 1), 6934 RUN_HELPER_SCRIPT(HELP_SCOTLAND) 6935 }; 6936 6937 const uint8 g_startPos72[] = { // church tower 6938 GEORGE_POS(150, 503, RIGHT, FLOOR_72), 6939 LOGIC_SET_VAR8(NICO_SCOT_SCREEN, 72), 6940 RUN_HELPER_SCRIPT(HELP_SCOTLAND) 6941 }; 6942 6943 const uint8 g_startPos73[] = { // crypt 6944 GEORGE_POS(250, 390, DOWN_RIGHT, FLOOR_73), 6945 LOGIC_SET_VAR8(NICO_SCOT_SCREEN, 73), 6946 LOGIC_SET_VAR8(NICO_POSITION_73, 1) 6947 }; 6948 6949 const uint8 g_startPos80[] = { // Paris map 6950 GEORGE_POS(645, 160, DOWN, FLOOR_80), 6951 LOGIC_SET_VAR8(PARIS_FLAG, 3), 6952 LOGIC_SET_VAR8(NICO_CLOWN_FLAG, 3), 6953 LOGIC_SET_VAR8(NICO_DOOR_FLAG, 2), 6954 6955 LOGIC_CALL_FN(opcAddObject, RED_NOSE), 6956 LOGIC_CALL_FN(opcAddObject, PHOTOGRAPH), 6957 LOGIC_CALL_FN(opcAddObject, PLASTER), 6958 LOGIC_CALL_FN(opcAddObject, LAB_PASS), 6959 6960 LOGIC_SET_VAR8(MANUSCRIPT_FLAG, 1), 6961 LOGIC_SET_VAR8(NICO_ADDRESS_FLAG, 1), 6962 LOGIC_SET_VAR8(NICO_PHONE_FLAG, 1), 6963 LOGIC_SET_VAR8(COSTUMES_ADDRESS_FLAG, 1), 6964 LOGIC_SET_VAR8(HOTEL_ADDRESS_FLAG, 1), 6965 LOGIC_SET_VAR8(MUSEUM_ADDRESS_FLAG, 1), 6966 LOGIC_SET_VAR8(HOSPITAL_ADDRESS_FLAG, 1), 6967 LOGIC_SET_VAR8(MONTFACN_ADDRESS_FLAG, 1), 6968 LOGIC_SET_VAR8(AEROPORT_ADDRESS_FLAG, 1), 6969 LOGIC_SET_VAR8(NERVAL_ADDRESS_FLAG, 1), 6970 6971 LOGIC_SET_VAR8(IRELAND_MAP_FLAG, 1), 6972 LOGIC_SET_VAR8(SPAIN_MAP_FLAG, 1), 6973 LOGIC_SET_VAR8(SYRIA_FLAG, 2), 6974 6975 LOGIC_SET_VAR8(TAILOR_PHONE_FLAG, 1), 6976 INIT_SEQ_END 6977 }; 6978 6979 const uint8 g_genIreland[] = { 6980 LOGIC_SET_VAR8(PARIS_FLAG, 9), 6981 LOGIC_CALL_FN(opcAddObject, RED_NOSE), 6982 LOGIC_CALL_FN(opcAddObject, PHOTOGRAPH), 6983 LOGIC_CALL_FN(opcAddObject, LAB_PASS), 6984 LOGIC_CALL_FN(opcAddObject, LIFTING_KEYS), 6985 LOGIC_CALL_FN(opcAddObject, MATCHBOOK), 6986 LOGIC_CALL_FN(opcAddObject, BUZZER), 6987 LOGIC_CALL_FN(opcAddObject, TISSUE), 6988 INIT_SEQ_END 6989 }; 6990 6991 const uint8 g_genSyria[] = { 6992 LOGIC_SET_VAR8(PARIS_FLAG, 1), 6993 LOGIC_CALL_FN(opcAddObject, BALL), 6994 LOGIC_CALL_FN(opcAddObject, RED_NOSE), 6995 LOGIC_CALL_FN(opcAddObject, PHOTOGRAPH), 6996 LOGIC_CALL_FN(opcAddObject, LIFTING_KEYS), 6997 LOGIC_CALL_FN(opcAddObject, MATCHBOOK), 6998 LOGIC_CALL_FN(opcAddObject, BUZZER), 6999 LOGIC_CALL_FN(opcAddObject, TISSUE), 7000 LOGIC_SET_VAR8(CHANGE_STANCE, STAND), 7001 INIT_SEQ_END 7002 }; 7003 7004 const uint8 g_genSpain[] = { 7005 LOGIC_SET_VAR8(PARIS_FLAG, 1), 7006 LOGIC_SET_VAR8(SPAIN_VISIT, 1), // default to 1st spain visit, may get overwritten later 7007 LOGIC_CALL_FN(opcAddObject, RED_NOSE), 7008 LOGIC_CALL_FN(opcAddObject, PHOTOGRAPH), 7009 LOGIC_CALL_FN(opcAddObject, LAB_PASS), 7010 LOGIC_CALL_FN(opcAddObject, LIFTING_KEYS), 7011 LOGIC_CALL_FN(opcAddObject, BUZZER), 7012 LOGIC_CALL_FN(opcAddObject, TISSUE), 7013 LOGIC_CALL_FN(opcAddObject, BALL), 7014 LOGIC_CALL_FN(opcAddObject, MATCHBOOK), 7015 LOGIC_CALL_FN(opcAddObject, PRESSURE_GAUGE), 7016 INIT_SEQ_END 7017 }; 7018 7019 const uint8 g_genSpain2[] = { // 2nd spain visit 7020 LOGIC_SET_VAR8(SPAIN_VISIT, 2), 7021 LOGIC_CALL_FN(opcRemoveObject, PRESSURE_GAUGE), 7022 LOGIC_CALL_FN(opcAddObject, POLISHED_CHALICE), 7023 INIT_SEQ_END 7024 }; 7025 7026 const uint8 g_genNightTrain[] = { 7027 LOGIC_SET_VAR8(PARIS_FLAG, 18), 7028 INIT_SEQ_END 7029 }; 7030 7031 const uint8 g_genScotland[] = { 7032 LOGIC_SET_VAR8(PARIS_FLAG, 1), 7033 LOGIC_CALL_FN(opcAddObject, RED_NOSE), 7034 LOGIC_CALL_FN(opcAddObject, PHOTOGRAPH), 7035 LOGIC_CALL_FN(opcAddObject, LAB_PASS), 7036 LOGIC_CALL_FN(opcAddObject, LIFTING_KEYS), 7037 LOGIC_CALL_FN(opcAddObject, BUZZER), 7038 INIT_SEQ_END 7039 }; 7040 7041 const uint8 g_genWhiteCoat[] = { 7042 LOGIC_SET_VAR8(PARIS_FLAG, 11), 7043 LOGIC_SET_VAR8(EVA_TEXT, 1), 7044 LOGIC_SET_VAR8(EVA_MARQUET_FLAG, 2), 7045 LOGIC_SET_VAR8(EVA_NURSE_FLAG, 4), 7046 LOGIC_SET_VAR8(FOUND_WARD_FLAG, 1), 7047 LOGIC_SET_VAR8(CONSULTANT_HERE, 1), 7048 7049 LOGIC_CALL_FN_LONG(opcMegaSet, PLAYER, GEORGE_WLK, MEGA_WHITE), 7050 7051 LOGIC_SET_VAR32(GEORGE_CDT_FLAG, WHT_TLK_TABLE), 7052 LOGIC_SET_VAR8(GEORGE_TALK_FLAG, 0), 7053 LOGIC_SET_VAR8(WHITE_COAT_FLAG, 1), 7054 LOGIC_SET_VAR8(GEORGE_ALLOWED_REST_ANIMS, 0), 7055 INIT_SEQ_END 7056 }; 7057 7058 const uint8 *const Logic::_startData[] = { 7059 g_startPos0, 7060 g_startPos1, 7061 g_startPos2, 7062 g_startPos3, 7063 g_startPos4, 7064 g_startPos5, 7065 NULL, //g_startPos6, 7066 g_startPos7, 7067 g_startPos8, 7068 NULL, //g_startPos9, 7069 NULL, //g_startPos10, 7070 g_startPos11, 7071 g_startPos12, 7072 NULL, //g_startPos13, 7073 g_startPos14, 7074 NULL, //g_startPos15, 7075 NULL, //g_startPos16, 7076 g_startPos17, 7077 g_startPos18, 7078 g_startPos19, 7079 g_startPos20, 7080 g_startPos21, 7081 g_startPos22, 7082 g_startPos23, 7083 g_startPos24, 7084 g_startPos25, 7085 g_startPos26, 7086 g_startPos27, 7087 NULL, //g_startPos28, 7088 NULL, //g_startPos29, 7089 NULL, //g_startPos30, 7090 g_startPos31, 7091 g_startPos32, 7092 NULL, //g_startPos33, 7093 NULL, //g_startPos34, 7094 g_startPos35, 7095 g_startPos36, 7096 g_startPos37, 7097 g_startPos38, 7098 g_startPos39, 7099 g_startPos40, 7100 NULL, //g_startPos41, 7101 NULL, //g_startPos42, 7102 NULL, //g_startPos43, 7103 NULL, //g_startPos44, 7104 g_startPos45, 7105 NULL, //g_startPos46, 7106 g_startPos47, 7107 g_startPos48, 7108 g_startPos49, 7109 g_startPos50, 7110 NULL, //g_startPos51, 7111 NULL, //g_startPos52, 7112 g_startPos53, 7113 g_startPos54, 7114 g_startPos55, 7115 g_startPos56, 7116 g_startPos57, 7117 g_startPos58, 7118 g_startPos59, 7119 g_startPos60, 7120 g_startPos61, 7121 g_startPos62, 7122 g_startPos63, 7123 NULL, //g_startPos64, 7124 g_startPos65, 7125 g_startPos66, 7126 g_startPos67, 7127 NULL, //g_startPos68, 7128 g_startPos69, 7129 NULL, //g_startPos70, 7130 g_startPos71, 7131 g_startPos72, 7132 g_startPos73, 7133 NULL, //g_startPos74, 7134 NULL, //g_startPos75, 7135 NULL, //g_startPos76 7136 NULL, //g_startPos77 7137 NULL, //g_startPos78 7138 NULL, //g_startPos79 7139 g_startPos80 7140 }; 7141 7142 const uint8 *const Logic::_helperData[] = { 7143 g_genIreland, 7144 g_genSyria, 7145 g_genSpain, 7146 g_genNightTrain, 7147 g_genScotland, 7148 g_genWhiteCoat, 7149 g_genSpain2 7150 }; 7151 7152 } // End of namespace Sword1 7153