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This tool creates hugo.dat.
This file contains all the hardcoded strings, logic, fonts, and bitmaps and
is used by the engine depending on the version of the game started.
In order to work properly, the content of the DATA sub-directory has to be
copy next to the executable.

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef CREATE_HUGO_H
#define CREATE_HUGO_H
#define ARRAYSIZE(x) ((int)(sizeof(x) / sizeof(x[0])))
#define DATAALIGNMENT 4
#define HUGO_DAT_VER_MAJ 0 // 1 byte
#define HUGO_DAT_VER_MIN 42 // 1 byte
typedef unsigned char uint8;
typedef unsigned char byte;
typedef unsigned short uint16;
typedef signed short int16;
// Structure to define an EXIT or other collision-activated hotspot
struct hotspot_t {
int screenIndex; // Screen in which hotspot appears
int x1, y1, x2, y2; // Bounding box of hotspot
uint16 actIndex; // Index of the action list to carry out if a 'hit'
int16 viewx, viewy, direction; // Used in auto-route mode
};
struct target_t { // Secondary target for action
uint16 nounIndex; // Index of the noun
uint16 verbIndex; // Index of the verb
};
#define MAX_TARGET 12 // Max # secondary "MakeUseOf" targets
struct uses_t { // Define uses of certain objects
int16 objid; // Primary object
uint16 dataIndex; // Index of the string if no secondary object matches
target_t targets[MAX_TARGET]; // List of secondary targets
};
// Following is structure of verbs and nouns for 'background' objects
// These are objects that appear in the various screens, but nothing
// interesting ever happens with them. Rather than just be dumb and say
// "don't understand" we produce an interesting msg to keep user sane.
struct background_t {
uint16 verbIndex; // Index of the verb
uint16 nounIndex; // Index of the noun
int commentIndex; // Index of comment produced on match
bool matchFl; // TRUE if noun must match when present
byte roomState; // "State" of room. Comments might differ.
byte bonusIndex; // Index of bonus score (0 = no bonus)
};
typedef background_t *objectList_t;
struct cmd {
uint16 verbIndex; // Index of the verb
uint16 reqIndex; // Index of the list of required objects
uint16 textDataNoCarryIndex; // Index of the string if any of above not carried
byte reqstate; // required state for verb to be done
byte newstate; // new states if verb done
uint16 textDataWrongIndex; // Index of the string if wrong state
uint16 textDataDoneIndex; // Index of the string if verb done
uint16 actIndex; // Index of the action list if verb done
};
struct seq_t { // Linked list of images
byte *imagePtr; // ptr to image
uint16 bytesPerLine8; // bytes per line (8 bits)
uint16 lines; // lines
uint16 x1, x2, y1, y2; // Offsets from x,y: data bounding box
seq_t *nextSeqPtr; // ptr to next record
};
struct seqList_t {
uint16 imageNbr; // Number of images in sequence
seq_t *seqPtr; // Ptr to sequence structure
};
#define MAX_SEQUENCES 4 // Number of sequences of images in object
struct object_t {
uint16 nounIndex; // String identifying object
uint16 dataIndex; // String describing the object
uint16 *stateDataIndex; // Added by Strangerke to handle the LOOK_S state-dependant descriptions
path_t pathType; // Describe path object follows
int vxPath, vyPath; // Velocity (e.g. for CHASE)
uint16 actIndex; // Action list to do on collision with hero
byte seqNumb; // Number of sequences in list
seq_t *currImagePtr; // Sequence image currently in use
seqList_t seqList[MAX_SEQUENCES]; // Array of sequence structure ptrs and lengths
cycle_t cycling; // Whether cycling, forward or backward
byte cycleNumb; // No. of times to cycle
byte frameInterval; // Interval (in ticks) between frames
byte frameTimer; // Decrementing timer for above
char radius; // Defines sphere of influence by hero
byte screenIndex; // Screen in which object resides
int x, y; // Current coordinates of object
int oldx, oldy; // Previous coordinates of object
char vx, vy; // Velocity
byte objValue; // Value of object
int genericCmd; // Bit mask of 'generic' commands for object
uint16 cmdIndex; // ptr to list of cmd structures for verbs
bool carriedFl; // TRUE if object being carried
byte state; // state referenced in cmd list
bool verbOnlyFl; // TRUE if verb-only cmds allowed e.g. sit,look
byte priority; // Whether object fore, background or floating
int16 viewx, viewy; // Position to view object from (or 0 or -1)
int16 direction; // Direction to view object from
byte curSeqNumb; // Save which seq number currently in use
byte curImageNumb; // Save which image of sequence currently in use
char oldvx; // Previous vx (used in wandering)
char oldvy; // Previous vy
};
struct act0 { // Type 0 - Schedule
byte actType; // The type of action
int timer; // Time to set off the action
uint16 actIndex; // Index of an action list
};
struct act1 { // Type 1 - Start an object
byte actType; // The type of action
int timer; // Time to set off the action
int objNumb; // The object number
int cycleNumb; // Number of times to cycle
cycle_t cycle; // Direction to start cycling
};
struct act2 { // Type 2 - Initialize an object coords
byte actType; // The type of action
int timer; // Time to set off the action
int objNumb; // The object number
int x, y; // Coordinates
};
struct act3 { // Type 3 - Prompt user for text
byte actType; // The type of action
int timer; // Time to set off the action
uint16 promptIndex; // index of prompt string
int *responsePtr; // Array of indexes to valid response
// string(s) (terminate list with -1)
uint16 actPassIndex; // Index of the action list if success
uint16 actFailIndex; // Index of the action list if failure
bool encoded; // (HUGO 1 DOS ONLY) Whether response is encoded or not
};
struct act4 { // Type 4 - Set new background color
byte actType; // The type of action
int timer; // Time to set off the action
long newBkgColor; // New color
};
struct act5 { // Type 5 - Initialize an object velocity
byte actType; // The type of action
int timer; // Time to set off the action
int objNumb; // The object number
int vx, vy; // velocity
};
struct act6 { // Type 6 - Initialize an object carrying
byte actType; // The type of action
int timer; // Time to set off the action
int objNumb; // The object number
bool carriedFl; // carrying
};
struct act7 { // Type 7 - Initialize an object to hero's coords
byte actType; // The type of action
int timer; // Time to set off the action
int objNumb; // The object number
};
struct act8 { // Type 8 - switch to new screen
byte actType; // The type of action
int timer; // Time to set off the action
int screenIndex; // The new screen number
};
struct act9 { // Type 9 - Initialize an object state
byte actType; // The type of action
int timer; // Time to set off the action
int objNumb; // The object number
byte newState; // New state
};
struct act10 { // Type 10 - Initialize an object path type
byte actType; // The type of action
int timer; // Time to set off the action
int objNumb; // The object number
int newPathType; // New path type
char vxPath, vyPath; // Max delta velocities e.g. for CHASE
};
struct act11 { // Type 11 - Conditional on object's state
byte actType; // The type of action
int timer; // Time to set off the action
int objNumb; // The object number
byte stateReq; // Required state
uint16 actPassIndex; // Index of the action list if success
uint16 actFailIndex; // Index of the action list if failure
};
struct act12 { // Type 12 - Simple text box
byte actType; // The type of action
int timer; // Time to set off the action
int stringIndex; // Index (enum) of string in strings.dat
};
struct act13 { // Type 13 - Swap first object image with second
byte actType; // The type of action
int timer; // Time to set off the action
int obj1; // Index of first object
int obj2; // 2nd
};
struct act14 { // Type 14 - Conditional on current screen
byte actType; // The type of action
int timer; // Time to set off the action
int objNumb; // The required object
int screenReq; // The required screen number
uint16 actPassIndex; // Index of the action list if success
uint16 actFailIndex; // Index of the action list if failure
};
struct act15 { // Type 15 - Home in on an object
byte actType; // The type of action
int timer; // Time to set off the action
int obj1; // The object number homing in
int obj2; // The object number to home in on
char vx, vy; // Max delta velocities
};
// Note: Don't set a sequence at time 0 of a new screen, it causes
// problems clearing the boundary bits of the object! t>0 is safe
struct act16 { // Type 16 - Set curr_seq_p to seq
byte actType; // The type of action
int timer; // Time to set off the action
int objNumb; // The object number
int seqIndex; // The index of seq array to set to
};
struct act17 { // Type 17 - SET obj individual state bits
byte actType; // The type of action
int timer; // Time to set off the action
int objNumb; // The object number
int stateMask; // The mask to OR with current obj state
};
struct act18 { // Type 18 - CLEAR obj individual state bits
byte actType; // The type of action
int timer; // Time to set off the action
int objNumb; // The object number
int stateMask; // The mask to ~AND with current obj state
};
struct act19 { // Type 19 - TEST obj individual state bits
byte actType; // The type of action
int timer; // Time to set off the action
int objNumb; // The object number
int stateMask; // The mask to AND with current obj state
uint16 actPassIndex; // Index of the action list (all bits set)
uint16 actFailIndex; // Index of the action list (not all set)
};
struct act20 { // Type 20 - Remove all events with this type of action
byte actType; // The type of action
int timer; // Time to set off the action
byte actTypeDel; // The action type to remove
};
struct act21 { // Type 21 - Gameover. Disable hero & commands
byte actType; // The type of action
int timer; // Time to set off the action
};
struct act22 { // Type 22 - Initialize an object to hero's coords
byte actType; // The type of action
int timer; // Time to set off the action
int objNumb; // The object number
};
struct act23 { // Type 23 - Exit game back to DOS
byte actType; // The type of action
int timer; // Time to set off the action
};
struct act24 { // Type 24 - Get bonus score
byte actType; // The type of action
int timer; // Time to set off the action
int pointIndex; // Index into points array
};
struct act25 { // Type 25 - Conditional on bounding box
byte actType; // The type of action
int timer; // Time to set off the action
int objNumb; // The required object number
int x1, y1, x2, y2; // The bounding box
uint16 actPassIndex; // Index of the action list if success
uint16 actFailIndex; // Index of the action list if failure
};
struct act26 { // Type 26 - Play a sound
byte actType; // The type of action
int timer; // Time to set off the action
int16 soundIndex; // Sound index in data file
};
struct act27 { // Type 27 - Add object's value to score
byte actType; // The type of action
int timer; // Time to set off the action
int objNumb; // object number
};
struct act28 { // Type 28 - Subtract object's value from score
byte actType; // The type of action
int timer; // Time to set off the action
int objNumb; // object number
};
struct act29 { // Type 29 - Conditional on object carried
byte actType; // The type of action
int timer; // Time to set off the action
int objNumb; // The required object number
uint16 actPassIndex; // Index of the action list if success
uint16 actFailIndex; // Index of the action list if failure
};
struct act30 { // Type 30 - Start special maze processing
byte actType; // The type of action
int timer; // Time to set off the action
byte mazeSize; // Size of (square) maze
int x1, y1, x2, y2; // Bounding box of maze
int x3, x4; // Extra x points for perspective correction
byte firstScreenIndex; // First (top left) screen of maze
};
struct act31 { // Type 31 - Exit special maze processing
byte actType; // The type of action
int timer; // Time to set off the action
};
struct act32 { // Type 32 - Init fbg field of object
byte actType; // The type of action
int timer; // Time to set off the action
int objNumb; // The object number
byte priority; // Value of foreground/background field
};
struct act33 { // Type 33 - Init screen field of object
byte actType; // The type of action
int timer; // Time to set off the action
int objNumb; // The object number
int screenIndex; // Screen number
};
struct act34 { // Type 34 - Global Schedule
byte actType; // The type of action
int timer; // Time to set off the action
uint16 actIndex; // Index of an action list
};
struct act35 { // Type 35 - Remappe palette
byte actType; // The type of action
int timer; // Time to set off the action
int16 oldColorIndex; // Old color index, 0..15
int16 newColorIndex; // New color index, 0..15
};
struct act36 { // Type 36 - Conditional on noun mentioned
byte actType; // The type of action
int timer; // Time to set off the action
uint16 nounIndex; // The required noun (list)
uint16 actPassIndex; // Index of the action list if success
uint16 actFailIndex; // Index of the action list if failure
};
struct act37 { // Type 37 - Set new screen state
byte actType; // The type of action
int timer; // Time to set off the action
int screenIndex; // The screen number
byte newState; // The new state
};
struct act38 { // Type 38 - Position lips
byte actType; // The type of action
int timer; // Time to set off the action
int lipsObjNumb; // The LIPS object
int objNumb; // The object to speak
byte dxLips; // Relative offset of x
byte dyLips; // Relative offset of y
};
struct act39 { // Type 39 - Init story mode
byte actType; // The type of action
int timer; // Time to set off the action
bool storyModeFl; // New state of story_mode flag
};
struct act40 { // Type 40 - Unsolicited text box
byte actType; // The type of action
int timer; // Time to set off the action
int stringIndex; // Index (enum) of string in strings.dat
};
struct act41 { // Type 41 - Conditional on bonus scored
byte actType; // The type of action
int timer; // Time to set off the action
int BonusIndex; // Index into bonus list
uint16 actPassIndex; // Index of the action list if scored for the first time
uint16 actFailIndex; // Index of the action list if already scored
};
struct act42 { // Type 42 - Text box with "take" string
byte actType; // The type of action
int timer; // Time to set off the action
int objNumb; // The object taken
};
struct act43 { // Type 43 - Prompt user for Yes or No
byte actType; // The type of action
int timer; // Time to set off the action
int prompt; // Index of prompt string
uint16 actYesIndex; // Index of the action list if YES
uint16 actNoIndex; // Index of the action list if NO
};
struct act44 { // Type 44 - Stop any route in progress
byte actType; // The type of action
int timer; // Time to set off the action
};
struct act45 { // Type 45 - Conditional on route in progress
byte actType; // The type of action
int timer; // Time to set off the action
int routeIndex; // Must be >= current status.rindex
uint16 actPassIndex; // Index of the action list if en-route
uint16 actFailIndex; // Index of the action list if not
};
struct act46 { // Type 46 - Init status.jumpexit
byte actType; // The type of action
int timer; // Time to set off the action
bool jumpExitFl; // New state of jumpexit flag
};
struct act47 { // Type 47 - Init viewx,viewy,dir
byte actType; // The type of action
int timer; // Time to set off the action
int objNumb; // The object
int16 viewx; // object.viewx
int16 viewy; // object.viewy
int16 direction; // object.dir
};
struct act48 { // Type 48 - Set curr_seq_p to frame n
byte actType; // The type of action
int timer; // Time to set off the action
int objNumb; // The object number
int seqIndex; // The index of seq array to set to
int frameIndex; // The index of frame to set to
};
struct act49 { // Added by Strangerke - Type 79 - Play a sound (DOS way)
byte actType; // The type of action
int timer; // Time to set off the action
uint16 songIndex; // Song index in string array
};
union act {
act0 a0;
act1 a1;
act2 a2;
act3 a3;
act4 a4;
act5 a5;
act6 a6;
act7 a7;
act8 a8;
act9 a9;
act10 a10;
act11 a11;
act12 a12;
act13 a13;
act14 a14;
act15 a15;
act16 a16;
act17 a17;
act18 a18;
act19 a19;
act20 a20;
act21 a21;
act22 a22;
act23 a23;
act24 a24;
act25 a25;
act26 a26;
act27 a27;
act28 a28;
act29 a29;
act30 a30;
act31 a31;
act32 a32;
act33 a33;
act34 a34;
act35 a35;
act36 a36;
act37 a37;
act38 a38;
act39 a39;
act40 a40;
act41 a41;
act42 a42;
act43 a43;
act44 a44;
act45 a45;
act46 a46;
act47 a47;
act48 a48;
act49 a49;
};
typedef void *actListPtr; // Ptr to a list of actions
typedef actListPtr *actList; // A list of actions
void writeTextArray(FILE *outFile, const char *textData[], int nbrText);
void writeUint16Array(FILE *outFile, const uint16 *uint16Array[], int nbrElem);
void writeHotspot(FILE *outFile, const hotspot_t hotspots[], int nbrElem);
void writeUseArray(FILE *outFile, const uses_t uses[], int nbrElem);
void writeBackgroundArray(FILE *outFile, const background_t background[], int nbrElem);
void writeCmdArray(FILE *outFile, const cmd *cmdList[], int nbrElem);
void writeScreenActs(FILE *outFile, const uint16 *screenActs[], int nbrElem);
void writeObjectArray(FILE *outFile, const object_t objects[], int nbrElem);
void writeActListArray(FILE *outFile, const actList actListArr[], int nbrElem);
#endif // CREATE_HUGO_H

1567
devtools/create_hugo/enums.h Normal file

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MODULE := devtools/create_hugo
MODULE_OBJS := \
create_hugo.o
# Set the name of the executable
TOOL_EXECUTABLE := create_hugo
# Include common rules
include $(srcdir)/rules.mk

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
/*
* This code is based on original Hugo Trilogy source code
*
* Copyright (c) 1989-1995 David P. Gray
*
*/
#ifndef STATICDISPLAY_H
#define STATICDISPLAY_H
#define SIZE_PAL_ARRAY 3*16
#if 1
// Color table of standard 16 VGA colors
// Values from "Programmers guide to EGA/VGA cards" Ferraro, p303
#define V1 168 // Low intensity value
#define V2 255 // High intensity value
#define V3 87 // Special for Brown/Gray
#define V4 32 // De-saturate hi intensity
byte _palette[SIZE_PAL_ARRAY] = {
0, 0, 0, // BLACK
0, 0, V1, // BLUE
0, V1, 0, // GREEN
0, V1, V1, // CYAN
V1, 0, 0, // RED
V1, 0, V1, // MAGENTA
V1, V3, 0, // BROWN
V1, V1, V1, // WHITE (LIGHT GRAY)
V3, V3, V3, // GRAY (DARK GRAY)
V4, V4, V2, // LIGHTBLUE
V4, V2, V4, // LIGHTGREEN
V4, V2, V2, // LIGHTCYAN
V2, V4, V4, // LIGHTRED
V2, V4, V2, // LIGHTMAGENTA
V2, V2, V4, // YELLOW
V2, V2, V2 // BRIGHTWHITE
};
#else
// Original paletter found in original exe.
// Currently disabled, because the result is quite ugly!
// Color table of nearest standard 16 colors in system static palette
#define C1 191 // Low intensity value
#define C2 255 // High intensity value
#define C3 127 // Special for Brown/Gray
byte _palette[SIZE_PAL_ARRAY] = {
0, 0, 0, // BLACK
0, 0, C1, // BLUE
0, C1, 0, // GREEN
0, C1, C1, // CYAN
C1, 0, 0, // RED
C1, 0, C1, // MAGENTA
C3, C3, 0, // BROWN
C1, C1, C1, // WHITE (LIGHT GRAY)
C3, C3, C3, // GRAY (DARK GRAY)
0, 0, C2, // LIGHTBLUE
0, C2, 0, // LIGHTGREEN
0, C2, C2, // LIGHTCYAN
C2, 0, 0, // LIGHTRED
C2, 0, C2, // LIGHTMAGENTA
C2, C2, 0, // YELLOW
C2, C2, C2 // BRIGHTWHITE
};
#endif
#endif

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
/*
* This code is based on original Hugo Trilogy source code
*
* Copyright (c) 1989-1995 David P. Gray
*
*/
#ifndef STATICENGINE_H
#define STATICENGINE_H
#define NUM_ENGINE_TEXT 1
const char *textEngine[NUM_ENGINE_TEXT] = {
"Hugo and Penelope say:\n\n"
"We hope you liked our adventure and\n"
"hope to see you very soon in Hugo's\n"
"Mystery Adventure and Hugo's Amazon\n"
"Adventure. They are just like this\n"
"game but bigger and better!\n\n"
"Call 1-800-2424-PsL now to order the\n"
"Hugo Trilogy for Windows for only $36!\n"
"(Note: This number is for ORDERS only)\n\n"
"It includes all 3 games + the 30-page\n"
"answer book. See Ordering information\n"
"for more details and some screenshots."
};
#endif

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef STATICFONT_H
#define STATICFONT_H
byte font5[] = {
6, 7, 6, 7, 0, 0, 0, 0, 0, 0, 6, 7, 0, 0, 0, 0, 0, 0, 6, 7,
0, 0, 0, 0, 0, 0, 6, 7, 0, 0, 0, 0, 0, 0, 6, 7, 0, 0, 0, 0,
0, 0, 6, 7, 0, 0, 0, 0, 0, 0, 6, 7, 0, 0, 0, 0, 0, 0, 6, 7,
0, 0, 0, 0, 0, 0, 6, 7, 0, 0, 0, 0, 0, 0, 6, 7, 0, 0, 0, 0,
0, 0, 6, 7, 0, 0, 0, 0, 0, 0, 6, 7, 0, 0, 0, 0, 0, 0, 6, 7,
0, 0, 0, 0, 0, 0, 6, 7, 0, 0, 0, 0, 0, 0, 6, 7, 0, 0, 0, 0,
0, 0, 6, 7, 0, 0, 0, 0, 0, 0, 6, 7, 0, 0, 0, 0, 0, 0, 6, 7,
0, 0, 0, 0, 0, 0, 6, 7, 0, 0, 0, 0, 0, 0, 6, 7, 0, 0, 0, 0,
0, 0, 6, 7, 0, 0, 0, 0, 0, 0, 6, 7, 0, 0, 0, 0, 0, 0, 6, 7,
0, 0, 0, 0, 0, 0, 6, 7, 0, 0, 0, 0, 0, 0, 6, 7, 0, 0, 0, 0,
0, 0, 6, 7, 0, 0, 0, 0, 0, 0, 6, 7, 0, 0, 0, 0, 0, 0, 6, 7,
0, 0, 0, 0, 0, 0, 6, 7, 0, 0, 0, 0, 0, 0, 6, 7, 0, 0, 0, 0,
0, 0, 6, 7, 0, 0, 0, 0, 0, 0, 6, 2, 0, 0, 0, 0, 0, 0, 5, 1,
128, 128, 128, 0, 128, 2, 3, 160, 160, 3, 3, 160, 0, 160, 5, 3, 64, 224, 64, 224,
64, 5, 3, 160, 32, 64, 128, 160, 5, 3, 64, 160, 64, 160, 96, 2, 2, 64, 128, 5,
2, 64, 128, 128, 128, 64, 5, 2, 128, 64, 64, 64, 128, 4, 3, 0, 160, 64, 160, 4,
3, 0, 64, 224, 64, 5, 2, 0, 0, 0, 64, 128, 3, 3, 0, 0, 224, 5, 1, 0,
0, 0, 0, 128, 5, 3, 32, 32, 64, 128, 128, 5, 3, 224, 160, 160, 160, 224, 5, 1,
128, 128, 128, 128, 128, 5, 3, 224, 32, 224, 128, 224, 5, 3, 224, 32, 96, 32, 224, 5,
3, 160, 160, 224, 32, 32, 5, 3, 224, 128, 224, 32, 224, 5, 3, 224, 128, 224, 160, 224,
5, 3, 224, 32, 64, 64, 64, 5, 3, 224, 160, 224, 160, 224, 5, 3, 224, 160, 224, 32,
224, 4, 2, 0, 128, 0, 128, 5, 2, 0, 64, 0, 64, 128, 5, 3, 32, 64, 128, 64,
32, 4, 3, 0, 224, 0, 224, 5, 3, 128, 64, 32, 64, 128, 5, 3, 192, 32, 64, 0,
64, 5, 3, 64, 160, 160, 128, 96, 5, 3, 64, 160, 224, 160, 160, 5, 3, 192, 160, 192,
160, 192, 5, 3, 96, 128, 128, 128, 96, 5, 3, 192, 160, 160, 160, 192, 5, 3, 224, 128,
192, 128, 224, 5, 3, 224, 128, 192, 128, 128, 5, 3, 224, 128, 160, 160, 224, 5, 3, 160,
160, 224, 160, 160, 5, 3, 224, 64, 64, 64, 224, 5, 3, 32, 32, 32, 160, 64, 5, 3,
160, 160, 192, 160, 160, 5, 3, 128, 128, 128, 128, 224, 5, 3, 160, 224, 224, 160, 160, 5,
3, 160, 224, 224, 224, 160, 5, 3, 64, 160, 160, 160, 64, 5, 3, 192, 160, 192, 128, 128,
5, 3, 64, 160, 160, 64, 32, 5, 3, 192, 160, 192, 160, 160, 5, 3, 96, 128, 64, 32,
192, 5, 3, 224, 64, 64, 64, 64, 5, 3, 160, 160, 160, 160, 224, 5, 3, 160, 160, 160,
64, 64, 5, 3, 160, 160, 224, 224, 160, 5, 3, 160, 160, 64, 160, 160, 5, 3, 160, 160,
96, 32, 192, 5, 3, 224, 32, 64, 128, 224, 5, 2, 192, 128, 128, 128, 192, 5, 3, 128,
128, 64, 32, 32, 5, 2, 192, 64, 64, 64, 192, 2, 3, 64, 160, 5, 3, 0, 0, 0,
0, 224, 2, 2, 128, 64, 5, 3, 64, 160, 224, 160, 160, 5, 3, 192, 160, 192, 160, 192,
5, 3, 96, 128, 128, 128, 96, 5, 3, 192, 160, 160, 160, 192, 5, 3, 224, 128, 192, 128,
224, 5, 3, 224, 128, 192, 128, 128, 5, 3, 224, 128, 160, 160, 224, 5, 3, 160, 160, 224,
160, 160, 5, 3, 224, 64, 64, 64, 224, 5, 3, 32, 32, 32, 160, 64, 5, 3, 160, 160,
192, 160, 160, 5, 3, 128, 128, 128, 128, 224, 5, 3, 160, 224, 224, 160, 160, 5, 3, 160,
224, 224, 224, 160, 5, 3, 64, 160, 160, 160, 64, 5, 3, 192, 160, 192, 128, 128, 5, 3,
64, 160, 160, 64, 32, 5, 3, 192, 160, 192, 160, 160, 5, 3, 96, 128, 64, 32, 192, 5,
3, 224, 64, 64, 64, 64, 5, 3, 160, 160, 160, 160, 224, 5, 3, 160, 160, 160, 64, 64,
5, 3, 160, 160, 224, 224, 160, 5, 3, 160, 160, 64, 160, 160, 5, 3, 160, 160, 96, 32,
192, 5, 3, 224, 32, 64, 128, 224, 5, 3, 96, 64, 192, 64, 96, 5, 1, 128, 128, 0,
128, 128, 5, 3, 192, 64, 96, 64, 192, 1, 2, 64, 6, 1, 0, 0, 0, 0, 0, 0
};
byte font6[] = {
11, 11, 7, 6, 4, 12, 12, 24, 216, 112, 48, 7, 8, 0, 35, 99, 255, 96, 32, 0,
7, 6, 0, 0, 0, 0, 0, 0, 0, 7, 6, 0, 0, 0, 0, 0, 0, 0, 7, 6,
0, 0, 0, 0, 0, 0, 0, 7, 6, 0, 0, 0, 0, 0, 0, 0, 7, 6, 0, 0,
0, 0, 0, 0, 0, 7, 6, 0, 0, 0, 0, 0, 0, 0, 7, 6, 0, 0, 0, 0,
0, 0, 0, 7, 6, 0, 0, 0, 0, 0, 0, 0, 7, 6, 0, 0, 0, 0, 0, 0,
0, 7, 6, 0, 0, 0, 0, 0, 0, 0, 7, 6, 0, 0, 0, 0, 0, 0, 0, 7,
6, 0, 0, 0, 0, 0, 0, 0, 7, 6, 0, 0, 0, 0, 0, 0, 0, 7, 6, 0,
0, 0, 0, 0, 0, 0, 7, 6, 0, 0, 0, 0, 0, 0, 0, 7, 6, 0, 0, 0,
0, 0, 0, 0, 7, 6, 0, 0, 0, 0, 0, 0, 0, 7, 6, 0, 0, 0, 0, 0,
0, 0, 7, 6, 0, 0, 0, 0, 0, 0, 0, 7, 6, 0, 0, 0, 0, 0, 0, 0,
7, 6, 0, 0, 0, 0, 0, 0, 0, 7, 6, 0, 0, 0, 0, 0, 0, 0, 7, 6,
0, 0, 0, 0, 0, 0, 0, 7, 6, 0, 0, 0, 0, 0, 0, 0, 7, 6, 0, 0,
0, 0, 0, 0, 0, 7, 6, 0, 0, 0, 0, 0, 0, 0, 7, 6, 0, 0, 0, 0,
0, 0, 0, 7, 6, 0, 0, 0, 0, 0, 0, 0, 7, 6, 0, 0, 0, 0, 0, 0,
0, 7, 3, 0, 0, 0, 0, 0, 0, 0, 7, 2, 192, 192, 192, 192, 0, 192, 192, 3,
7, 102, 102, 204, 5, 5, 80, 248, 80, 248, 80, 7, 6, 48, 124, 208, 120, 44, 248, 48,
7, 7, 194, 198, 12, 24, 48, 102, 198, 7, 6, 112, 216, 112, 116, 216, 216, 108, 3, 3,
96, 96, 192, 7, 3, 96, 192, 192, 192, 192, 192, 96, 7, 3, 192, 96, 96, 96, 96, 96,
192, 5, 5, 0, 0, 80, 32, 80, 6, 6, 0, 48, 48, 252, 48, 48, 8, 3, 0, 0,
0, 0, 0, 96, 96, 192, 4, 6, 0, 0, 0, 120, 7, 2, 0, 0, 0, 0, 0, 192,
192, 7, 7, 2, 6, 12, 24, 48, 96, 192, 7, 6, 120, 204, 204, 204, 204, 204, 120, 7,
4, 96, 224, 96, 96, 96, 96, 240, 7, 6, 120, 204, 12, 56, 96, 192, 252, 7, 6, 120,
204, 12, 56, 12, 204, 120, 7, 6, 204, 204, 204, 252, 12, 12, 12, 7, 6, 252, 192, 192,
248, 12, 204, 120, 7, 6, 60, 96, 192, 248, 204, 204, 120, 7, 6, 252, 12, 12, 24, 24,
48, 48, 7, 6, 120, 204, 204, 120, 204, 204, 120, 7, 6, 120, 204, 204, 124, 12, 24, 48,
7, 2, 0, 192, 192, 0, 192, 192, 0, 7, 3, 0, 96, 96, 0, 96, 96, 192, 7, 5,
24, 48, 96, 192, 96, 48, 24, 5, 6, 0, 0, 120, 0, 120, 7, 5, 192, 96, 48, 24,
48, 96, 192, 7, 6, 120, 204, 12, 24, 48, 0, 48, 7, 6, 120, 204, 204, 220, 216, 192,
124, 7, 6, 120, 204, 204, 252, 204, 204, 204, 7, 6, 248, 204, 204, 248, 204, 204, 248, 7,
6, 120, 204, 192, 192, 192, 204, 120, 7, 6, 248, 204, 204, 204, 204, 204, 248, 7, 6, 252,
192, 192, 248, 192, 192, 252, 7, 6, 252, 192, 192, 248, 192, 192, 192, 7, 6, 120, 204, 192,
220, 204, 204, 120, 7, 6, 204, 204, 204, 252, 204, 204, 204, 7, 6, 252, 48, 48, 48, 48,
48, 252, 7, 6, 12, 12, 12, 12, 12, 204, 120, 7, 6, 204, 204, 216, 240, 216, 204, 204,
7, 6, 192, 192, 192, 192, 192, 192, 252, 7, 8, 195, 231, 255, 219, 219, 195, 195, 7, 8,
195, 227, 243, 219, 207, 199, 195, 7, 6, 120, 204, 204, 204, 204, 204, 120, 7, 6, 248, 204,
204, 248, 192, 192, 192, 7, 6, 120, 204, 204, 204, 204, 216, 108, 7, 6, 248, 204, 204, 248,
240, 216, 204, 7, 6, 120, 204, 192, 120, 12, 204, 120, 7, 6, 252, 48, 48, 48, 48, 48,
48, 7, 6, 204, 204, 204, 204, 204, 204, 120, 7, 6, 204, 204, 204, 204, 204, 120, 48, 7,
8, 195, 195, 195, 219, 219, 255, 102, 7, 6, 204, 204, 120, 48, 120, 204, 204, 7, 6, 204,
204, 204, 120, 48, 48, 48, 7, 6, 252, 12, 24, 48, 96, 192, 252, 7, 4, 240, 192, 192,
192, 192, 192, 240, 7, 7, 128, 192, 96, 48, 24, 12, 6, 7, 4, 240, 48, 48, 48, 48,
48, 240, 3, 6, 48, 120, 204, 10, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 252, 3,
3, 192, 192, 96, 7, 6, 0, 0, 120, 204, 204, 220, 108, 7, 6, 192, 192, 248, 204, 204,
204, 248, 7, 6, 0, 0, 120, 204, 192, 204, 120, 7, 6, 12, 12, 124, 204, 204, 204, 124,
7, 6, 0, 0, 120, 204, 248, 192, 124, 7, 6, 120, 204, 192, 240, 192, 192, 192, 10, 6,
0, 0, 124, 204, 204, 220, 108, 12, 204, 120, 7, 6, 192, 192, 216, 236, 204, 204, 204, 7,
2, 192, 0, 192, 192, 192, 192, 192, 10, 6, 12, 0, 12, 12, 12, 12, 12, 12, 204, 120,
7, 6, 192, 192, 204, 216, 240, 216, 204, 7, 2, 192, 192, 192, 192, 192, 192, 192, 7, 10,
0, 0, 0, 0, 219, 128, 238, 192, 204, 192, 204, 192, 204, 192, 7, 6, 0, 0, 248, 204,
204, 204, 204, 7, 6, 0, 0, 120, 204, 204, 204, 120, 10, 6, 0, 0, 248, 204, 204, 204,
248, 192, 192, 192, 10, 6, 0, 0, 124, 204, 204, 220, 108, 12, 12, 12, 7, 6, 0, 0,
248, 204, 192, 192, 192, 7, 6, 0, 0, 124, 192, 120, 12, 248, 7, 4, 96, 96, 240, 96,
96, 96, 96, 7, 6, 0, 0, 204, 204, 204, 204, 120, 7, 6, 0, 0, 204, 204, 204, 120,
48, 7, 8, 0, 0, 195, 195, 219, 255, 102, 7, 6, 0, 0, 204, 120, 48, 120, 204, 10,
6, 0, 0, 204, 204, 204, 204, 124, 12, 204, 120, 7, 6, 0, 0, 252, 24, 48, 96, 252,
7, 4, 112, 192, 96, 240, 96, 192, 112, 7, 2, 192, 192, 192, 0, 192, 192, 192, 7, 5,
224, 48, 96, 248, 96, 48, 224, 7, 7, 0, 0, 96, 146, 12, 0, 0, 7, 6, 0, 0,
0, 0, 0, 0, 0
};
byte font8[] = {
9, 8, 1, 2, 0, 1, 2, 0, 1, 2, 0, 1, 2, 0, 1, 2, 0, 1, 2, 0,
1, 2, 0, 1, 2, 0, 1, 2, 0, 1, 2, 0, 1, 2, 0, 1, 2, 0, 1, 2,
0, 1, 2, 0, 1, 2, 0, 1, 2, 0, 1, 2, 0, 1, 2, 0, 1, 2, 0, 1,
2, 0, 1, 2, 0, 1, 2, 0, 1, 2, 0, 1, 2, 0, 1, 2, 0, 1, 2, 0,
1, 2, 0, 1, 2, 0, 1, 2, 0, 1, 2, 0, 1, 2, 0, 1, 3, 0, 7, 7,
192, 192, 192, 192, 0, 192, 192, 2, 3, 160, 160, 5, 5, 80, 248, 80, 248, 80, 7, 7,
40, 126, 168, 124, 42, 252, 40, 7, 7, 194, 196, 8, 16, 32, 70, 134, 1, 7, 0, 2,
2, 64, 128, 7, 3, 96, 192, 192, 192, 192, 192, 96, 7, 3, 192, 96, 96, 96, 96, 96,
192, 6, 6, 0, 72, 48, 252, 48, 72, 6, 5, 0, 32, 32, 248, 32, 32, 8, 3, 0,
0, 0, 0, 0, 96, 96, 192, 4, 5, 0, 0, 0, 248, 7, 2, 0, 0, 0, 0, 0,
192, 192, 7, 7, 2, 4, 8, 16, 32, 64, 128, 7, 6, 120, 204, 204, 204, 204, 204, 120,
7, 3, 96, 224, 96, 96, 96, 96, 96, 7, 7, 124, 198, 12, 24, 48, 96, 254, 7, 7,
124, 198, 6, 28, 6, 198, 124, 7, 7, 198, 198, 198, 254, 6, 6, 6, 7, 7, 254, 192,
192, 252, 6, 198, 124, 7, 7, 124, 198, 192, 252, 198, 198, 124, 7, 7, 254, 6, 6, 12,
12, 24, 24, 7, 7, 124, 198, 198, 124, 198, 198, 124, 7, 7, 124, 198, 198, 126, 6, 198,
124, 6, 2, 0, 192, 192, 0, 192, 192, 7, 3, 0, 96, 96, 0, 96, 96, 192, 7, 5,
24, 48, 96, 192, 96, 48, 24, 5, 5, 0, 0, 248, 0, 248, 7, 5, 192, 96, 48, 24,
48, 96, 192, 7, 7, 124, 198, 6, 12, 24, 0, 24, 1, 7, 0, 7, 7, 124, 198, 198,
254, 198, 198, 198, 7, 7, 252, 198, 198, 252, 198, 198, 252, 7, 7, 124, 198, 192, 192, 192,
198, 124, 7, 7, 252, 198, 198, 198, 198, 198, 252, 7, 7, 254, 192, 192, 248, 192, 192, 254,
7, 7, 254, 192, 192, 248, 192, 192, 192, 7, 7, 124, 198, 192, 206, 198, 198, 124, 7, 7,
198, 198, 198, 254, 198, 198, 198, 7, 6, 252, 48, 48, 48, 48, 48, 252, 7, 7, 6, 6,
6, 6, 6, 198, 124, 7, 7, 198, 198, 204, 248, 204, 198, 198, 7, 7, 192, 192, 192, 192,
192, 192, 254, 7, 7, 198, 238, 254, 214, 198, 198, 198, 7, 7, 198, 230, 246, 214, 222, 206,
198, 7, 7, 124, 198, 198, 198, 198, 198, 124, 7, 7, 252, 198, 198, 252, 192, 192, 192, 7,
7, 124, 198, 198, 198, 198, 204, 118, 7, 7, 252, 198, 198, 252, 204, 198, 198, 7, 7, 126,
192, 192, 124, 6, 6, 252, 7, 6, 252, 48, 48, 48, 48, 48, 48, 7, 7, 198, 198, 198,
198, 198, 198, 124, 7, 7, 198, 198, 198, 108, 108, 56, 16, 7, 7, 198, 198, 198, 214, 254,
238, 198, 7, 7, 198, 198, 108, 56, 108, 198, 198, 7, 7, 204, 204, 204, 120, 48, 48, 48,
7, 6, 252, 12, 24, 48, 96, 192, 252, 7, 3, 224, 192, 192, 192, 192, 192, 224, 7, 7,
128, 64, 32, 16, 8, 4, 2, 7, 3, 224, 96, 96, 96, 96, 96, 224, 3, 5, 32, 80,
136, 8, 7, 0, 0, 0, 0, 0, 0, 0, 254, 2, 2, 128, 64, 7, 7, 0, 0, 124,
198, 198, 198, 126, 7, 7, 192, 192, 252, 198, 198, 198, 252, 7, 7, 0, 0, 124, 198, 192,
198, 124, 7, 7, 6, 6, 126, 198, 198, 198, 126, 7, 7, 0, 0, 124, 198, 254, 192, 126,
7, 6, 120, 204, 192, 240, 192, 192, 192, 8, 7, 0, 0, 124, 198, 198, 126, 6, 124, 7,
7, 192, 192, 220, 230, 198, 198, 198, 7, 2, 0, 192, 0, 192, 192, 192, 192, 8, 6, 0,
12, 0, 12, 12, 12, 204, 120, 7, 7, 192, 192, 198, 204, 248, 204, 198, 7, 2, 192, 192,
192, 192, 192, 192, 192, 7, 7, 0, 0, 252, 214, 214, 214, 198, 7, 7, 0, 0, 220, 230,
198, 198, 198, 7, 7, 0, 0, 124, 198, 198, 198, 124, 8, 7, 0, 0, 124, 198, 198, 252,
192, 192, 8, 7, 0, 0, 124, 198, 198, 126, 6, 6, 7, 7, 0, 0, 220, 230, 192, 192,
192, 7, 7, 0, 0, 126, 192, 124, 6, 252, 7, 7, 96, 248, 96, 96, 96, 102, 60, 7,
7, 0, 0, 198, 198, 198, 198, 124, 7, 7, 0, 0, 198, 198, 108, 56, 16, 7, 7, 0,
0, 198, 198, 214, 214, 124, 7, 7, 0, 0, 198, 108, 56, 108, 198, 8, 7, 0, 0, 198,
198, 198, 126, 6, 252, 7, 6, 0, 0, 252, 24, 48, 96, 252, 7, 4, 48, 96, 96, 192,
96, 96, 48, 7, 2, 192, 192, 192, 0, 192, 192, 192, 7, 4, 192, 96, 96, 48, 96, 96,
192, 1, 2, 0, 1, 2, 0
};
#endif //STATICFONT_H

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@@ -0,0 +1,80 @@
/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
/*
* This code is based on original Hugo Trilogy source code
*
* Copyright (c) 1989-1995 David P. Gray
*
*/
#ifndef STATICINTRO_H
#define STATICINTRO_H
#define NUM_INTRO_TEXT_DUMMY 1
#define NUM_INTRO_TEXT_V3 3
// Hugo1 DOS have 11 intro ticks, Hugo3 DOS and Hugo3 have 36
#define NUM_INTRO_TICK_DUMMY 1
#define NUM_INTRO_TICK_V1D 11
#define NUM_INTRO_TICK_V3 36
// We use intro_tick as an index into the following coordinate list for the plane path.
// This is only used in v3.
// v1 Dos uses TICKS too, for displaying the texts at a specific pace. x and y arrays
// are dummy
const byte x_intro_dummy[] = { 0 };
const byte x_intro_v1d[NUM_INTRO_TICK_V1D] = {
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0
};
const byte x_intro_v3[NUM_INTRO_TICK_V3] = {
210, 204, 198, 192, 186, 180, 174, 168, 162, 156,
152, 149, 152, 158, 165, 171, 170, 165, 161, 157,
150, 144, 138, 134, 133, 134, 138, 144, 146, 142,
137, 132, 128, 124, 120, 115
};
const byte y_intro_dummy[] = { 0 };
const byte y_intro_v1d[NUM_INTRO_TICK_V1D] = {
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0
};
const byte y_intro_v3[NUM_INTRO_TICK_V3] = {
61, 61, 61, 61, 61, 61, 61, 61, 61, 61,
63, 66, 71, 74, 72, 75, 80, 82, 83, 84,
84, 84, 85, 89, 94, 99, 103, 104, 100, 98,
100, 103, 106, 109, 111, 112
};
// Only Hugo 3 uses texts during intro
const char *textIntro_dummy[NUM_INTRO_TEXT_DUMMY] = {""};
const char *textIntro_v3[NUM_INTRO_TEXT_V3] = {
"Hugo and Penelope are returning\nhome from their vacation at the\ncottage of Great Uncle Horace.",
"Suddenly, a freak magnetic storm\ncauses the compass in their light\naircraft to spin wildly! Unable\nto navigate, Hugo loses all sense\nof direction...",
"Finally, hopelessly lost over a\nSouth American Jungle, the plane\nabout to run out of gas, Hugo\nspots a clearing just big enough\nto land it.\n\nWith fingers clenching the controls\nhe shouts: Hold on Penelope, we're\ngoing down...!"
};
#endif

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@@ -0,0 +1,39 @@
/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
/*
* This code is based on original Hugo Trilogy source code
*
* Copyright (c) 1989-1995 David P. Gray
*
*/
#ifndef STATICMOUSE_H
#define STATICMOUSE_H
#define NUM_MOUSE_TEXT 2
const char *textMouse[NUM_MOUSE_TEXT] = {
"I don't know how to get there!",
"Exit"
};
#endif

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@@ -0,0 +1,61 @@
/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
/*
* This code is based on original Hugo Trilogy source code
*
* Copyright (c) 1989-1995 David P. Gray
*
*/
#ifndef STATICPARSER_H
#define STATICPARSER_H
#define NUM_PARSER_TEXT 25
const char *textParser[NUM_PARSER_TEXT] = {
"You should press ALT+F4 or click on Game/Exit.",
"You are in a maze of\ntwisty little paths,\nwhich are all alike!",
"There's no point!",
"I don't fully understand.",
"I don't quite understand.",
"Eh?",
"You see nothing\nunusual about it.",
"You already have it.",
"It is of no use to you.",
"You don't have it.",
"No! You'll be needing it.",
"Ok.",
"You don't have any!",
"There aren't any!",
"I don't see any here!",
"You're not close enough!",
"You are carrying:",
"\nPress ESCAPE to continue",
"I see nothing special about it",
"You don't have it!",
"I don't see it anywhere",
"Are you sure you want to QUIT?",
"Apparently our hero either doesn't\nunderstand what you mean or doesn't\nthink that would be very useful!",
"I find that befuddling!",
"I don't think that would\naccomplish much, somehow!"
};
#endif //STATICPARSER_H

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
/*
* This code is based on original Hugo Trilogy source code
*
* Copyright (c) 1989-1995 David P. Gray
*
*/
#ifndef STATICUTIL_H
#define STATICUTIL_H
#define NUM_UTIL_TEXT 1
const char *textUtil_v1w[NUM_UTIL_TEXT] = {
"I'm afraid all you can do at this point is:\n\n- Load a saved game (Ctrl+L)\n- Start a new game (Ctrl+N)\n- Quit! (Alt+F4)"
};
const char *textUtil_v1d[NUM_UTIL_TEXT] = {
"I'm afraid all you can do\nat this point is restore\na saved game or quit!"
};
#endif //STATICENGINE_H