I know I'm probably jumping way, way, ahead.
You should explore some simple 1 or limited-multiple screen concept demos, to learn the basics of what will be required in your Point-And-Click Adventure. For that, break the complex scope of the project down to manageable components. Then tackle each of the concepts separaterly and then try stringing them together. i.e. Mouse Control, Basic 2D, Bounding Rectangles, Inventory System and Managment, Map System, Screen Coordinate System, Sprites, Scripting, Logic Routines/Action handlers, Text Output Handling.
Then break those topics down to even smaller concepts,, ie. Arrays (Multi-dimensional, dynamic), Capturing Keyboard/Mouse input, Logic Flow Control Switch-Case statements, Sprites Collision (under mouse+click) etc...,, dependent on your current skill level and experience with DBpro.
But after that work is done.....
I'd suggest working with a dev-suite aimed specifically at Adventure Game creation such as the Wintermute Engine Development Kit (License: Free for Hobby as well as Commercial Development).
[Some people prefer AGS (Adventure Game Studio), perhaps becuase it's been around longer, but I think Wintermute has more to offer.]
The reason being....
Use it as a reference-source, and learn the pipeline/tool-chain that are essential to ease the process of developing a graphical-adventure game, and how Adventure Creation Software functions. I say "Adventure Creation Software" because that's essentially direction you are headed.
If you are going to code a Point-And-Click Adventure Game, you probably don't want to hard-code it for a single adventure. You don't want one specific game's logic to be bound or too deeply nested in the core of your Engine. Rather, you'd want to set up a flexible Engine that would allow you to create multiple adventures utilizing the same code/"work put in".
To me it's similar to this scenario...
You creating a novel from scratch, including the computer software to edit/type the text. Would you code an editor that could only handle the text for one single novel... or, would you design an editor/word processor that could handle many forms of text, thus allowing you to type many novels or perhaps a short story, possibly even a letter?
You will be creating all the aspects of an engine regardless, but choosing a flexible design from the beginning has much more rewards. Both require the same principles and generally much of the same code. But, if you build a dev-toolset/it/Engine, the work put in will actually help you to finish your game faster, help keep it organized and under control. Some form of scripting, beit your own design, or a plugin is essential IMHO.
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Just remember your time is limited an valuable. While at first glance it may seem easier to hard-code a single game of this type, at a certain point (Usually the point where your waist-deep in code and abandoning/rewriting would be in contrast to your mental well-being), It becomes evident that an Engine w/ Scripting capability is the only sane route to take.
The other option is feasable if the adventure is short and extremely limited in depth and scope, or a programmer who wnjoys self-inflicted torture.
Ok so perhaps I'm being over-dramatic. But I stand by my recommendation. My second recommendation (unless you really want to learn what goes into programming an Adventure Creation Engine), If your main goal is to create this Adventure Game I'd probably utilize something like Wintermute or AGS and not spend the time reinventing the wheel).
Best Regards!!!
~ZENassem