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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 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef ACCESS_AMAZON_GAME_H
#define ACCESS_AMAZON_GAME_H
#include "access/access.h"
#include "access/amazon/amazon_logic.h"
namespace Access {
namespace Amazon {
class AmazonEngine;
class AmazonEngine : public AccessEngine {
private:
byte _tileData[1455];
Common::Array<CellIdent> _chapterCells;
/**
* Setup variables for the game
*/
void setupGame();
/**
* Initialize variables found in the config file
*/
void configSelect();
void initVariables();
void initObjects();
void calcIQ();
void helpTitle();
void drawHelpText(const Common::String &msg);
void loadEstablish(int estabIndex);
void doEstablish(int screenId, int estabIndex);
protected:
/**
* Play the game
*/
virtual void playGame();
/**
* Synchronize savegame data
*/
virtual void synchronize(Common::Serializer &s);
public:
InactivePlayer _inactive;
bool _charSegSwitch;
byte _help1[366];
byte _help2[366];
byte _help3[366];
byte *_helpTbl[3];
// Fields that are mapped to flags
int &_guardLocation;
int &_guardFind;
int &_helpLevel;
int &_jasMayaFlag;
int &_moreHelp;
int &_flashbackFlag;
int &_riverFlag;
int &_aniOutFlag;
int &_badEnd;
int &_noHints;
int &_aniFlag;
int &_allenFlag;
int &_noSound;
// Saved fields
int _chapter;
int _rawInactiveX;
int _rawInactiveY;
int _inactiveYOff;
// Other game specific fields
Ant *_ant;
Cast *_cast;
Guard *_guard;
Jungle *_jungle;
Opening *_opening;
Plane *_plane;
River *_river;
int _hintLevel;
int _updateChapter;
int _oldTitleChapter;
int _iqValue;
public:
AmazonEngine(OSystem *syst, const AccessGameDescription *gameDesc);
virtual ~AmazonEngine();
virtual void dead(int deathId);
/**
* Free the inactive player data
*/
void freeInactivePlayer();
void drawHelp(const Common::String str);
virtual void establish(int esatabIndex, int sub);
void tileScreen();
void updateSummary(int chap);
void establishCenter(int screenId, int esatabIndex);
/**
* Show the start of a chapter
*/
void startChapter(int chapter);
};
} // End of namespace Amazon
} // End of namespace Access
#endif /* ACCESS_ACCESS_H */
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