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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 MADS_GAME_NEBULAR_H
#define MADS_GAME_NEBULAR_H
#include "common/scummsys.h"
#include "mads/game.h"
#include "mads/globals.h"
#include "mads/nebular/globals_nebular.h"
namespace MADS {
namespace Nebular {
enum StoryMode { STORYMODE_NAUGHTY = 1, STORYMODE_NICE = 2 };
enum Difficulty {
DIFFICULTY_HARD = 1, DIFFICULTY_MEDIUM = 2, DIFFICULTY_EASY = 3
};
enum ProtectionResult {
PROTECTION_SUCCEED = 0, PROTECTION_FAIL = 1, PROTECTION_ESCAPE = 2
};
enum InventoryObject {
OBJ_NONE = -1,
OBJ_BINOCULARS = 0,
OBJ_BURGER = 1,
OBJ_DEAD_FISH = 2,
OBJ_STUFFED_FISH = 3,
OBJ_REBREATHER = 4,
OBJ_TIMER_MODULE = 5,
OBJ_BIG_LEAVES = 6,
OBJ_POISON_DARTS = 7,
OBJ_PLANT_STALK = 8,
OBJ_BLOWGUN = 9,
OBJ_TWINKIFRUIT = 10,
OBJ_BONE = 11,
OBJ_CHICKEN = 12,
OBJ_SCALPEL = 13,
OBJ_AUDIO_TAPE = 14,
OBJ_CREDIT_CHIP = 15,
OBJ_SECURITY_CARD = 16,
OBJ_CHARGE_CASES = 17,
OBJ_ESTROTOXIN = 18,
OBJ_BOMB = 19,
OBJ_TIMEBOMB = 20,
OBJ_REPAIR_LIST = 21,
OBJ_ALIEN_LIQUOR = 22,
OBJ_TARGET_MODULE = 23,
OBJ_SHIELD_MODULATOR = 24,
OBJ_TAPE_PLAYER = 25,
OBJ_PHONE_CELLS = 26,
OBJ_PENLIGHT = 27,
OBJ_DURAFAIL_CELLS = 28,
OBJ_FAKE_ID = 29,
OBJ_ID_CARD = 30,
OBJ_POLYCEMENT = 31,
OBJ_FISHING_ROD = 32,
OBJ_FISHING_LINE = 33,
OBJ_PADLOCK_KEY = 34,
OBJ_DOOR_KEY = 35,
OBJ_REARVIEW_MIRROR = 36,
OBJ_COMPACT_CASE = 37,
OBJ_DETONATORS = 39,
OBJ_BOTTLE = 40,
OBJ_CHICKEN_BOMB = 41,
OBJ_VASE = 42,
OBJ_REMOTE = 43,
OBJ_COMPUTER_GAME = 44,
OBJ_PHONE_HANDSET = 45,
OBJ_BONES = 46,
OBJ_GUARDS_ARM = 47,
OBJ_LOG = 48,
OBJ_BOMBS = 49,
OBJ_NOTE = 50,
OBJ_COMBINATION = 51,
OBJ_FORMALDEHYDE = 52,
OBJ_PETROX = 53,
OBJ_LECITHIN = 54
};
class GameNebular : public Game {
friend class Game;
private:
ProtectionResult checkCopyProtection();
protected:
GameNebular(MADSEngine *vm);
virtual void startGame();
virtual void initializeGlobals();
virtual void setSectionHandler();
virtual void checkShowDialog();
public:
NebularGlobals _globals;
StoryMode _storyMode;
Difficulty _difficulty;
virtual Globals &globals() { return _globals; }
virtual void doObjectAction();
void showRecipe();
virtual void unhandledAction();
virtual void step();
virtual void synchronize(Common::Serializer &s, bool phase1);
virtual void setNaughtyMode(bool naughtyMode) { _storyMode = naughtyMode ? STORYMODE_NAUGHTY : STORYMODE_NICE; }
virtual bool getNaughtyMode() const { return _storyMode == STORYMODE_NAUGHTY; }
};
// Section handlers aren't needed in ScummVM implementation
class Section1Handler : public SectionHandler {
public:
Section1Handler(MADSEngine *vm) : SectionHandler(vm) {}
virtual void preLoadSection() {}
virtual void sectionPtr2() {}
virtual void postLoadSection() {}
};
typedef Section1Handler Section2Handler;
typedef Section1Handler Section3Handler;
typedef Section1Handler Section4Handler;
typedef Section1Handler Section5Handler;
typedef Section1Handler Section6Handler;
typedef Section1Handler Section7Handler;
typedef Section1Handler Section8Handler;
} // End of namespace Nebular
} // End of namespace MADS
#endif /* MADS_GAME_NEBULAR_H */
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