1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154
|
/* 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_PHANTOM_H
#define MADS_GAME_PHANTOM_H
#include "common/scummsys.h"
#include "mads/game.h"
#include "mads/globals.h"
#include "mads/phantom/globals_phantom.h"
namespace MADS {
namespace Phantom {
enum Difficulty {
DIFFICULTY_HARD = 1, DIFFICULTY_MEDIUM = 2, DIFFICULTY_EASY = 3
};
enum InventoryObject {
OBJ_NONE = -1,
OBJ_KEY = 0,
OBJ_LANTERN = 1,
OBJ_RED_FRAME = 2,
OBJ_SANDBAG = 3,
OBJ_YELLOW_FRAME = 4,
OBJ_FIRE_AXE = 5,
OBJ_SMALL_NOTE = 6,
OBJ_ROPE = 7,
OBJ_SWORD = 8,
OBJ_ENVELOPE = 9,
OBJ_TICKET = 10,
OBJ_PIECE_OF_PAPER = 11,
OBJ_PARCHMENT = 12,
OBJ_LETTER = 13,
OBJ_NOTICE = 14,
OBJ_BOOK = 15,
OBJ_CRUMPLED_NOTE = 16,
OBJ_BLUE_FRAME = 17,
OBJ_LARGE_NOTE = 18,
OBJ_GREEN_FRAME = 19,
OBJ_MUSIC_SCORE = 20,
OBJ_WEDDING_RING = 21,
OBJ_CABLE_HOOK = 22,
OBJ_ROPE_WITH_HOOK = 23,
OBJ_OAR = 24
};
enum MazeEvent {
MAZE_EVENT_NONE = 0,
MAZE_EVENT_PUDDLE = 0x0001,
MAZE_EVENT_RAT_NEST = 0x0002,
MAZE_EVENT_SKULL = 0x0004,
MAZE_EVENT_POT = 0x0008,
MAZE_EVENT_BRICK = 0x0010,
MAZE_EVENT_HOLE = 0x0020,
MAZE_EVENT_WEB = 0x0040,
MAZE_EVENT_PLANK = 0x0080,
MAZE_EVENT_DRAIN = 0x0100,
MAZE_EVENT_STONE = 0x0200,
MAZE_EVENT_BLOCK = 0x0400,
MAZE_EVENT_FALLEN_BLOCK = 0x0800
};
struct Catacombs {
int _sceneNum;
int _exit[4];
int _fromDirection[4];
int _flags;
};
class GamePhantom : public Game {
friend class Game;
private:
void genericObjectExamine();
void stopWalker();
void stopWalkerBasic();
Catacombs *_catacombs;
int _catacombSize;
protected:
GamePhantom(MADSEngine *vm);
virtual void startGame();
virtual void initializeGlobals();
virtual void setSectionHandler();
virtual void checkShowDialog();
public:
PhantomGlobals _globals;
Difficulty _difficulty;
virtual Globals &globals() { return _globals; }
virtual void doObjectAction();
virtual void unhandledAction();
virtual void step();
virtual void synchronize(Common::Serializer &s, bool phase1);
void setupCatacombs();
void enterCatacombs(bool val);
void initCatacombs();
void moveCatacombs(int dir);
int exitCatacombs(int dir);
void newCatacombRoom(int fromRoom, int fromExit);
};
// 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;
} // End of namespace Nebular
} // End of namespace MADS
#endif /* MADS_GAME_PHANTOM_H */
|