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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_DATA_H
+#define MADS_GAME_DATA_H
+
+#include "common/scummsys.h"
+#include "common/array.h"
+
+namespace MADS {
+
+class MADSEngine;
+class Game;
+
+class VisitedScenes: public Common::Array<int> {
+public:
+ /**
+ * Returns true if a given Scene Id exists in the listed of previously visited scenes.
+ */
+ bool exists(int sceneId);
+
+ /**
+ * Adds a scene Id to the list of previously visited scenes, if it doesn't already exist
+ */
+ void add(int sceneId);
+};
+
+class InventoryObject {
+public:
+ int _descId;
+ int _roomNumber;
+ int _article;
+ int _vocabCount;
+ struct {
+ int _actionFlags1;
+ int _actionFlags2;
+ int _vocabId;
+ } _vocabList[3];
+ char _mutilateString[10]; // ???
+ const byte *_objFolder; // ???
+
+ /**
+ * Loads the data for a given object
+ */
+ void load(Common::SeekableReadStream &f);
+};
+
+class InventoryObjects: public Common::Array<InventoryObject> {
+private:
+ MADSEngine *_vm;
+public:
+ Common::Array<int> _inventoryList;
+
+ /**
+ * Constructor
+ */
+ InventoryObjects(MADSEngine *vm): _vm(vm) {}
+
+ /**
+ * Loads the game's object list
+ */
+ void load();
+
+ /**
+ * Set the associated data? pointer with an inventory object
+ */
+ void setData(int objIndex, int id, const byte *p);
+
+ /**
+ * Sets the room number
+ */
+ void setRoom(int objectId, int roomNumber);
+};
+
+class Player {
+public:
+ int _direction;
+ int _newDirection;
+ bool _spritesLoaded;
+ int _spritesStart;
+ int _numSprites;
+ bool _stepEnabled;
+ bool _spritesChanged;
+ bool _visible;
+public:
+ Player();
+
+ void loadSprites(const Common::String &prefix) {
+ warning("TODO: Player::loadSprites");
+ }
+};
+
+class SectionHandler {
+protected:
+ MADSEngine *_vm;
+public:
+ SectionHandler(MADSEngine *vm): _vm(vm) {}
+ virtual ~SectionHandler() {}
+
+ virtual void preLoadSection() = 0;
+ virtual void sectionPtr2() = 0;
+ virtual void postLoadSection() = 0;
+};
+
+} // End of namespace MADS
+
+#endif /* MADS_GAME_DATA_H */