/* 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_DRAGONSPHERE_H #define MADS_GAME_DRAGONSPHERE_H #include "common/scummsys.h" #include "mads/game.h" #include "mads/globals.h" #include "mads/dragonsphere/globals_dragonsphere.h" namespace MADS { namespace Dragonsphere { // TODO: Adapt for Dragonsphere's difficulty setting enum StoryMode { STORYMODE_NAUGHTY = 1, STORYMODE_NICE = 2 }; enum InventoryObject { OBJ_NONE = -1, OBJ_SIGNET_RING = 0, OBJ_BIRD_FIGURINE = 1, OBJ_BIRDCALL = 2, OBJ_SHIELDSTONE = 3, OBJ_SWORD = 4, OBJ_GOBLET = 5, OBJ_BONE = 6, OBJ_FRUIT = 7, OBJ_DOLL = 8, OBJ_POLYSTONE = 9, OBJ_RED_STONE = 10, OBJ_YELLOW_STONE = 11, OBJ_BLUE_STONE = 12, OBJ_KEY_CROWN = 13, OBJ_DATES = 14, OBJ_STATUE = 15, OBJ_FLIES = 16, OBJ_SOUL_EGG = 17, OBJ_MAGIC_BELT = 18, OBJ_AMULET = 19, OBJ_MUD = 20, OBJ_FEATHERS = 21, OBJ_TORCH = 22, OBJ_FLASK = 23, OBJ_FLASK_OF_ACID = 24, OBJ_ROPE = 25, OBJ_VORTEX_STONE = 26, OBJ_DEAD_RAT = 27, OBJ_MAP = 28, OBJ_CRYSTAL_BALL = 29, OBJ_BLACK_SPHERE = 30, OBJ_SOPORIFIC = 31, OBJ_SHIFTER_RING = 32, OBJ_SPIRIT_BUNDLE = 33, OBJ_PARTIAL_BUNDLE = 34, OBJ_RATSICLE = 35, OBJ_TENTACLE_PARTS = 36, OBJ_TELEPORT_DOOR = 37, OBJ_RARE_COIN = 38, OBJ_CRYSTAL_FLOWER = 39, OBJ_DIAMOND_DUST = 40, OBJ_RUBY_RING = 41, OBJ_GOLD_NUGGET = 42, OBJ_MAGIC_MUSIC_BOX = 43, OBJ_EMERALD = 44, OBJ_PARCHMENT = 45, OBJ_GAME = 46, OBJ_GAME2 = 47, OBJ_NEW_BUNDLE = 48 }; class GameDragonsphere : public Game { friend class Game; protected: GameDragonsphere(MADSEngine *vm); virtual void startGame(); virtual void initializeGlobals(); virtual void setSectionHandler(); virtual void checkShowDialog(); public: DragonsphereGlobals _globals; StoryMode _storyMode; virtual Globals &globals() { return _globals; } virtual void doObjectAction(); virtual void unhandledAction(); virtual void step(); virtual void synchronize(Common::Serializer &s, bool phase1); }; class Section1Handler : public SectionHandler { public: Section1Handler(MADSEngine *vm) : SectionHandler(vm) {} // TODO: Properly implement handler methods virtual void preLoadSection() {} virtual void sectionPtr2() {} virtual void postLoadSection() {} }; // TODO: Properly implement handler classes 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_DRAGONSPHERE_H */