/* 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_H #define MADS_GAME_H #include "common/scummsys.h" #include "common/str-array.h" #include "mads/scene.h" #include "mads/game_data.h" #include "mads/inventory.h" #include "mads/player.h" #include "mads/screen.h" namespace MADS { class MADSEngine; enum { PLAYER_INVENTORY = 2 }; enum Difficulty { DIFFICULTY_HARD = 1, DIFFICULTY_MEDIUM = 2, DIFFICULTY_EASY = 3 }; class Game { private: /** * Main game loop */ void gameLoop(); /** * Inner game loop for executing gameplay within a game section */ void sectionLoop(); /** * Load quotes data */ void loadQuotes(); protected: MADSEngine *_vm; MSurface *_surface; Difficulty _difficultyLevel; int _saveSlot; int _statusFlag; Common::StringArray _quotes; int _v5; int _v6; bool _updateSceneFlag; bool _playerSpritesFlag; /** * Constructor */ Game(MADSEngine *vm); /** * Initialises the current section number of the game */ void initSection(int sectionNumber); void loadResourceSequence(const Common::String prefix, int v); //@{ /** @name Virtual Method list */ /** * Perform any copy protection check */ virtual int checkCopyProtection() = 0; /** * Initialises global variables for a new game */ virtual void initialiseGlobals() = 0; /** * Set up the section handler specific to each section */ virtual void setSectionHandler() = 0; /** * Checks for whether to show a dialog */ virtual void checkShowDialog() = 0; //@} public: static Game *init(MADSEngine *vm); public: Player _player; ScreenObjects _screenObjects; int _sectionNumber; int _priorSectionNumber; int _currentSectionNumber; InventoryObjects _objects; SectionHandler *_sectionHandler; VisitedScenes _visitedScenes; Scene _scene; int _v1; int _v2; int _v3; int _v4; int _abortTimers; int _abortTimers2; AbortTimerMode _abortTimersMode; AbortTimerMode _abortTimersMode2; uint32 _priorFrameTimer; Common::String _aaName; uint32 _ticksExpiry; int _exitFlag; public: virtual ~Game(); /** * Run the game */ void run(); uint32 getQuotesSize() { return _quotes.size(); } const Common::String &getQuote(uint32 index) { return _quotes[index - 1]; } // DEPRECATED: ScummVM re-implementation keeps all the quotes loaded, so the methods below are stubs void clearQuotes() {} void loadQuoteRange(int startNum, int endNum) {} void loadQuoteSet(...) {} void loadQuote(int quoteNum) {} }; } // End of namespace MADS #endif /* MADS_GAME_H */