/* 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 "mads/scene.h" namespace MADS { class MADSEngine; enum { PLAYER_INVENTORY = 2 }; enum Difficulty { DIFFICULTY_HARD = 1, DIFFICULTY_MEDIUM = 2, DIFFICULTY_EASY = 3 }; enum DialogId { DIALOG_NONE = 0, DIALOG_GAME_MENU = 1, DIALOG_SAVE = 2, DIALOG_RESTORE = 3, DIALOG_OPTIONS = 4, DIALOG_DIFFICULTY = 5, DIALOG_ERROR = 6 }; 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 Player { public: int _direction; int _newDirection; public: Player(); }; class SectionHandler { protected: MADSEngine *_vm; public: SectionHandler(MADSEngine *vm): _vm(vm) {} virtual void loadSection() = 0; virtual void sectionPtr2() = 0; virtual void sectionPtr3() = 0; }; class Game { private: /** * Main game loop */ void gameLoop(); protected: MADSEngine *_vm; MSurface *_surface; Difficulty _difficultyLevel; Common::Array _globalFlags; Common::Array _objects; Common::Array _inventoryList; Player _player; Scene _scene; int _saveSlot; int _statusFlag; DialogId _pendingDialog; SectionHandler *_sectionHandler; /** * Constructor */ Game(MADSEngine *vm); /** * Loads the game's object list */ void loadObjects(); /** * Set the associated data? pointer with an inventory object */ void setObjectData(int objIndex, int id, const byte *p); /** * Sets the room number */ void setObjectRoom(int objectId, int roomNumber); /** * 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; /** * Show a game dialog */ virtual void showDialog() = 0; /** * Set up the section handler specific to each section */ virtual void setSectionHandler() = 0; //@} public: static Game *init(MADSEngine *vm); public: int _sectionNumber; int _priorSectionNumber; public: virtual ~Game(); /** * Run the game */ void run(); }; } // End of namespace MADS #endif /* MADS_GAME_H */