/* 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_NEBULAR_H #define MADS_GAME_NEBULAR_H #include "common/scummsys.h" #include "mads/game.h" #include "mads/globals.h" #include "mads/nebular/globals_nebular.h" namespace MADS { namespace Nebular { enum StoryMode { STORYMODE_NAUGHTY = 1, STORYMODE_NICE = 2 }; enum Difficulty { DIFFICULTY_HARD = 1, DIFFICULTY_MEDIUM = 2, DIFFICULTY_EASY = 3 }; enum ProtectionResult { PROTECTION_SUCCEED = 0, PROTECTION_FAIL = 1, PROTECTION_ESCAPE = 2 }; enum InventoryObject { OBJ_NONE = -1, OBJ_BINOCULARS = 0, OBJ_BURGER = 1, OBJ_DEAD_FISH = 2, OBJ_STUFFED_FISH = 3, OBJ_REBREATHER = 4, OBJ_TIMER_MODULE = 5, OBJ_BIG_LEAVES = 6, OBJ_POISON_DARTS = 7, OBJ_PLANT_STALK = 8, OBJ_BLOWGUN = 9, OBJ_TWINKIFRUIT = 10, OBJ_BONE = 11, OBJ_CHICKEN = 12, OBJ_SCALPEL = 13, OBJ_AUDIO_TAPE = 14, OBJ_CREDIT_CHIP = 15, OBJ_SECURITY_CARD = 16, OBJ_CHARGE_CASES = 17, OBJ_ESTROTOXIN = 18, OBJ_BOMB = 19, OBJ_TIMEBOMB = 20, OBJ_REPAIR_LIST = 21, OBJ_ALIEN_LIQUOR = 22, OBJ_TARGET_MODULE = 23, OBJ_SHIELD_MODULATOR = 24, OBJ_TAPE_PLAYER = 25, OBJ_PHONE_CELLS = 26, OBJ_PENLIGHT = 27, OBJ_DURAFAIL_CELLS = 28, OBJ_FAKE_ID = 29, OBJ_ID_CARD = 30, OBJ_POLYCEMENT = 31, OBJ_FISHING_ROD = 32, OBJ_FISHING_LINE = 33, OBJ_PADLOCK_KEY = 34, OBJ_DOOR_KEY = 35, OBJ_REARVIEW_MIRROR = 36, OBJ_COMPACT_CASE = 37, OBJ_DETONATORS = 39, OBJ_BOTTLE = 40, OBJ_CHICKEN_BOMB = 41, OBJ_VASE = 42, OBJ_REMOTE = 43, OBJ_COMPUTER_GAME = 44, OBJ_PHONE_HANDSET = 45, OBJ_BONES = 46, OBJ_GUARDS_ARM = 47, OBJ_LOG = 48, OBJ_BOMBS = 49, OBJ_NOTE = 50, OBJ_COMBINATION = 51, OBJ_FORMALDEHYDE = 52, OBJ_PETROX = 53, OBJ_LECITHIN = 54 }; class GameNebular : public Game { friend class Game; private: ProtectionResult checkCopyProtection(); protected: GameNebular(MADSEngine *vm); virtual void startGame(); virtual void initializeGlobals(); virtual void setSectionHandler(); virtual void checkShowDialog(); public: NebularGlobals _globals; StoryMode _storyMode; Difficulty _difficulty; virtual Globals &globals() { return _globals; } virtual void doObjectAction(); void showRecipe(); virtual void unhandledAction(); virtual void step(); virtual void synchronize(Common::Serializer &s, bool phase1); virtual void setNaughtyMode(bool naughtyMode) { _storyMode = naughtyMode ? STORYMODE_NAUGHTY : STORYMODE_NICE; } virtual bool getNaughtyMode() const { return _storyMode == STORYMODE_NAUGHTY; } }; // 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; typedef Section1Handler Section6Handler; typedef Section1Handler Section7Handler; typedef Section1Handler Section8Handler; } // End of namespace Nebular } // End of namespace MADS #endif /* MADS_GAME_NEBULAR_H */