/* 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. * */ #include "common/scummsys.h" #include "common/config-manager.h" #include "mads/mads.h" #include "mads/game.h" #include "mads/screen.h" #include "mads/msurface.h" #include "mads/phantom/game_phantom.h" //#include "mads/nebular/dialogs_nebular.h" //#include "mads/nebular/globals_nebular.h" #include "mads/phantom/phantom_scenes.h" namespace MADS { namespace Phantom { GamePhantom::GamePhantom(MADSEngine *vm) : Game(vm) { _surface = new MSurface(MADS_SCREEN_WIDTH, MADS_SCENE_HEIGHT); _storyMode = STORYMODE_NAUGHTY; } void GamePhantom::startGame() { initializeGlobals(); } void GamePhantom::initializeGlobals() { //int count, count2; //int bad; _globals.reset(); //_globals[kTalkInanimateCount] = 8; /* Section #1 variables */ // TODO /* Section #2 variables */ // TODO /* Section #3 variables */ // TODO /* Section #4 variables */ // TODO /* Section #5 variables */ // TODO /* Section #9 variables */ // TODO _player._facing = FACING_NORTH; _player._turnToFacing = FACING_NORTH; //Player::preloadSequences("RXM", 1); //Player::preloadSequences("ROX", 1); } void GamePhantom::setSectionHandler() { delete _sectionHandler; switch (_sectionNumber) { case 1: _sectionHandler = new Section1Handler(_vm); break; case 2: _sectionHandler = new Section2Handler(_vm); break; case 3: _sectionHandler = new Section3Handler(_vm); break; case 4: _sectionHandler = new Section4Handler(_vm); break; case 5: _sectionHandler = new Section5Handler(_vm); break; default: break; } } void GamePhantom::checkShowDialog() { // TODO: Copied from Nebular if (_vm->_dialogs->_pendingDialog && _player._stepEnabled && !_globals[5]) { _player.releasePlayerSprites(); _vm->_dialogs->showDialog(); _vm->_dialogs->_pendingDialog = DIALOG_NONE; } } void GamePhantom::doObjectAction() { // TODO: Copied from Nebular //Scene &scene = _scene; MADSAction &action = _scene._action; //Dialogs &dialogs = *_vm->_dialogs; //int id; action._inProgress = false; } void GamePhantom::unhandledAction() { // TODO } void GamePhantom::step() { if (_player._visible && _player._stepEnabled && !_player._moving && (_player._facing == _player._turnToFacing)) { // TODO } } void GamePhantom::synchronize(Common::Serializer &s, bool phase1) { Game::synchronize(s, phase1); // TODO: Copied from Nebular if (!phase1) { _globals.synchronize(s); } } } // End of namespace Phantom } // End of namespace MADS