/* 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_PHANTOM_H #define MADS_GAME_PHANTOM_H #include "common/scummsys.h" #include "mads/game.h" #include "mads/globals.h" //#include "mads/nebular/globals_nebular.h" namespace MADS { namespace Phantom { // TODO: Adapt for Phantom's difficulty setting enum StoryMode { STORYMODE_NAUGHTY = 1, STORYMODE_NICE = 2 }; enum InventoryObject { OBJ_NONE = -1 // TODO }; // HACK: A stub for now, remove from here once it's implemented properly class PhantomGlobals: public Globals { public: PhantomGlobals() {} }; class GamePhantom: public Game { friend class Game; protected: GamePhantom(MADSEngine *vm); virtual ProtectionResult checkCopyProtection(); virtual void initialiseGlobals(); virtual void setSectionHandler(); virtual void checkShowDialog(); public: PhantomGlobals _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; } // End of namespace Nebular } // End of namespace MADS #endif /* MADS_GAME_PHANTOM_H */