1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
|
/* 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 ACCESS_AMAZON_GAME_H
#define ACCESS_AMAZON_GAME_H
#include "access/access.h"
namespace Access {
namespace Amazon {
class Plane {
public:
int _pCount;
Common::Point _position;
int _planeCount;
int _propCount;
int _xCount;
public:
Plane();
};
class Guard {
public:
int _guardCel;
Common::Point _position;
int _gCode1;
int _gCode2;
Common::Rect _bounds;
int _xMid, _yMid;
public:
Guard();
};
class AmazonEngine : public AccessEngine {
private:
bool _skipStart;
// Fields that are included in savegames
int _canoeLane;
int _canoeYPos;
int _hitCount;
int _saveRiver;
int _hitSafe;
int _topList;
int _botList;
int _riverIndex;
int _inactiveYOff;
int _esTabTable[100];
// Other fields
Common::Point _tilePos;
byte _tileData[1455];
/**
* Do the game introduction
*/
void doIntroduction();
/**
* Do title sequence
*/
void doTitle();
/**
* Do opening sequence
*/
void doOpening();
/**
* Do tent scene of introduction
*/
void doTent();
/**
* Setup variables for the game
*/
void setupGame();
void loadEstablish(int estabIndex);
void doEstablish(int screenId, int estabIndex);
void establishCenter(int screenId, int esatabIndex);
protected:
/**
* Play the game
*/
virtual void playGame();
/**
* Synchronize savegame data
*/
virtual void synchronize(Common::Serializer &s);
public:
bool _charSegSwitch;
int _rawInactiveX;
int _rawInactiveY;
// Fields that are mapped to flags
int &_guardLocation;
int &_guardFind;
int &_helpLevel;
int &_jasMayaFlag;
int &_moreHelp;
int &_flashbackFlag;
int &_riverFlag;
int &_aniOutFlag;
int &_badEnd;
int &_noHints;
int &_aniFlag;
int &_allenFlag;
int &_noSound;
// Saved fields
int _chapter;
// Other game specific fields
Guard _guard;
Plane _plane;
int _hintLevel;
int _updateChapter;
int _oldTitleChapter;
int _maxHits;
int _oldScrollCol;
bool _deathFlag;
int _deathCount;
int _deathType;
int _mapPtr;
int _canoeVXPos;
int _canoeMoveCount;
int _canoeFrame;
public:
AmazonEngine(OSystem *syst, const AccessGameDescription *gameDesc);
virtual ~AmazonEngine();
void drawHelp();
virtual void establish(int esatabIndex, int sub);
void tileScreen();
void updateSummary(int chap);
};
} // End of namespace Amazon
} // End of namespace Access
#endif /* ACCESS_ACCESS_H */
|