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
|
/* 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"
#include "access/amazon/amazon_logic.h"
namespace Access {
namespace Amazon {
class AmazonEngine;
class AmazonEngine : public AccessEngine {
private:
byte _tileData[1455];
Common::Array<CellIdent> _chapterCells;
/**
* Setup variables for the game
*/
void setupGame();
/**
* Initialize variables found in the config file
*/
void configSelect();
void initVariables();
void initObjects();
void calcIQ();
void helpTitle();
void drawHelpText(const Common::String &msg);
void loadEstablish(int estabIndex);
void doEstablish(int screenId, int estabIndex);
protected:
/**
* Play the game
*/
virtual void playGame();
/**
* Synchronize savegame data
*/
virtual void synchronize(Common::Serializer &s);
public:
InactivePlayer _inactive;
bool _charSegSwitch;
byte _help1[366];
byte _help2[366];
byte _help3[366];
byte *_helpTbl[3];
// 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;
int _rawInactiveX;
int _rawInactiveY;
int _inactiveYOff;
// Other game specific fields
Ant *_ant;
Cast *_cast;
Guard *_guard;
Jungle *_jungle;
Opening *_opening;
Plane *_plane;
River *_river;
int _hintLevel;
int _updateChapter;
int _oldTitleChapter;
int _iqValue;
public:
AmazonEngine(OSystem *syst, const AccessGameDescription *gameDesc);
virtual ~AmazonEngine();
virtual void dead(int deathId);
/**
* Free the inactive player data
*/
void freeInactivePlayer();
void drawHelp(const Common::String str);
virtual void establish(int esatabIndex, int sub);
void tileScreen();
void updateSummary(int chap);
void establishCenter(int screenId, int esatabIndex);
/**
* Show the start of a chapter
*/
void startChapter(int chapter);
};
} // End of namespace Amazon
} // End of namespace Access
#endif /* ACCESS_ACCESS_H */
|