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/* 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:
// Fields that are included in savegames
int _esTabTable[100];
// Other fields
Common::Point _tilePos;
byte _tileData[1455];
Common::Array<CellIdent> _chapterCells;
/**
* Do the game introduction
*/
void doIntroduction();
/**
* Do title sequence
*/
void doTitle();
/**
* Do tent scene of introduction
*/
void doTent();
/**
* Setup variables for the game
*/
void setupGame();
void doCredit();
void scrollTitle();
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:
bool _charSegSwitch;
bool _skipStart;
int _canoeLane;
int _canoeYPos;
int _hitCount;
const RiverStruct *_topList;
const RiverStruct *_botList;
int _riverIndex;
int _saveRiver;
int _canoeDir;
int _hitSafe;
int _rawInactiveX;
int _rawInactiveY;
int _inactiveYOff;
// 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;
byte *_mapPtr;
int _canoeVXPos;
int _canoeMoveCount;
int _canoeFrame;
Direction _antDirection;
Direction _pitDirection;
int _antCel;
int _torchCel;
int _pitCel;
int _stabCel;
Common::Point _antPos;
bool _antDieFl;
bool _antEatFl;
bool _stabFl;
Common::Point _pitPos;
public:
AmazonEngine(OSystem *syst, const AccessGameDescription *gameDesc);
virtual ~AmazonEngine();
void drawHelp();
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 */
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