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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 MADS_GAME_DRAGONSPHERE_H
#define MADS_GAME_DRAGONSPHERE_H
#include "common/scummsys.h"
#include "mads/game.h"
#include "mads/globals.h"
//#include "mads/nebular/globals_nebular.h"
namespace MADS {
namespace Dragonsphere {
// TODO: Adapt for Dragonsphere's difficulty setting
enum StoryMode { STORYMODE_NAUGHTY = 1, STORYMODE_NICE = 2 };
enum InventoryObject {
OBJ_NONE = -1,
OBJ_SIGNET_RING = 0,
OBJ_BIRD_FIGURINE = 1,
OBJ_BIRDCALL = 2,
OBJ_SHIELDSTONE = 3,
OBJ_SWORD = 4,
OBJ_GOBLET = 5,
OBJ_BONE = 6,
OBJ_FRUIT = 7,
OBJ_DOLL = 8,
OBJ_POLYSTONE = 9,
OBJ_RED_STONE = 10,
OBJ_YELLOW_STONE = 11,
OBJ_BLUE_STONE = 12,
OBJ_KEY_CROWN = 13,
OBJ_DATES = 14,
OBJ_STATUE = 15,
OBJ_FLIES = 16,
OBJ_SOUL_EGG = 17,
OBJ_MAGIC_BELT = 18,
OBJ_AMULET = 19,
OBJ_MUD = 20,
OBJ_FEATHERS = 21,
OBJ_TORCH = 22,
OBJ_FLASK = 23,
OBJ_FLASK_OF_ACID = 24,
OBJ_ROPE = 25,
OBJ_VORTEX_STONE = 26,
OBJ_DEAD_RAT = 27,
OBJ_MAP = 28,
OBJ_CRYSTAL_BALL = 29,
OBJ_BLACK_SPHERE = 30,
OBJ_SOPORIFIC = 31,
OBJ_SHIFTER_RING = 32,
OBJ_SPIRIT_BUNDLE = 33,
OBJ_PARTIAL_BUNDLE = 34,
OBJ_RATSICLE = 35,
OBJ_TENTACLE_PARTS = 36,
OBJ_TELEPORT_DOOR = 37,
OBJ_RARE_COIN = 38,
OBJ_CRYSTAL_FLOWER = 39,
OBJ_DIAMOND_DUST = 40,
OBJ_RUBY_RING = 41,
OBJ_GOLD_NUGGET = 42,
OBJ_MUSIC_BOX = 43,
OBJ_EMERALD = 44,
OBJ_PARCHMENT = 45,
OBJ_GAME = 46,
OBJ_GAME2 = 47,
OBJ_NEW_BUNDLE = 48
};
// HACK: A stub for now, remove from here once it's implemented properly
class DragonsphereGlobals : public Globals {
public:
DragonsphereGlobals() {
resize(210); // Rex has 210 globals
}
virtual ~DragonsphereGlobals() {}
};
class GameDragonsphere : public Game {
friend class Game;
protected:
GameDragonsphere(MADSEngine *vm);
virtual void startGame();
virtual void initializeGlobals();
virtual void setSectionHandler();
virtual void checkShowDialog();
public:
DragonsphereGlobals _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;
typedef Section1Handler Section6Handler;
typedef Section1Handler Section7Handler;
typedef Section1Handler Section8Handler;
} // End of namespace Nebular
} // End of namespace MADS
#endif /* MADS_GAME_DRAGONSPHERE_H */
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