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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_H
#define MADS_GAME_H
#include "common/scummsys.h"
#include "mads/scene.h"
namespace MADS {
class MADSEngine;
enum {
PLAYER_INVENTORY = 2
};
enum Difficulty {
DIFFICULTY_HARD = 1, DIFFICULTY_MEDIUM = 2, DIFFICULTY_EASY = 3
};
enum DialogId {
DIALOG_NONE = 0, DIALOG_GAME_MENU = 1, DIALOG_SAVE = 2, DIALOG_RESTORE = 3,
DIALOG_OPTIONS = 4, DIALOG_DIFFICULTY = 5, DIALOG_ERROR = 6
};
class InventoryObject {
public:
int _descId;
int _roomNumber;
int _article;
int _vocabCount;
struct {
int _actionFlags1;
int _actionFlags2;
int _vocabId;
} _vocabList[3];
char _mutilateString[10]; // ???
const byte *_objFolder; // ???
/**
* Loads the data for a given object
*/
void load(Common::SeekableReadStream &f);
};
class Player {
public:
int _direction;
int _newDirection;
public:
Player();
};
class SectionHandler {
protected:
MADSEngine *_vm;
public:
SectionHandler(MADSEngine *vm): _vm(vm) {}
virtual void preLoadSection() = 0;
virtual void sectionPtr2() = 0;
virtual void postLoadSection() = 0;
};
class Game {
private:
/**
* Main game loop
*/
void gameLoop();
/**
* Inner game loop for executing gameplay within a game section
*/
void sectionLoop();
protected:
MADSEngine *_vm;
MSurface *_surface;
Difficulty _difficultyLevel;
Common::Array<uint16> _globalFlags;
Common::Array<InventoryObject> _objects;
Common::Array<int> _inventoryList;
Player _player;
Scene _scene;
int _saveSlot;
int _statusFlag;
DialogId _pendingDialog;
SectionHandler *_sectionHandler;
int _v1;
int _v2;
/**
* Constructor
*/
Game(MADSEngine *vm);
/**
* Loads the game's object list
*/
void loadObjects();
/**
* Set the associated data? pointer with an inventory object
*/
void setObjectData(int objIndex, int id, const byte *p);
/**
* Sets the room number
*/
void setObjectRoom(int objectId, int roomNumber);
/**
* Initialises the current section number of the game
*/
void initSection(int sectionNumber);
void loadResourceSequence(const Common::String prefix, int v);
//@{
/** @name Virtual Method list */
/**
* Perform any copy protection check
*/
virtual int checkCopyProtection() = 0;
/**
* Initialises global variables for a new game
*/
virtual void initialiseGlobals() = 0;
/**
* Show a game dialog
*/
virtual void showDialog() = 0;
/**
* Set up the section handler specific to each section
*/
virtual void setSectionHandler() = 0;
//@}
public:
static Game *init(MADSEngine *vm);
public:
int _sectionNumber;
int _priorSectionNumber;
public:
virtual ~Game();
/**
* Run the game
*/
void run();
};
} // End of namespace MADS
#endif /* MADS_GAME_H */
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