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
|
/* 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 "common/str-array.h"
#include "mads/scene.h"
#include "mads/game_data.h"
#include "mads/inventory.h"
#include "mads/player.h"
#include "mads/screen.h"
namespace MADS {
class MADSEngine;
enum {
PLAYER_INVENTORY = 2
};
enum Difficulty {
DIFFICULTY_HARD = 1, DIFFICULTY_MEDIUM = 2, DIFFICULTY_EASY = 3
};
class Game {
private:
/**
* Main game loop
*/
void gameLoop();
/**
* Inner game loop for executing gameplay within a game section
*/
void sectionLoop();
/**
* Load quotes data
*/
void loadQuotes();
protected:
MADSEngine *_vm;
MSurface *_surface;
Difficulty _difficultyLevel;
int _saveSlot;
int _statusFlag;
SectionHandler *_sectionHandler;
Common::StringArray _quotes;
int _v5;
int _v6;
bool _updateSceneFlag;
bool _playerSpritesFlag;
/**
* Constructor
*/
Game(MADSEngine *vm);
/**
* 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;
/**
* Set up the section handler specific to each section
*/
virtual void setSectionHandler() = 0;
/**
* Checks for whether to show a dialog
*/
virtual void checkShowDialog() = 0;
//@}
public:
static Game *init(MADSEngine *vm);
public:
Player _player;
ScreenObjects _screenObjects;
int _sectionNumber;
int _priorSectionNumber;
int _currentSectionNumber;
InventoryObjects _objects;
VisitedScenes _visitedScenes;
Scene _scene;
int _v1;
int _v2;
int _v3;
int _v4;
int _abortTimers;
int _abortTimers2;
AbortTimerMode _abortTimersMode;
AbortTimerMode _abortTimersMode2;
uint32 _priorFrameTimer;
Common::String _aaName;
uint32 _ticksExpiry;
int _exitFlag;
public:
virtual ~Game();
/**
* Run the game
*/
void run();
uint32 getQuotesSize() { return _quotes.size(); }
const Common::String &getQuote(uint32 index) { return _quotes[index - 1]; }
// DEPRECATED: ScummVM re-implementation keeps all the quotes loaded, so the methods below are stubs
void clearQuotes() {}
void loadQuoteRange(int startNum, int endNum) {}
void loadQuoteSet(...) {}
void loadQuote(int quoteNum) {}
};
} // End of namespace MADS
#endif /* MADS_GAME_H */
|