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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_NEBULAR_H
#define MADS_GAME_NEBULAR_H
#include "common/scummsys.h"
#include "mads/game.h"
#include "mads/globals.h"
#include "mads/nebular/globals_nebular.h"
namespace MADS {
namespace Nebular {
enum StoryMode { STORYMODE_NAUGHTY = 1, STORYMODE_NICE = 2 };
enum InventoryObject { OBJ_NONE = -1, OBJ_BINOCULARS = 0,
OBJ_BURGER = 1, OBJ_DEAD_FISH = 2, OBJ_STUFFED_FISH = 3, OBJ_REBREATHER = 4,
OBJ_TIMER_MODULE = 5, OBJ_BIG_LEAVES = 6, OBJ_POISON_DARTS = 7, OBJ_PLANT_STALK = 8,
OBJ_BLOWGUN = 9, OBJ_TWINKIFRUIT = 10, OBJ_BONE = 11, OBJ_CHICKEN = 12,
OBJ_SCALPEL = 13, OBJ_AUDIO_TAPE = 14, OBJ_CREDIT_CHIP = 15, OBJ_SECURITY_CARD = 16,
OBJ_CHARGE_CASES = 17, OBJ_ESTROTOXIN = 18, OBJ_BOMB = 19, OBJ_TIMEBOMB = 20,
OBJ_REPAIR_LIST = 21, OBJ_ALIEN_LIQUOR = 22, OBJ_TARGET_MODULE = 23, OBJ_SHIELD_MODULATOR = 24,
OBJ_TAPE_PLAYER = 25, OBJ_PHONE_CELLS = 26, OBJ_PENLIGHT = 27, OBJ_DURAFAIL_CELLS = 28,
OBJ_FAKE_ID = 29, OBJ_ID_CARD = 30, OBJ_POLYCEMENT = 31, OBJ_FISHING_LINE = 33,
OBJ_PADLOCK_KEY = 34, OBJ_DOOR_KEY = 35, OBJ_REARVIEW_MIRROR = 36, OBJ_COMPACT_CASE = 37,
OBJ_DETONATORS = 39, OBJ_BOTTLE = 40, OBJ_CHICKEN_BOMB = 41, OBJ_VASE = 42,
OBJ_REMOTE = 43, OBJ_COMPUTER_GAME = 44, OBJ_PHONE_HANDSET = 45, OBJ_BONES = 46,
OBJ_GUARDS_ARM = 47, OBJ_LOG = 48, OBJ_BOMBS = 49, OBJ_NOTE = 50,
OBJ_COMBINATION = 51, OBJ_FORMALDEHYDE = 52, OBJ_PETROX = 53, OBJ_LECITHIN = 54
};
class GameNebular: public Game {
friend class Game;
protected:
GameNebular(MADSEngine *vm);
virtual ProtectionResult checkCopyProtection();
virtual void initialiseGlobals();
virtual void setSectionHandler();
virtual void checkShowDialog();
public:
NebularGlobals _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_NEBULAR_H */
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