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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 */