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
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
|
/* 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.
*
*/
#include "common/scummsys.h"
#include "common/config-manager.h"
#include "mads/mads.h"
#include "mads/game.h"
#include "mads/screen.h"
#include "mads/msurface.h"
#include "mads/phantom/game_phantom.h"
//#include "mads/nebular/dialogs_nebular.h"
#include "mads/phantom/globals_phantom.h"
#include "mads/phantom/phantom_scenes.h"
namespace MADS {
namespace Phantom {
GamePhantom::GamePhantom(MADSEngine *vm)
: Game(vm) {
_surface = new MSurface(MADS_SCREEN_WIDTH, MADS_SCENE_HEIGHT);
_storyMode = STORYMODE_NAUGHTY;
_difficulty = DIFFICULTY_HARD;
}
void GamePhantom::startGame() {
_scene._priorSceneId = 0;
_scene._currentSceneId = -1;
_scene._nextSceneId = 101;
initializeGlobals();
}
void GamePhantom::initializeGlobals() {
_globals.reset();
// TODO: Catacombs setup
_player._facing = FACING_NORTH;
_player._turnToFacing = FACING_NORTH;
_globals[kTempVar] = false;
_globals[kRoom103104Transition] = 1; // new room
_globals[kCurrentYear] = 1993;
_globals[kTrapDoorStatus] = 0; // open
_globals[kChristineDoorStatus] = 0; // Christine is in her room
_globals[kSandbagStatus] = 0; // sandbag is secure
_globals[kJacquesStatus] = 0; // alive
_globals[kChrisFStatus] = 1; // Christine F. is alive in 1993
_globals[kBrieTalkStatus] = 0; // before Brie motions
_globals[kPanelIn206] = 0; // not discovered
_globals[kFightStatus] = 0;
_globals[kJuliesDoor] = 1; // cracked open
_globals[kPrompterStandStatus] = 0;
_globals[kChrisDStatus] = 0; // before love
_globals[kJulieNameIsKnown] = 0;
_globals[kDoorsIn205] = 0; // both locked
_globals[kMadameGiryLocation] = 1; // middle
_globals[kTicketPeoplePresent] = 0;
_globals[kCoffinStatus] = 0; // closed and locked
_globals[kDoneBrieConv203] = 0;
_globals[kFlorentNameIsKnown] = 0;
_globals[kDegasNameIsKnown] = 0;
_globals[kMadameGiryShowsUp] = false;
_globals[kJacquesNameIsKnown] = 0;
_globals[kCharlesNameIsKnown] = false;
_globals[kTopFloorLocked] = true;
_globals[kMadameNameIsKnown] = 0;
_globals[kChrisKickedRaoulOut] = false;
_globals[kLookedAtCase] = false;
_globals[kRingIsOnFinger] = false;
_globals[kHeListened] = false;
_globals[kKnockedOverHead] = false;
_globals[kObservedPhan104] = false;
_globals[kReadBook] = false;
_globals[kCanFindBookInLibrary] = false;
_globals[kLookedAtSkullFace] = false;
_globals[kScannedBookcase] = false;
_globals[kRanConvIn205] = false;
_globals[kDoneRichConv203] = false;
_globals[kHintThatDaaeIsHome1] = false;
_globals[kHintThatDaaeIsHome2] = false;
_globals[kMakeBrieLeave203] = false;
_globals[kMakeRichLeave203] = false;
_globals[kCameFromFade] = false;
_globals[kChristineToldEnvelope] = false;
_globals[kLeaveAngelMusicOn] = false;
_globals[kDoorIn409IsOpen] = false;
_globals[kPriestPistonPuke] = false;
_globals[kCobwebIsCut] = false;
_globals[kChristineIsInBoat] = false;
_globals[kRightDoorIsOpen504] = false;
_globals[kChrisLeft505] = false;
_globals[kChrisWillTakeSeat] = true;
_globals[kFlickedLever1] = 0;
_globals[kFlickedLever2] = 0;
_globals[kFlickedLever3] = 0;
_globals[kFlickedLever4] = 0;
_globals[kPlayerScore] = 0;
_globals[kPlayerScoreFlags] = 0;
_globals[kMusicSelected] = _vm->getRandomNumber(1, 4);
_player._spritesPrefix = "RAL"; // Fixed prefix
Player::preloadSequences("RAL", 1);
}
void GamePhantom::setSectionHandler() {
delete _sectionHandler;
switch (_sectionNumber) {
case 1:
_sectionHandler = new Section1Handler(_vm);
break;
case 2:
_sectionHandler = new Section2Handler(_vm);
break;
case 3:
_sectionHandler = new Section3Handler(_vm);
break;
case 4:
_sectionHandler = new Section4Handler(_vm);
break;
case 5:
_sectionHandler = new Section5Handler(_vm);
break;
default:
break;
}
}
void GamePhantom::checkShowDialog() {
// TODO: Copied from Nebular
if (_vm->_dialogs->_pendingDialog && _player._stepEnabled && !_globals[5]) {
_player.releasePlayerSprites();
// HACK: Skip the main menu (since it'll then try to show Rex's main menu)
if (_vm->_dialogs->_pendingDialog == DIALOG_MAIN_MENU)
_vm->_dialogs->_pendingDialog = DIALOG_NONE;
_vm->_dialogs->showDialog();
_vm->_dialogs->_pendingDialog = DIALOG_NONE;
}
}
void GamePhantom::doObjectAction() {
// TODO: Copied from Nebular
//Scene &scene = _scene;
MADSAction &action = _scene._action;
//Dialogs &dialogs = *_vm->_dialogs;
//int id;
action._inProgress = false;
}
void GamePhantom::unhandledAction() {
// TODO
}
void GamePhantom::step() {
if (_player._visible && _player._stepEnabled && !_player._moving &&
(_player._facing == _player._turnToFacing)) {
// TODO
}
}
void GamePhantom::synchronize(Common::Serializer &s, bool phase1) {
Game::synchronize(s, phase1);
// TODO: Copied from Nebular
if (!phase1) {
_globals.synchronize(s);
}
}
void GamePhantom::enterCatacombs(int val) {
warning("TODO: enterCatacombs");
}
void GamePhantom::initCatacombs() {
warning("TODO: initCatacombs");
}
} // End of namespace Phantom
} // End of namespace MADS
|