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
|
/* 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_PHANTOM_H
#define MADS_GAME_PHANTOM_H
#include "common/scummsys.h"
#include "mads/game.h"
#include "mads/globals.h"
//#include "mads/nebular/globals_nebular.h"
namespace MADS {
namespace Phantom {
// TODO: Adapt for Phantom's difficulty setting
enum StoryMode { STORYMODE_NAUGHTY = 1, STORYMODE_NICE = 2 };
enum InventoryObject {
OBJ_NONE = -1,
OBJ_KEY = 0,
OBJ_LANTERN = 1,
OBJ_RED_FRAME = 2,
OBJ_SANDBAG = 3,
OBJ_YELLOW_FRAME = 4,
OBJ_FIRE_AXE = 5,
OBJ_SMALL_NOTE = 6,
OBJ_ROPE = 7,
OBJ_SWORD = 8,
OBJ_ENVELOPE = 9,
OBJ_TICKET = 10,
OBJ_PIECE_OF_PAPER = 11,
OBJ_PARCHMENT = 12,
OBJ_LETTER = 13,
OBJ_NOTICE = 14,
OBJ_BOOK = 15,
OBJ_CRUMPLED_NOTE = 16,
OBJ_BLUE_FRAME = 17,
OBJ_LARGE_NOTE = 18,
OBJ_GREEN_FRAME = 19,
OBJ_MUSIC_SCORE = 20,
OBJ_WEDDING_RING = 21,
OBJ_CABLE_HOOK = 22,
OBJ_ROPE_WITH_HOOK = 23,
OBJ_OAR = 24
};
// HACK: A stub for now, remove from here once it's implemented properly
class PhantomGlobals: public Globals {
public:
PhantomGlobals() {
resize(210); // Rex has 210 globals
}
virtual ~PhantomGlobals() {}
};
class GamePhantom: public Game {
friend class Game;
protected:
GamePhantom(MADSEngine *vm);
virtual ProtectionResult checkCopyProtection();
virtual void initializeGlobals();
virtual void setSectionHandler();
virtual void checkShowDialog();
public:
PhantomGlobals _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;
} // End of namespace Nebular
} // End of namespace MADS
#endif /* MADS_GAME_PHANTOM_H */
|