aboutsummaryrefslogtreecommitdiff
path: root/engines/mads/phantom/game_phantom.h
blob: 2f0204f33118cec5df1a5ac093db654c7ac8229e (plain)
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
/* 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/phantom/globals_phantom.h"

namespace MADS {

namespace Phantom {

enum Difficulty {
	DIFFICULTY_HARD = 1, DIFFICULTY_MEDIUM = 2, DIFFICULTY_EASY = 3
};

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
};

enum MazeEvent {
	MAZE_EVENT_NONE = 0,
	MAZE_EVENT_PUDDLE = 0x0001,
	MAZE_EVENT_RAT_NEST = 0x0002,
	MAZE_EVENT_SKULL = 0x0004,
	MAZE_EVENT_POT = 0x0008,
	MAZE_EVENT_BRICK = 0x0010,
	MAZE_EVENT_HOLE = 0x0020,
	MAZE_EVENT_WEB = 0x0040,
	MAZE_EVENT_PLANK = 0x0080,
	MAZE_EVENT_DRAIN = 0x0100,
	MAZE_EVENT_STONE = 0x0200,
	MAZE_EVENT_BLOCK = 0x0400,
	MAZE_EVENT_FALLEN_BLOCK = 0x0800
};

struct Catacombs {
	int _sceneNum;
	int _exit[4];
	int _fromDirection[4];
	int _flags;
};

class GamePhantom : public Game {
	friend class Game;

private:
	void genericObjectExamine();
	void stopWalker();
	void stopWalkerBasic();

	Catacombs *_catacombs;
	int _catacombSize;

protected:
	GamePhantom(MADSEngine *vm);

	virtual void startGame();

	virtual void initializeGlobals();

	virtual void setSectionHandler();

	virtual void checkShowDialog();
public:
	PhantomGlobals _globals;
	Difficulty _difficulty;


	virtual Globals &globals() { return _globals; }

	virtual void doObjectAction();

	virtual void unhandledAction();

	virtual void step();

	virtual void synchronize(Common::Serializer &s, bool phase1);

	void setupCatacombs();
	void enterCatacombs(bool val);
	void initCatacombs();
	void moveCatacombs(int dir);
	int exitCatacombs(int dir);
	void newCatacombRoom(int fromRoom, int fromExit);
};

// Section handlers aren't needed in ScummVM implementation
class Section1Handler : public SectionHandler {
public:
	Section1Handler(MADSEngine *vm) : SectionHandler(vm) {}

	virtual void preLoadSection() {}
	virtual void sectionPtr2() {}
	virtual void postLoadSection() {}
};

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 */