2014-02-19 04:43:06 +00:00
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef MADS_GAME_H
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#define MADS_GAME_H
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#include "common/scummsys.h"
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2014-02-24 00:33:26 +00:00
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#include "mads/scene.h"
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2014-02-26 00:52:35 +00:00
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#include "mads/game_data.h"
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2014-02-19 04:43:06 +00:00
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namespace MADS {
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class MADSEngine;
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2014-02-24 00:33:26 +00:00
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enum {
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PLAYER_INVENTORY = 2
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};
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enum Difficulty {
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DIFFICULTY_HARD = 1, DIFFICULTY_MEDIUM = 2, DIFFICULTY_EASY = 3
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};
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2014-02-19 04:43:06 +00:00
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class Game {
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2014-02-24 00:33:26 +00:00
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private:
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/**
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* Main game loop
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*/
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void gameLoop();
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2014-02-24 02:34:20 +00:00
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/**
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* Inner game loop for executing gameplay within a game section
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*/
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void sectionLoop();
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2014-02-20 04:17:57 +00:00
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protected:
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2014-02-19 04:43:06 +00:00
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MADSEngine *_vm;
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MSurface *_surface;
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2014-02-24 00:33:26 +00:00
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Difficulty _difficultyLevel;
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Player _player;
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int _saveSlot;
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int _statusFlag;
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SectionHandler *_sectionHandler;
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2014-02-26 00:52:35 +00:00
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VisitedScenes _visitedScenes;
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2014-02-24 05:38:49 +00:00
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byte *_quotes;
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2014-02-24 02:34:20 +00:00
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int _v1;
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2014-02-24 05:20:53 +00:00
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int _v3;
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int _v4;
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int _v5;
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int _v6;
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2014-02-25 14:21:19 +00:00
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Common::String _aaName;
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bool _playerSpritesFlag;
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2014-02-19 04:43:06 +00:00
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2014-02-24 00:33:26 +00:00
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/**
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* Constructor
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*/
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2014-02-19 04:43:06 +00:00
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Game(MADSEngine *vm);
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2014-02-20 04:17:57 +00:00
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2014-02-22 16:13:35 +00:00
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/**
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* Initialises the current section number of the game
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*/
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void initSection(int sectionNumber);
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2014-02-24 00:33:26 +00:00
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void loadResourceSequence(const Common::String prefix, int v);
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//@{
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/** @name Virtual Method list */
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/**
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* Perform any copy protection check
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*/
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virtual int checkCopyProtection() = 0;
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/**
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* Initialises global variables for a new game
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*/
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virtual void initialiseGlobals() = 0;
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/**
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* Set up the section handler specific to each section
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*/
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virtual void setSectionHandler() = 0;
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//@}
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2014-02-19 04:43:06 +00:00
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public:
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static Game *init(MADSEngine *vm);
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2014-02-22 16:13:35 +00:00
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public:
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int _sectionNumber;
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int _priorSectionNumber;
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2014-02-25 14:21:19 +00:00
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int _currentSectionNumber;
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2014-02-25 01:05:35 +00:00
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Common::Array<uint16> _globalFlags;
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2014-02-26 00:52:35 +00:00
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InventoryObjects _objects;
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Scene _scene;
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2014-02-26 04:10:51 +00:00
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int _v2;
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2014-02-19 04:43:06 +00:00
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public:
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2014-02-20 04:17:57 +00:00
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virtual ~Game();
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/**
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* Run the game
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*/
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void run();
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2014-02-24 05:20:53 +00:00
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Player &player() { return _player; }
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2014-02-19 04:43:06 +00:00
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};
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} // End of namespace MADS
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#endif /* MADS_GAME_H */
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