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https://github.com/libretro/scummvm.git
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200 lines
6.1 KiB
C++
200 lines
6.1 KiB
C++
/* 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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*
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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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*
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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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#include "common/scummsys.h"
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#include "common/config-manager.h"
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#include "mads/mads.h"
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#include "mads/game.h"
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#include "mads/screen.h"
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#include "mads/msurface.h"
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#include "mads/phantom/game_phantom.h"
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//#include "mads/nebular/dialogs_nebular.h"
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#include "mads/phantom/globals_phantom.h"
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#include "mads/phantom/phantom_scenes.h"
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namespace MADS {
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namespace Phantom {
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GamePhantom::GamePhantom(MADSEngine *vm)
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: Game(vm) {
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_surface = new MSurface(MADS_SCREEN_WIDTH, MADS_SCENE_HEIGHT);
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_storyMode = STORYMODE_NAUGHTY;
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_difficulty = DIFFICULTY_HARD;
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}
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void GamePhantom::startGame() {
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_scene._priorSceneId = 0;
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_scene._currentSceneId = -1;
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_scene._nextSceneId = 101;
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initializeGlobals();
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}
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void GamePhantom::initializeGlobals() {
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_globals.reset();
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// TODO: Catacombs setup
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_player._facing = FACING_NORTH;
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_player._turnToFacing = FACING_NORTH;
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_globals[kTempVar] = false;
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_globals[kRoom103104Transition] = 1; // new room
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_globals[kCurrentYear] = 1993;
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_globals[kTrapDoorStatus] = 0; // open
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_globals[kChristineDoorStatus] = 0; // Christine is in her room
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_globals[kSandbagStatus] = 0; // sandbag is secure
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_globals[kJacquesStatus] = 0; // alive
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_globals[kChrisFStatus] = 1; // Christine F. is alive in 1993
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_globals[kBrieTalkStatus] = 0; // before Brie motions
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_globals[kPanelIn206] = 0; // not discovered
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_globals[kFightStatus] = 0;
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_globals[kJuliesDoor] = 1; // cracked open
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_globals[kPrompterStandStatus] = 0;
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_globals[kChrisDStatus] = 0; // before love
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_globals[kJulieNameIsKnown] = 0;
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_globals[kDoorsIn205] = 0; // both locked
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_globals[kMadameGiryLocation] = 1; // middle
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_globals[kTicketPeoplePresent] = 0;
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_globals[kCoffinStatus] = 0; // closed and locked
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_globals[kDoneBrieConv203] = 0;
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_globals[kFlorentNameIsKnown] = 0;
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_globals[kDegasNameIsKnown] = 0;
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_globals[kMadameGiryShowsUp] = false;
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_globals[kJacquesNameIsKnown] = 0;
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_globals[kCharlesNameIsKnown] = false;
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_globals[kTopFloorLocked] = true;
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_globals[kMadameNameIsKnown] = 0;
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_globals[kChrisKickedRaoulOut] = false;
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_globals[kLookedAtCase] = false;
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_globals[kRingIsOnFinger] = false;
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_globals[kHeListened] = false;
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_globals[kKnockedOverHead] = false;
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_globals[kObservedPhan104] = false;
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_globals[kReadBook] = false;
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_globals[kCanFindBookInLibrary] = false;
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_globals[kLookedAtSkullFace] = false;
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_globals[kScannedBookcase] = false;
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_globals[kRanConvIn205] = false;
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_globals[kDoneRichConv203] = false;
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_globals[kHintThatDaaeIsHome1] = false;
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_globals[kHintThatDaaeIsHome2] = false;
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_globals[kMakeBrieLeave203] = false;
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_globals[kMakeRichLeave203] = false;
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_globals[kCameFromFade] = false;
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_globals[kChristineToldEnvelope] = false;
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_globals[kLeaveAngelMusicOn] = false;
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_globals[kDoorIn409IsOpen] = false;
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_globals[kUnknown] = false;
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_globals[kCobwebIsCut] = false;
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_globals[kChristineIsInBoat] = false;
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_globals[kRightDoorIsOpen504] = false;
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_globals[kChrisLeft505] = false;
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_globals[kChrisWillTakeSeat] = true;
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_globals[kFlickedLever1] = 0;
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_globals[kFlickedLever2] = 0;
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_globals[kFlickedLever3] = 0;
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_globals[kFlickedLever4] = 0;
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_globals[kPlayerScore] = 0;
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_globals[kPlayerScoreFlags] = 0;
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_globals[kMusicSelected] = _vm->getRandomNumber(1, 4);
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_player._spritesPrefix = "RAL"; // Fixed prefix
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Player::preloadSequences("RAL", 1);
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}
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void GamePhantom::setSectionHandler() {
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delete _sectionHandler;
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switch (_sectionNumber) {
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case 1:
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_sectionHandler = new Section1Handler(_vm);
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break;
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case 2:
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_sectionHandler = new Section2Handler(_vm);
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break;
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case 3:
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_sectionHandler = new Section3Handler(_vm);
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break;
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case 4:
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_sectionHandler = new Section4Handler(_vm);
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break;
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case 5:
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_sectionHandler = new Section5Handler(_vm);
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break;
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default:
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break;
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}
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}
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void GamePhantom::checkShowDialog() {
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// TODO: Copied from Nebular
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if (_vm->_dialogs->_pendingDialog && _player._stepEnabled && !_globals[5]) {
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_player.releasePlayerSprites();
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// HACK: Skip the main menu (since it'll then try to show Rex's main menu)
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if (_vm->_dialogs->_pendingDialog == DIALOG_MAIN_MENU)
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_vm->_dialogs->_pendingDialog = DIALOG_NONE;
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_vm->_dialogs->showDialog();
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_vm->_dialogs->_pendingDialog = DIALOG_NONE;
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}
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}
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void GamePhantom::doObjectAction() {
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// TODO: Copied from Nebular
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//Scene &scene = _scene;
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MADSAction &action = _scene._action;
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//Dialogs &dialogs = *_vm->_dialogs;
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//int id;
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action._inProgress = false;
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}
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void GamePhantom::unhandledAction() {
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// TODO
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}
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void GamePhantom::step() {
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if (_player._visible && _player._stepEnabled && !_player._moving &&
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(_player._facing == _player._turnToFacing)) {
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// TODO
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}
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}
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void GamePhantom::synchronize(Common::Serializer &s, bool phase1) {
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Game::synchronize(s, phase1);
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// TODO: Copied from Nebular
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if (!phase1) {
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_globals.synchronize(s);
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}
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}
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} // End of namespace Phantom
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} // End of namespace MADS
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