mirror of
https://github.com/libretro/scummvm.git
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149 lines
3.3 KiB
C++
149 lines
3.3 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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* 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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#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/nebular/globals_nebular.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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}
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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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warning("TODO: sub_316DA()");
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_player._facing = FACING_NORTH;
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_player._turnToFacing = FACING_NORTH;
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/* Section #1 variables */
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// TODO
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/* Section #2 variables */
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// TODO
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/* Section #3 variables */
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// TODO
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/* Section #4 variables */
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// TODO
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/* Section #5 variables */
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// TODO
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/* Section #9 variables */
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// TODO
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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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_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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