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110 lines
3.6 KiB
C++
110 lines
3.6 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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#ifndef MADS_GAME_NEBULAR_H
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#define MADS_GAME_NEBULAR_H
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#include "common/scummsys.h"
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#include "mads/game.h"
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#include "mads/globals.h"
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#include "mads/nebular/globals_nebular.h"
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namespace MADS {
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namespace Nebular {
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enum StoryMode { STORYMODE_NAUGHTY = 1, STORYMODE_NICE = 2 };
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enum Difficulty {
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DIFFICULTY_HARD = 1, DIFFICULTY_REALLY_HARD = 2, DIFFICULTY_IMPOSSIBLE = 3
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};
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enum InventoryObject { OBJ_NONE = -1, OBJ_BINOCULARS = 0,
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OBJ_BURGER = 1, OBJ_DEAD_FISH = 2, OBJ_STUFFED_FISH = 3, OBJ_REBREATHER = 4,
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OBJ_TIMER_MODULE = 5, OBJ_BIG_LEAVES = 6, OBJ_POISON_DARTS = 7, OBJ_PLANT_STALK = 8,
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OBJ_BLOWGUN = 9, OBJ_TWINKIFRUIT = 10, OBJ_BONE = 11, OBJ_CHICKEN = 12,
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OBJ_SCALPEL = 13, OBJ_AUDIO_TAPE = 14, OBJ_CREDIT_CHIP = 15, OBJ_SECURITY_CARD = 16,
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OBJ_CHARGE_CASES = 17, OBJ_ESTROTOXIN = 18, OBJ_BOMB = 19, OBJ_TIMEBOMB = 20,
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OBJ_REPAIR_LIST = 21, OBJ_ALIEN_LIQUOR = 22, OBJ_TARGET_MODULE = 23, OBJ_SHIELD_MODULATOR = 24,
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OBJ_TAPE_PLAYER = 25, OBJ_PHONE_CELLS = 26, OBJ_PENLIGHT = 27, OBJ_DURAFAIL_CELLS = 28,
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OBJ_FAKE_ID = 29, OBJ_ID_CARD = 30, OBJ_POLYCEMENT = 31, OBJ_FISHING_LINE = 33,
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OBJ_PADLOCK_KEY = 34, OBJ_DOOR_KEY = 35, OBJ_REARVIEW_MIRROR = 36, OBJ_COMPACT_CASE = 37,
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OBJ_DETONATORS = 39, OBJ_BOTTLE = 40, OBJ_CHICKEN_BOMB = 41, OBJ_VASE = 42,
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OBJ_REMOTE = 43, OBJ_COMPUTER_GAME = 44, OBJ_PHONE_HANDSET = 45, OBJ_BONES = 46,
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OBJ_GUARDS_ARM = 47, OBJ_LOG = 48, OBJ_BOMBS = 49, OBJ_NOTE = 50,
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OBJ_COMBINATION = 51, OBJ_FORMALDEHYDE = 52, OBJ_PETROX = 53, OBJ_LECITHIN = 54
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};
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class GameNebular: public Game {
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friend class Game;
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protected:
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GameNebular(MADSEngine *vm);
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virtual ProtectionResult checkCopyProtection();
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virtual void initialiseGlobals();
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virtual void setSectionHandler();
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virtual void checkShowDialog();
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public:
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NebularGlobals _globals;
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StoryMode _storyMode;
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Difficulty _difficulty;
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virtual Globals &globals() { return _globals; }
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virtual void doObjectAction();
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virtual void unhandledAction();
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virtual void step();
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virtual void synchronize(Common::Serializer &s, bool phase1);
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};
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class Section1Handler: public SectionHandler {
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public:
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Section1Handler(MADSEngine *vm): SectionHandler(vm) {}
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// TODO: Properly implement handler methods
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virtual void preLoadSection() {}
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virtual void sectionPtr2() {}
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virtual void postLoadSection() {}
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};
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// TODO: Properly implement handler classes
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typedef Section1Handler Section2Handler;
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typedef Section1Handler Section3Handler;
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typedef Section1Handler Section4Handler;
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typedef Section1Handler Section5Handler;
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typedef Section1Handler Section6Handler;
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typedef Section1Handler Section7Handler;
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typedef Section1Handler Section8Handler;
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} // End of namespace Nebular
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} // End of namespace MADS
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#endif /* MADS_GAME_NEBULAR_H */
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