MADS: Added game initialisation code
This commit is contained in:
parent
1d80edb2dd
commit
8c9420a834
10 changed files with 513 additions and 13 deletions
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@ -285,15 +285,16 @@ void TextDialog::draw() {
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}
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}
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void TextDialog::drawWithInput() {
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void TextDialog::drawWithInput() {
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int innerWidth = _innerWidth;
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//int innerWidth = _innerWidth;
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int lineHeight = _vm->_font->getHeight() + 1;
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//int lineHeight = _vm->_font->getHeight() + 1;
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int xp = _position.x + 5;
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//int xp = _position.x + 5;
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// Draw the content of the dialog
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// Draw the content of the dialog
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drawContent(Common::Rect(_position.x + 2, _position.y + 2,
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drawContent(Common::Rect(_position.x + 2, _position.y + 2,
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_position.x + _width - 2, _position.y + _height - 2), 0,
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_position.x + _width - 2, _position.y + _height - 2), 0,
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TEXTDIALOG_CONTENT1, TEXTDIALOG_CONTENT2);
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TEXTDIALOG_CONTENT1, TEXTDIALOG_CONTENT2);
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error("TODO: drawWithInput");
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}
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}
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void TextDialog::restorePalette() {
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void TextDialog::restorePalette() {
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@ -42,7 +42,7 @@ EventsManager::EventsManager(MADSEngine *vm) {
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}
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}
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EventsManager::~EventsManager() {
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EventsManager::~EventsManager() {
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delete _cursorSprites;
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freeCursors();
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}
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}
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void EventsManager::loadCursors(const Common::String &spritesName) {
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void EventsManager::loadCursors(const Common::String &spritesName) {
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@ -68,8 +68,22 @@ void EventsManager::hideCursor() {
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CursorMan.showMouse(false);
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CursorMan.showMouse(false);
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}
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}
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void EventsManager::changeCursor() {
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void EventsManager::resetCursor() {
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CursorType cursorId = (CursorType)MIN(_cursorSprites->getCount(), (int)CURSOR_WAIT);
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_newCursorId = cursorId;
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if (_cursorId != _newCursorId) {
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changeCursor();
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_cursorId = _newCursorId;
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}
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}
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void EventsManager::changeCursor() {
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warning("TODO: changeCursor");
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}
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void EventsManager::freeCursors() {
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delete _cursorSprites;
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_cursorSprites = nullptr;
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}
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}
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void EventsManager::pollEvents() {
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void EventsManager::pollEvents() {
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@ -92,6 +92,16 @@ public:
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*/
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*/
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void hideCursor();
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void hideCursor();
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/**
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* Resets the cursor, if necessary
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*/
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void resetCursor();
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/**
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* Free currently loaded cursors
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*/
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void freeCursors();
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/**
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/**
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* Poll any pending events
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* Poll any pending events
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*/
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*/
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@ -26,6 +26,7 @@
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#include "mads/nebular/game_nebular.h"
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#include "mads/nebular/game_nebular.h"
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#include "mads/graphics.h"
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#include "mads/graphics.h"
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#include "mads/msurface.h"
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#include "mads/msurface.h"
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#include "mads/resources.h"
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namespace MADS {
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namespace MADS {
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@ -38,15 +39,66 @@ Game *Game::init(MADSEngine *vm) {
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Game::Game(MADSEngine *vm): _vm(vm), _surface(nullptr) {
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Game::Game(MADSEngine *vm): _vm(vm), _surface(nullptr) {
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_sectionNumber = _priorSectionNumber = 0;
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_sectionNumber = _priorSectionNumber = 0;
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_difficultyLevel = DIFFICULTY_HARD;
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_saveSlot = -1;
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_statusFlag = 0;
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_sectionHandler = nullptr;
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}
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}
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Game::~Game() {
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Game::~Game() {
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delete _surface;
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delete _surface;
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delete _sectionHandler;
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}
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}
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void Game::run() {
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void Game::run() {
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if (!checkCopyProtection())
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int protectionResult = checkCopyProtection();
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return;
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switch (protectionResult) {
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case 1:
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// Copy protection failed
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_scene._nextSceneId = 804;
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initialiseGlobals();
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_globalFlags[5] = 0xFFFF;
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_saveSlot = -1;
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break;
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case 2:
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_statusFlag = 0;
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break;
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default:
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break;
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}
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if (_saveSlot == -1 && protectionResult != -1 && protectionResult != -2) {
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initSection(_scene._sectionNum);
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_statusFlag = _scene._sectionNum != 1;
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_pendingDialog = DIALOG_DIFFICULTY;
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showDialog();
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_pendingDialog = DIALOG_NONE;
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_vm->_events->freeCursors();
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_scene._priorSectionNum = 0;
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_scene._priorSceneId = 0;
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_scene._sectionNum2 = -1;
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_scene._currentSceneId = -1;
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}
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if (protectionResult != 1 && protectionResult != 2) {
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initialiseGlobals();
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if (_saveSlot != -1) {
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warning("TODO: loadGame(\"REX.SAV\", 210)");
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_statusFlag = false;
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}
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}
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if (_statusFlag)
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gameLoop();
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}
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void Game::gameLoop() {
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setSectionHandler();
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// TODO: More stuff
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}
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}
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void Game::initSection(int sectionNumber) {
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void Game::initSection(int sectionNumber) {
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@ -61,4 +113,73 @@ void Game::initSection(int sectionNumber) {
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CURSOR_ARROW : CURSOR_WAIT);
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CURSOR_ARROW : CURSOR_WAIT);
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}
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}
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void Game::loadObjects() {
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File f("*OBJECTS.DAT");
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// Get the total numer of inventory objects
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int count = f.readUint16LE();
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_objects.reserve(count);
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// Read in each object
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for (int i = 0; i < count; ++i) {
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InventoryObject obj;
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obj.load(f);
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_objects.push_back(obj);
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// If it's for the player's inventory, add the index to the inventory list
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if (obj._roomNumber == PLAYER_INVENTORY) {
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_inventoryList.push_back(i);
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assert(_inventoryList.size() <= 32);
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}
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}
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}
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void Game::setObjectData(int objIndex, int id, const byte *p) {
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// TODO: This whole method seems weird. Check it out more thoroughly once
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// more of the engine is implemented
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for (int i = 0; i < (int)_objects.size(); ++i) {
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InventoryObject &obj = _objects[i];
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if (obj._vocabList[0]._actionFlags1 <= i)
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break;
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if (obj._mutilateString[6 + i] == id) {
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_objects[objIndex]._objFolder = p;
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}
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}
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}
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void Game::setObjectRoom(int objectId, int roomNumber) {
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warning("TODO: setObjectRoom");
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}
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void Game::loadResourceSequence(const Common::String prefix, int v) {
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warning("TODO: loadResourceSequence");
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}
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/*------------------------------------------------------------------------*/
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void InventoryObject::load(Common::SeekableReadStream &f) {
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_descId = f.readUint16LE();
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_roomNumber = f.readUint16LE();
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_article = f.readByte();
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_vocabCount = f.readByte();
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for (int i = 0; i < 3; ++i) {
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_vocabList[i]._actionFlags1 = f.readByte();
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_vocabList[i]._actionFlags2 = f.readByte();
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_vocabList[i]._vocabId = f.readByte();
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}
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f.skip(4); // field12
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f.read(&_mutilateString[0], 10);
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f.skip(16);
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}
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/*------------------------------------------------------------------------*/
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Player::Player() {
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_direction = 8;
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_newDirection = 8;
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}
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} // End of namespace MADS
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} // End of namespace MADS
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@ -24,28 +24,136 @@
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#define MADS_GAME_H
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#define MADS_GAME_H
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#include "common/scummsys.h"
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#include "common/scummsys.h"
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#include "mads/scene.h"
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namespace MADS {
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namespace MADS {
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class MADSEngine;
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class MADSEngine;
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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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enum DialogId {
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DIALOG_NONE = 0, DIALOG_GAME_MENU = 1, DIALOG_SAVE = 2, DIALOG_RESTORE = 3,
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DIALOG_OPTIONS = 4, DIALOG_DIFFICULTY = 5, DIALOG_ERROR = 6
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};
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class InventoryObject {
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public:
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int _descId;
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int _roomNumber;
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int _article;
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int _vocabCount;
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struct {
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int _actionFlags1;
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int _actionFlags2;
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int _vocabId;
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} _vocabList[3];
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char _mutilateString[10]; // ???
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const byte *_objFolder; // ???
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/**
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* Loads the data for a given object
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*/
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void load(Common::SeekableReadStream &f);
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};
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class Player {
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public:
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int _direction;
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int _newDirection;
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public:
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Player();
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};
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class SectionHandler {
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protected:
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MADSEngine *_vm;
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public:
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SectionHandler(MADSEngine *vm): _vm(vm) {}
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virtual void loadSection() = 0;
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virtual void sectionPtr2() = 0;
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virtual void sectionPtr3() = 0;
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};
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class Game {
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class Game {
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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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protected:
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protected:
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MADSEngine *_vm;
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MADSEngine *_vm;
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MSurface *_surface;
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MSurface *_surface;
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Difficulty _difficultyLevel;
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Common::Array<uint16> _globalFlags;
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Common::Array<InventoryObject> _objects;
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Common::Array<int> _inventoryList;
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Player _player;
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Scene _scene;
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int _saveSlot;
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int _statusFlag;
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DialogId _pendingDialog;
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SectionHandler *_sectionHandler;
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/**
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* Constructor
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*/
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Game(MADSEngine *vm);
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Game(MADSEngine *vm);
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/**
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/**
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* Perform any copy protection check
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* Loads the game's object list
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*/
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*/
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virtual bool checkCopyProtection() = 0;
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void loadObjects();
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/**
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* Set the associated data? pointer with an inventory object
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*/
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void setObjectData(int objIndex, int id, const byte *p);
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/**
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* Sets the room number
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*/
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void setObjectRoom(int objectId, int roomNumber);
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/**
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/**
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* Initialises the current section number of the game
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* Initialises the current section number of the game
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*/
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*/
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void initSection(int sectionNumber);
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void initSection(int sectionNumber);
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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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* Show a game dialog
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*/
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virtual void showDialog() = 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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public:
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public:
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static Game *init(MADSEngine *vm);
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static Game *init(MADSEngine *vm);
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public:
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public:
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@ -18,6 +18,7 @@ MODULE_OBJS := \
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msurface.o \
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msurface.o \
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palette.o \
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palette.o \
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resources.o \
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resources.o \
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scene.o \
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sound.o \
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sound.o \
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user_interface.o
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user_interface.o
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@ -37,15 +37,153 @@ GameNebular::GameNebular(MADSEngine *vm): Game(vm) {
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_surface =MSurface::init(MADS_SCREEN_WIDTH, MADS_SCREEN_HEIGHT - MADS_INTERFACE_HEIGHT);
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_surface =MSurface::init(MADS_SCREEN_WIDTH, MADS_SCREEN_HEIGHT - MADS_INTERFACE_HEIGHT);
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}
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}
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bool GameNebular::checkCopyProtection() {
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int GameNebular::checkCopyProtection() {
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if (!ConfMan.getBool("copy_protection"))
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if (!ConfMan.getBool("copy_protection"))
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return true;
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return true;
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/* DEBUG: Disabled for now
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CopyProtectionDialog *dlg = new CopyProtectionDialog(_vm, false);
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CopyProtectionDialog *dlg = new CopyProtectionDialog(_vm, false);
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dlg->show();
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dlg->show();
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delete dlg;
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delete dlg;
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*/
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return false;
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// DEBUG: Return that copy protection failed
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return 1;
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}
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void GameNebular::initialiseGlobals() {
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// Allocate globals space
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_globalFlags.resize(210);
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for (int i = 0; i < 210; ++i)
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_globalFlags[i] = 0;
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// Set specific values needed by the game
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_globalFlags[4] = 8;
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_globalFlags[33] = 1;
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_globalFlags[10] = 0xFFFF;
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_globalFlags[13] = 0xFFFF;
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_globalFlags[15] = 0xFFFF;
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_globalFlags[19] = 0xFFFF;
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_globalFlags[20] = 0xFFFF;
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_globalFlags[21] = 0xFFFF;
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_globalFlags[95] = 0xFFFF;
|
||||||
|
|
||||||
|
setObjectData(3, 17, nullptr);
|
||||||
|
|
||||||
|
// Put the values 0 through 3 in a random order in global slots 83 to 86
|
||||||
|
for (int i = 0; i < 4;) {
|
||||||
|
int randomVal = _vm->getRandomNumber(3);
|
||||||
|
_globalFlags[83 + i] = randomVal;
|
||||||
|
|
||||||
|
bool flag = false;
|
||||||
|
for (int idx2 = 0; idx2 < i; ++idx2) {
|
||||||
|
if (_globalFlags[83 + idx2] == randomVal)
|
||||||
|
flag = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!flag)
|
||||||
|
++i;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Put the values 0 through 3 in a random order in global slots 87 to 90
|
||||||
|
for (int i = 0; i < 4;) {
|
||||||
|
int randomVal = _vm->getRandomNumber(3);
|
||||||
|
_globalFlags[87 + i] = randomVal;
|
||||||
|
|
||||||
|
bool flag = false;
|
||||||
|
for (int idx2 = 0; idx2 < i; ++idx2) {
|
||||||
|
if (_globalFlags[87 + idx2] == randomVal)
|
||||||
|
flag = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!flag)
|
||||||
|
++i;
|
||||||
|
}
|
||||||
|
|
||||||
|
_globalFlags[120] = 501;
|
||||||
|
_globalFlags[121] = 0xFFFF;
|
||||||
|
_globalFlags[55] = 0xFFFF;
|
||||||
|
_globalFlags[119] = 1;
|
||||||
|
_globalFlags[134] = 4;
|
||||||
|
|
||||||
|
// Fill out the globals 200 to 209 with unique random values less than 10000
|
||||||
|
for (int i = 0; i < 10; ++i) {
|
||||||
|
int randomVal = _vm->getRandomNumber(9999);
|
||||||
|
_globalFlags[200 + i] = randomVal;
|
||||||
|
|
||||||
|
bool flag = false;
|
||||||
|
for (int idx2 = 0; idx2 < i; ++idx2) {
|
||||||
|
if (_globalFlags[200 + idx2] == randomVal)
|
||||||
|
flag = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!flag)
|
||||||
|
++i;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Difficulty level control
|
||||||
|
switch (_difficultyLevel) {
|
||||||
|
case DIFFICULTY_HARD:
|
||||||
|
_globalFlags[35] = 0;
|
||||||
|
setObjectRoom(9, 1);
|
||||||
|
setObjectRoom(50, 1);
|
||||||
|
_globalFlags[137] = 5;
|
||||||
|
_globalFlags[136] = 0;
|
||||||
|
break;
|
||||||
|
case DIFFICULTY_MEDIUM:
|
||||||
|
_globalFlags[35] = 0;
|
||||||
|
setObjectRoom(8, 1);
|
||||||
|
_globalFlags[137] = 0xFFFF;
|
||||||
|
_globalFlags[136] = 6;
|
||||||
|
break;
|
||||||
|
case DIFFICULTY_EASY:
|
||||||
|
_globalFlags[35] = 2;
|
||||||
|
setObjectRoom(8, 1);
|
||||||
|
setObjectRoom(27, 1);
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
_player._direction = 8;
|
||||||
|
_player._newDirection = 8;
|
||||||
|
|
||||||
|
loadResourceSequence("RXM", 1);
|
||||||
|
loadResourceSequence("ROX", 1);
|
||||||
|
}
|
||||||
|
|
||||||
|
void GameNebular::showDialog() {
|
||||||
|
warning("TODO: showDialog");
|
||||||
|
}
|
||||||
|
|
||||||
|
void GameNebular::setSectionHandler() {
|
||||||
|
delete _sectionHandler;
|
||||||
|
|
||||||
|
switch (_scene._sectionNum) {
|
||||||
|
case 1:
|
||||||
|
_sectionHandler = new Section1Handler(_vm);
|
||||||
|
break;
|
||||||
|
case 2:
|
||||||
|
_sectionHandler = new Section2Handler(_vm);
|
||||||
|
break;
|
||||||
|
case 3:
|
||||||
|
_sectionHandler = new Section3Handler(_vm);
|
||||||
|
break;
|
||||||
|
case 4:
|
||||||
|
_sectionHandler = new Section4Handler(_vm);
|
||||||
|
break;
|
||||||
|
case 5:
|
||||||
|
_sectionHandler = new Section5Handler(_vm);
|
||||||
|
break;
|
||||||
|
case 6:
|
||||||
|
_sectionHandler = new Section6Handler(_vm);
|
||||||
|
break;
|
||||||
|
case 7:
|
||||||
|
_sectionHandler = new Section7Handler(_vm);
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
break;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
} // End of namespace Nebular
|
} // End of namespace Nebular
|
||||||
|
|
|
@ -35,9 +35,35 @@ class GameNebular: public Game {
|
||||||
protected:
|
protected:
|
||||||
GameNebular(MADSEngine *vm);
|
GameNebular(MADSEngine *vm);
|
||||||
|
|
||||||
virtual bool checkCopyProtection();
|
virtual int checkCopyProtection();
|
||||||
|
|
||||||
|
virtual void initialiseGlobals();
|
||||||
|
|
||||||
|
virtual void showDialog();
|
||||||
|
|
||||||
|
virtual void setSectionHandler();
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
|
class Section1Handler: public SectionHandler {
|
||||||
|
public:
|
||||||
|
Section1Handler(MADSEngine *vm): SectionHandler(vm) {}
|
||||||
|
|
||||||
|
// TODO: Properly implement handler methods
|
||||||
|
virtual void loadSection() {}
|
||||||
|
virtual void sectionPtr2() {}
|
||||||
|
virtual void sectionPtr3() {}
|
||||||
|
};
|
||||||
|
|
||||||
|
// TODO: Properly implement handler classes
|
||||||
|
typedef Section1Handler Section2Handler;
|
||||||
|
typedef Section1Handler Section3Handler;
|
||||||
|
typedef Section1Handler Section4Handler;
|
||||||
|
typedef Section1Handler Section5Handler;
|
||||||
|
typedef Section1Handler Section6Handler;
|
||||||
|
typedef Section1Handler Section7Handler;
|
||||||
|
|
||||||
|
|
||||||
} // End of namespace Nebular
|
} // End of namespace Nebular
|
||||||
|
|
||||||
} // End of namespace MADS
|
} // End of namespace MADS
|
||||||
|
|
37
engines/mads/scene.cpp
Normal file
37
engines/mads/scene.cpp
Normal file
|
@ -0,0 +1,37 @@
|
||||||
|
/* 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.
|
||||||
|
*
|
||||||
|
*/
|
||||||
|
|
||||||
|
#include "common/scummsys.h"
|
||||||
|
#include "mads/scene.h"
|
||||||
|
|
||||||
|
namespace MADS {
|
||||||
|
|
||||||
|
Scene::Scene() {
|
||||||
|
_sectionNum = 1;
|
||||||
|
_sectionNum2 = -1;
|
||||||
|
_priorSectionNum = 0;
|
||||||
|
_priorSceneId = 0;
|
||||||
|
_nextSceneId = 0;
|
||||||
|
_currentSceneId = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
} // End of namespace MADS
|
44
engines/mads/scene.h
Normal file
44
engines/mads/scene.h
Normal file
|
@ -0,0 +1,44 @@
|
||||||
|
/* 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_SCENE_H
|
||||||
|
#define MADS_SCENE_H
|
||||||
|
|
||||||
|
#include "common/scummsys.h"
|
||||||
|
|
||||||
|
namespace MADS {
|
||||||
|
|
||||||
|
class Scene {
|
||||||
|
public:
|
||||||
|
int _priorSectionNum;
|
||||||
|
int _sectionNum;
|
||||||
|
int _sectionNum2;
|
||||||
|
int _priorSceneId;
|
||||||
|
int _nextSceneId;
|
||||||
|
int _currentSceneId;
|
||||||
|
|
||||||
|
Scene();
|
||||||
|
};
|
||||||
|
|
||||||
|
} // End of namespace MADS
|
||||||
|
|
||||||
|
#endif /* MADS_SCENE_H */
|
Loading…
Add table
Add a link
Reference in a new issue