SUPERNOVA: Adds room specific game logic
This is the game logic for the first act of the game. It will see restructuring to remove gotos/jumps and hardcoded differences in game behavior depending on settings (e.g. sound on/off).
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4 changed files with 1007 additions and 17 deletions
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@ -562,23 +562,23 @@ static const char *timeToString(int t) {
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}
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GameManager::GameManager(SupernovaEngine *vm, Common::Event *event) {
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// _rooms[INTRO] = StartingItems();
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// _rooms[CORRIDOR] = ShipCorridor();
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// _rooms[HALL] = ShipHall();
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// _rooms[SLEEP] = ShipSleepCabin();
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// _rooms[COCKPIT] = ShipCockpit();
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// _rooms[AIRLOCK] = ShipAirlock();
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// _rooms[HOLD] = ShipHold();
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// _rooms[LANDINGMODULE] = ShipLandingModule();
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// _rooms[GENERATOR] = ShipGenerator();
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// _rooms[OUTSIDE] = ShipOuterSpace();
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// _rooms[CABIN_R1] = ShipCabinR1();
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// _rooms[CABIN_R2] = ShipCabinR2();
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// _rooms[CABIN_R3] = ShipCabinR3();
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// _rooms[CABIN_L1] = ShipCabinL1();
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// _rooms[CABIN_L2] = ShipCabinL2();
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// _rooms[CABIN_L3] = ShipCabinL3();
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// _rooms[BATHROOM] = ShipCabinBathroom();
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_rooms[INTRO] = StartingItems(vm, this);
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_rooms[CORRIDOR] = ShipCorridor(vm, this);
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_rooms[HALL] = ShipHall(vm, this);
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_rooms[SLEEP] = ShipSleepCabin(vm, this);
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_rooms[COCKPIT] = ShipCockpit(vm, this);
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_rooms[AIRLOCK] = ShipAirlock(vm, this);
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_rooms[HOLD] = ShipHold(vm, this);
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_rooms[LANDINGMODULE] = ShipLandingModule(vm, this);
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_rooms[GENERATOR] = ShipGenerator(vm, this);
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_rooms[OUTSIDE] = ShipOuterSpace(vm, this);
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_rooms[CABIN_R1] = ShipCabinR1(vm, this);
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_rooms[CABIN_R2] = ShipCabinR2(vm, this);
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_rooms[CABIN_R3] = ShipCabinR3(vm, this);
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_rooms[CABIN_L1] = ShipCabinL1(vm, this);
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_rooms[CABIN_L2] = ShipCabinL2(vm, this);
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_rooms[CABIN_L3] = ShipCabinL3(vm, this);
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_rooms[BATHROOM] = ShipCabinBathroom(vm, this);
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// _rooms[ROCKS]
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// _rooms[CAVE]
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