ScummVM API documentation
game_dragonsphere.h
1 /* ScummVM - Graphic Adventure Engine
2  *
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4  * are too numerous to list here. Please refer to the COPYRIGHT
5  * file distributed with this source distribution.
6  *
7  * This program is free software: you can redistribute it and/or modify
8  * it under the terms of the GNU General Public License as published by
9  * the Free Software Foundation, either version 3 of the License, or
10  * (at your option) any later version.
11  *
12  * This program is distributed in the hope that it will be useful,
13  * but WITHOUT ANY WARRANTY; without even the implied warranty of
14  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15  * GNU General Public License for more details.
16  *
17  * You should have received a copy of the GNU General Public License
18  * along with this program. If not, see <http://www.gnu.org/licenses/>.
19  *
20  */
21 
22 #ifndef MADS_GAME_DRAGONSPHERE_H
23 #define MADS_GAME_DRAGONSPHERE_H
24 
25 #include "mads/game.h"
26 #include "mads/globals.h"
27 #include "mads/dragonsphere/globals_dragonsphere.h"
28 
29 namespace MADS {
30 namespace Dragonsphere {
31 
32 // TODO: Adapt for Dragonsphere's difficulty setting
33 enum StoryMode { STORYMODE_NAUGHTY = 1, STORYMODE_NICE = 2 };
34 
35 enum InventoryObject {
36  OBJ_NONE = -1,
37  OBJ_SIGNET_RING = 0,
38  OBJ_BIRD_FIGURINE = 1,
39  OBJ_BIRDCALL = 2,
40  OBJ_SHIELDSTONE = 3,
41  OBJ_SWORD = 4,
42  OBJ_GOBLET = 5,
43  OBJ_BONE = 6,
44  OBJ_FRUIT = 7,
45  OBJ_DOLL = 8,
46  OBJ_POLYSTONE = 9,
47  OBJ_RED_STONE = 10,
48  OBJ_YELLOW_STONE = 11,
49  OBJ_BLUE_STONE = 12,
50  OBJ_KEY_CROWN = 13,
51  OBJ_DATES = 14,
52  OBJ_STATUE = 15,
53  OBJ_FLIES = 16,
54  OBJ_SOUL_EGG = 17,
55  OBJ_MAGIC_BELT = 18,
56  OBJ_AMULET = 19,
57  OBJ_MUD = 20,
58  OBJ_FEATHERS = 21,
59  OBJ_TORCH = 22,
60  OBJ_FLASK = 23,
61  OBJ_FLASK_OF_ACID = 24,
62  OBJ_ROPE = 25,
63  OBJ_VORTEX_STONE = 26,
64  OBJ_DEAD_RAT = 27,
65  OBJ_MAP = 28,
66  OBJ_CRYSTAL_BALL = 29,
67  OBJ_BLACK_SPHERE = 30,
68  OBJ_SOPORIFIC = 31,
69  OBJ_SHIFTER_RING = 32,
70  OBJ_SPIRIT_BUNDLE = 33,
71  OBJ_PARTIAL_BUNDLE = 34,
72  OBJ_RATSICLE = 35,
73  OBJ_TENTACLE_PARTS = 36,
74  OBJ_TELEPORT_DOOR = 37,
75  OBJ_RARE_COIN = 38,
76  OBJ_CRYSTAL_FLOWER = 39,
77  OBJ_DIAMOND_DUST = 40,
78  OBJ_RUBY_RING = 41,
79  OBJ_GOLD_NUGGET = 42,
80  OBJ_MAGIC_MUSIC_BOX = 43,
81  OBJ_EMERALD = 44,
82  OBJ_PARCHMENT = 45,
83  OBJ_GAME = 46,
84  OBJ_GAME2 = 47,
85  OBJ_NEW_BUNDLE = 48
86 };
87 
88 class GameDragonsphere : public Game {
89  friend class Game;
90 protected:
92 
93  void startGame() override;
94 
95  void initializeGlobals() override;
96 
97  void setSectionHandler() override;
98 
99  void checkShowDialog() override;
100 public:
101  DragonsphereGlobals _globals;
102  StoryMode _storyMode;
103 
104  Globals &globals() override { return _globals; }
105 
106  void doObjectAction() override;
107 
108  void unhandledAction() override;
109 
110  void step() override;
111 
112  void synchronize(Common::Serializer &s, bool phase1) override;
113 };
114 
115 
117 public:
119 
120  // TODO: Properly implement handler methods
121  void preLoadSection() override {}
122  void sectionPtr2() override {}
123  void postLoadSection() override {}
124 };
125 
126 // TODO: Properly implement handler classes
134 
135 } // End of namespace Dragonsphere
136 } // End of namespace MADS
137 
138 #endif
Definition: game_data.h:57
Definition: globals_dragonsphere.h:159
void synchronize(Common::Serializer &s, bool phase1) override
Definition: serializer.h:79
Definition: game_dragonsphere.h:116
Definition: globals.h:32
Globals & globals() override
Definition: game_dragonsphere.h:104
Definition: game_dragonsphere.h:88
Definition: mads.h:79
Definition: game.h:63
Definition: action.h:28