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144
engines/mads/dragonsphere/game_dragonsphere.h
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144
engines/mads/dragonsphere/game_dragonsphere.h
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/* 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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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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*
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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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifdef ENABLE_MADSV2
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#ifndef MADS_GAME_DRAGONSPHERE_H
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#define MADS_GAME_DRAGONSPHERE_H
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#include "mads/game.h"
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#include "mads/globals.h"
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#include "mads/dragonsphere/globals_dragonsphere.h"
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namespace MADS {
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namespace Dragonsphere {
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// TODO: Adapt for Dragonsphere's difficulty setting
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enum StoryMode { STORYMODE_NAUGHTY = 1, STORYMODE_NICE = 2 };
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enum InventoryObject {
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OBJ_NONE = -1,
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OBJ_SIGNET_RING = 0,
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OBJ_BIRD_FIGURINE = 1,
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OBJ_BIRDCALL = 2,
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OBJ_SHIELDSTONE = 3,
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OBJ_SWORD = 4,
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OBJ_GOBLET = 5,
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OBJ_BONE = 6,
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OBJ_FRUIT = 7,
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OBJ_DOLL = 8,
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OBJ_POLYSTONE = 9,
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OBJ_RED_STONE = 10,
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OBJ_YELLOW_STONE = 11,
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OBJ_BLUE_STONE = 12,
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OBJ_KEY_CROWN = 13,
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OBJ_DATES = 14,
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OBJ_STATUE = 15,
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OBJ_FLIES = 16,
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OBJ_SOUL_EGG = 17,
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OBJ_MAGIC_BELT = 18,
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OBJ_AMULET = 19,
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OBJ_MUD = 20,
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OBJ_FEATHERS = 21,
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OBJ_TORCH = 22,
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OBJ_FLASK = 23,
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OBJ_FLASK_OF_ACID = 24,
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OBJ_ROPE = 25,
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OBJ_VORTEX_STONE = 26,
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OBJ_DEAD_RAT = 27,
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OBJ_MAP = 28,
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OBJ_CRYSTAL_BALL = 29,
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OBJ_BLACK_SPHERE = 30,
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OBJ_SOPORIFIC = 31,
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OBJ_SHIFTER_RING = 32,
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OBJ_SPIRIT_BUNDLE = 33,
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OBJ_PARTIAL_BUNDLE = 34,
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OBJ_RATSICLE = 35,
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OBJ_TENTACLE_PARTS = 36,
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OBJ_TELEPORT_DOOR = 37,
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OBJ_RARE_COIN = 38,
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OBJ_CRYSTAL_FLOWER = 39,
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OBJ_DIAMOND_DUST = 40,
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OBJ_RUBY_RING = 41,
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OBJ_GOLD_NUGGET = 42,
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OBJ_MAGIC_MUSIC_BOX = 43,
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OBJ_EMERALD = 44,
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OBJ_PARCHMENT = 45,
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OBJ_GAME = 46,
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OBJ_GAME2 = 47,
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OBJ_NEW_BUNDLE = 48
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};
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class GameDragonsphere : public Game {
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friend class Game;
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protected:
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GameDragonsphere(MADSEngine *vm);
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void startGame() override;
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void initializeGlobals() override;
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void setSectionHandler() override;
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void checkShowDialog() override;
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public:
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DragonsphereGlobals _globals;
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StoryMode _storyMode;
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Globals &globals() override { return _globals; }
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void doObjectAction() override;
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void unhandledAction() override;
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void step() override;
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void synchronize(Common::Serializer &s, bool phase1) override;
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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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void preLoadSection() override {}
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void sectionPtr2() override {}
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void postLoadSection() override {}
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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 Dragonsphere
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} // End of namespace MADS
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#endif /* MADS_GAME_DRAGONSPHERE_H */
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#endif
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