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engines/mads/nebular/game_nebular.h
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engines/mads/nebular/game_nebular.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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#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_MEDIUM = 2, DIFFICULTY_EASY = 3
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};
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enum ProtectionResult {
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PROTECTION_SUCCEED = 0, PROTECTION_FAIL = 1, PROTECTION_ESCAPE = 2
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};
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enum InventoryObject {
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OBJ_NONE = -1,
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OBJ_BINOCULARS = 0,
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OBJ_BURGER = 1,
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OBJ_DEAD_FISH = 2,
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OBJ_STUFFED_FISH = 3,
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OBJ_REBREATHER = 4,
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OBJ_TIMER_MODULE = 5,
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OBJ_BIG_LEAVES = 6,
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OBJ_POISON_DARTS = 7,
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OBJ_PLANT_STALK = 8,
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OBJ_BLOWGUN = 9,
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OBJ_TWINKIFRUIT = 10,
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OBJ_BONE = 11,
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OBJ_CHICKEN = 12,
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OBJ_SCALPEL = 13,
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OBJ_AUDIO_TAPE = 14,
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OBJ_CREDIT_CHIP = 15,
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OBJ_SECURITY_CARD = 16,
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OBJ_CHARGE_CASES = 17,
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OBJ_ESTROTOXIN = 18,
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OBJ_BOMB = 19,
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OBJ_TIMEBOMB = 20,
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OBJ_REPAIR_LIST = 21,
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OBJ_ALIEN_LIQUOR = 22,
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OBJ_TARGET_MODULE = 23,
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OBJ_SHIELD_MODULATOR = 24,
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OBJ_TAPE_PLAYER = 25,
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OBJ_PHONE_CELLS = 26,
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OBJ_PENLIGHT = 27,
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OBJ_DURAFAIL_CELLS = 28,
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OBJ_FAKE_ID = 29,
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OBJ_ID_CARD = 30,
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OBJ_POLYCEMENT = 31,
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OBJ_FISHING_ROD = 32,
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OBJ_FISHING_LINE = 33,
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OBJ_PADLOCK_KEY = 34,
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OBJ_DOOR_KEY = 35,
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OBJ_REARVIEW_MIRROR = 36,
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OBJ_COMPACT_CASE = 37,
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OBJ_DETONATORS = 39,
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OBJ_BOTTLE = 40,
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OBJ_CHICKEN_BOMB = 41,
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OBJ_VASE = 42,
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OBJ_REMOTE = 43,
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OBJ_COMPUTER_GAME = 44,
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OBJ_PHONE_HANDSET = 45,
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OBJ_BONES = 46,
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OBJ_GUARDS_ARM = 47,
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OBJ_LOG = 48,
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OBJ_BOMBS = 49,
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OBJ_NOTE = 50,
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OBJ_COMBINATION = 51,
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OBJ_FORMALDEHYDE = 52,
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OBJ_PETROX = 53,
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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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private:
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ProtectionResult checkCopyProtection();
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protected:
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GameNebular(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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NebularGlobals _globals;
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StoryMode _storyMode;
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Difficulty _difficulty;
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Globals &globals() override { return _globals; }
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void doObjectAction() override;
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void showRecipe();
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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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void setNaughtyMode(bool naughtyMode) override { _storyMode = naughtyMode ? STORYMODE_NAUGHTY : STORYMODE_NICE; }
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bool getNaughtyMode() const override { return _storyMode == STORYMODE_NAUGHTY; }
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};
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// Section handlers aren't needed in ScummVM implementation
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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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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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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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