Files
scummvm-cursorfix/engines/mads/forest/game_forest.cpp
2026-02-02 04:50:13 +01:00

166 lines
3.6 KiB
C++

/* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#ifdef ENABLE_MADSV2
#include "common/config-manager.h"
#include "mads/mads.h"
#include "mads/game.h"
#include "mads/screen.h"
#include "mads/msurface.h"
#include "mads/forest/game_forest.h"
//#include "mads/nebular/dialogs_nebular.h"
#include "mads/forest/globals_forest.h"
//#include "mads/forest/forest_scenes.h"
namespace MADS {
namespace Forest {
GameForest::GameForest(MADSEngine *vm)
: Game(vm) {
_surface = new MSurface(MADS_SCREEN_WIDTH, MADS_SCENE_HEIGHT);
_storyMode = STORYMODE_NAUGHTY;
}
void GameForest::startGame() {
_scene._priorSceneId = 0;
_scene._currentSceneId = -1;
_scene._nextSceneId = 101;
initializeGlobals();
}
void GameForest::initializeGlobals() {
//int count, count2;
//int bad;
_globals.reset();
//_globals[kTalkInanimateCount] = 8;
/* Section #1 variables */
// TODO
/* Section #2 variables */
// TODO
/* Section #3 variables */
// TODO
/* Section #4 variables */
// TODO
/* Section #5 variables */
// TODO
/* Section #6 variables */
// TODO
/* Section #9 variables */
// TODO
_player._facing = FACING_NORTH;
_player._turnToFacing = FACING_NORTH;
//Player::preloadSequences("RXM", 1);
//Player::preloadSequences("ROX", 1);
}
void GameForest::setSectionHandler() {
delete _sectionHandler;
switch (_sectionNumber) {
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;
case 8:
_sectionHandler = new Section8Handler(_vm);
break;
default:
break;
}
}
void GameForest::checkShowDialog() {
// TODO: Copied from Nebular
if (_vm->_dialogs->_pendingDialog && _player._stepEnabled && !_globals[5]) {
_player.releasePlayerSprites();
_vm->_dialogs->showDialog();
_vm->_dialogs->_pendingDialog = DIALOG_NONE;
}
}
void GameForest::doObjectAction() {
// TODO: Copied from Nebular
//Scene &scene = _scene;
MADSAction &action = _scene._action;
//Dialogs &dialogs = *_vm->_dialogs;
//int id;
action._inProgress = false;
}
void GameForest::unhandledAction() {
// TODO
}
void GameForest::step() {
if (_player._visible && _player._stepEnabled && !_player._moving &&
(_player._facing == _player._turnToFacing)) {
// TODO
}
}
void GameForest::synchronize(Common::Serializer &s, bool phase1) {
Game::synchronize(s, phase1);
// TODO: Copied from Nebular
if (!phase1) {
_globals.synchronize(s);
}
}
} // End of namespace Forest
} // End of namespace MADS
#endif