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+/* 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 2
+ * 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, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ */
+
+#ifndef SHERLOCK_HOLMES_H
+#define SHERLOCK_HOLMES_H
+
+#include "common/scummsys.h"
+#include "common/array.h"
+#include "common/endian.h"
+#include "common/hash-str.h"
+#include "common/serializer.h"
+#include "common/random.h"
+#include "common/savefile.h"
+#include "common/util.h"
+#include "engines/engine.h"
+#include "sherlock/animation.h"
+#include "sherlock/debugger.h"
+#include "sherlock/events.h"
+#include "sherlock/fixed_text.h"
+#include "sherlock/inventory.h"
+#include "sherlock/journal.h"
+#include "sherlock/map.h"
+#include "sherlock/music.h"
+#include "sherlock/people.h"
+#include "sherlock/resources.h"
+#include "sherlock/saveload.h"
+#include "sherlock/scene.h"
+#include "sherlock/screen.h"
+#include "sherlock/sound.h"
+#include "sherlock/talk.h"
+#include "sherlock/user_interface.h"
+
+namespace Sherlock {
+
+enum {
+ kDebugLevelScript = 1 << 0,
+ kDebugLevelAdLibDriver = 2 << 0,
+ kDebugLevelMT32Driver = 3 << 0,
+ kDebugLevelMusic = 4 << 0
+};
+
+enum GameType {
+ GType_SerratedScalpel = 0,
+ GType_RoseTattoo = 1
+};
+
+#define SHERLOCK_SCREEN_WIDTH _vm->_screen->w()
+#define SHERLOCK_SCREEN_HEIGHT _vm->_screen->h()
+#define SHERLOCK_SCENE_WIDTH _vm->_screen->_backBuffer1.w()
+#define SHERLOCK_SCENE_HEIGHT (IS_SERRATED_SCALPEL ? 138 : 480)
+#define SCENES_COUNT (IS_SERRATED_SCALPEL ? 63 : 101)
+
+#define COL_INFO_FOREGROUND (IS_SERRATED_SCALPEL ? (byte)Scalpel::INFO_FOREGROUND : (byte)Tattoo::INFO_FOREGROUND)
+#define COL_PEN_COLOR (IS_SERRATED_SCALPEL ? (byte)Scalpel::PEN_COLOR : (byte)Tattoo::PEN_COLOR)
+
+struct SherlockGameDescription;
+
+class Resource;
+
+class SherlockEngine : public Engine {
+private:
+ /**
+ * Main loop for displaying a scene and handling all that occurs within it
+ */
+ void sceneLoop();
+
+ /**
+ * Handle all player input
+ */
+ void handleInput();
+
+ /**
+ * Load game configuration esttings
+ */
+ void loadConfig();
+protected:
+ /**
+ * Does basic initialization of the game engine
+ */
+ virtual void initialize();
+
+ virtual void showOpening() = 0;
+
+ virtual void startScene() {}
+
+ /**
+ * Returns a list of features the game itself supports
+ */
+ virtual bool hasFeature(EngineFeature f) const;
+public:
+ const SherlockGameDescription *_gameDescription;
+ Animation *_animation;
+ Debugger *_debugger;
+ Events *_events;
+ FixedText *_fixedText;
+ Inventory *_inventory;
+ Journal *_journal;
+ Map *_map;
+ Music *_music;
+ People *_people;
+ Resources *_res;
+ SaveManager *_saves;
+ Scene *_scene;
+ Screen *_screen;
+ Sound *_sound;
+ Talk *_talk;
+ UserInterface *_ui;
+ Common::RandomSource _randomSource;
+ Common::Array<bool> _flags;
+ bool _useEpilogue2;
+ int _loadGameSlot;
+ bool _canLoadSave;
+ bool _showOriginalSavesDialog;
+ bool _interactiveFl;
+public:
+ SherlockEngine(OSystem *syst, const SherlockGameDescription *gameDesc);
+ virtual ~SherlockEngine();
+
+ /**
+ * Main method for running the game
+ */
+ virtual Common::Error run();
+
+ /**
+ * Returns true if a savegame can be loaded
+ */
+ virtual bool canLoadGameStateCurrently();
+
+ /**
+ * Returns true if the game can be saved
+ */
+ virtual bool canSaveGameStateCurrently();
+
+ /**
+ * Called by the GMM to load a savegame
+ */
+ virtual Common::Error loadGameState(int slot);
+
+ /**
+ * Called by the GMM to save the game
+ */
+ virtual Common::Error saveGameState(int slot, const Common::String &desc);
+
+ /**
+ * Called by the engine when sound settings are updated
+ */
+ virtual void syncSoundSettings();
+
+ /**
+ * Returns whether the version is a demo
+ */
+ virtual bool isDemo() const;
+
+ /**
+ * Returns the Id of the game
+ */
+ GameType getGameID() const;
+
+ /**
+ * Returns the platform the game's datafiles are for
+ */
+ Common::Platform getPlatform() const;
+
+ /**
+ * Return the game's language
+ */
+ Common::Language getLanguage() const;
+
+ /**
+ * Return a random number
+ */
+ int getRandomNumber(int limit) { return _randomSource.getRandomNumber(limit - 1); }
+
+ /**
+ * Read the state of a global flag
+ * @remarks If a negative value is specified, it will return the inverse value
+ * of the positive flag number
+ */
+ bool readFlags(int flagNum);
+
+ /**
+ * Sets a global flag to either true or false depending on whether the specified
+ * flag is positive or negative
+ */
+ void setFlags(int flagNum);
+
+ /**
+ * Set a global flag to 0 or 1 depending on whether the passed flag is negative or positive.
+ * @remarks We don't use the global setFlags method because we don't want to check scene flags
+ */
+ void setFlagsDirect(int flagNum);
+
+ /**
+ * Saves game configuration information
+ */
+ void saveConfig();
+
+ /**
+ * Synchronize the data for a savegame
+ */
+ void synchronize(Serializer &s);
+};
+
+#define IS_ROSE_TATTOO (_vm->getGameID() == GType_RoseTattoo)
+#define IS_SERRATED_SCALPEL (_vm->getGameID() == GType_SerratedScalpel)
+#define IS_3DO (_vm->getPlatform() == Common::kPlatform3DO)
+
+} // End of namespace Sherlock
+
+#endif