/* 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_SCALPEL_H #define SHERLOCK_SCALPEL_H #include "sherlock/sherlock.h" #include "sherlock/scalpel/darts.h" namespace Sherlock { namespace Scalpel { enum { BLACKWOOD_CAPTURE = 2, BAKER_STREET = 4, DRAWING_ROOM = 12, STATION = 17, PUB_INTERIOR = 19, LAWYER_OFFICE = 27, BAKER_ST_EXTERIOR = 39, RESCUE_ANNA = 52, MOOREHEAD_DEATH = 53, EXIT_GAME = 55, BRUMWELL_SUICIDE = 70, OVERHEAD_MAP2 = 98, DARTS_GAME = 99, OVERHEAD_MAP = 100 }; class ScalpelEngine : public SherlockEngine { private: Darts *_darts; int _mapResult; /** * Show the starting city cutscene which shows the game title */ bool showCityCutscene(); /** * Show the back alley where the initial murder takes place */ bool showAlleyCutscene(); /** * Show the Baker Street outside cutscene */ bool showStreetCutscene(); /** * Show Holmes and Watson at the breakfast table, lestrade's note, and then the scrolling credits */ bool showOfficeCutscene(); /** * Show the game credits */ bool scrollCredits(); /** * Load the default inventory for the game, which includes both the initial active inventory, * as well as special pending inventory items which can appear automatically in the player's * inventory once given required flags are set */ void loadInventory(); /** * Transition to show an image */ void showLBV(const Common::String &filename); protected: /** * Game initialization */ virtual void initialize(); /** * Show the opening sequence */ virtual void showOpening(); /** * Starting a scene within the game */ virtual void startScene(); public: ScalpelEngine(OSystem *syst, const SherlockGameDescription *gameDesc); virtual ~ScalpelEngine(); /** * Takes care of clearing the mirror in scene 12 (mansion drawing room), in case anything drew over it */ void eraseMirror12(); /** * Takes care of drawing Holme's reflection onto the mirror in scene 12 (mansion drawing room) */ void doMirror12(); /** * This clears the mirror in scene 12 (mansion drawing room) in case anything messed draw over it */ void flushMirror12(); }; } // End of namespace Scalpel } // End of namespace Sherlock #endif