/* 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/inventory.h" #include "sherlock/journal.h" #include "sherlock/map.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 { kDebugScript = 1 << 0 }; enum GameType { GType_SerratedScalpel = 0, GType_RoseTattoo = 1 }; #define SHERLOCK_SCREEN_WIDTH 320 #define SHERLOCK_SCREEN_HEIGHT 200 #define SHERLOCK_SCENE_HEIGHT 138 struct SherlockGameDescription; class Resource; class SherlockEngine : public Engine { private: void sceneLoop(); void handleInput(); void loadConfig(); protected: virtual void initialize(); virtual void showOpening() = 0; virtual void startScene() {} virtual bool hasFeature(EngineFeature f) const; public: const SherlockGameDescription *_gameDescription; Animation *_animation; Debugger *_debugger; Events *_events; Inventory *_inventory; Journal *_journal; Map *_map; People *_people; Resources *_res; SaveManager *_saves; Scene *_scene; Screen *_screen; Sound *_sound; Talk *_talk; UserInterface *_ui; Common::RandomSource _randomSource; Common::Array _flags; Common::String _soundOverride; Common::String _titleOverride; bool _useEpilogue2; int _loadGameSlot; bool _canLoadSave; bool _showOriginalSavesDialog; bool _interactiveFl; public: SherlockEngine(OSystem *syst, const SherlockGameDescription *gameDesc); virtual ~SherlockEngine(); virtual Common::Error run(); virtual bool canLoadGameStateCurrently(); virtual bool canSaveGameStateCurrently(); virtual Common::Error loadGameState(int slot); virtual Common::Error saveGameState(int slot, const Common::String &desc); virtual void syncSoundSettings(); virtual bool isDemo() const; GameType getGameID() const; Common::Language getLanguage() const; Common::Platform getPlatform() const; Common::String getGameFile(int fileType); int getRandomNumber(int limit) { return _randomSource.getRandomNumber(limit - 1); } bool readFlags(int flagNum); void setFlags(int flagNum); void saveConfig(); void synchronize(Common::Serializer &s); }; } // End of namespace Sherlock #endif