/* 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_SHERLOCK_H #define SHERLOCK_SHERLOCK_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->width() #define SHERLOCK_SCREEN_HEIGHT _vm->_screen->height() #define SHERLOCK_SCENE_WIDTH _vm->_screen->_backBuffer1.width() #define SHERLOCK_SCENE_HEIGHT (IS_SERRATED_SCALPEL ? 138 : 480) #define SCENES_COUNT (IS_SERRATED_SCALPEL ? 63 : 101) #define MAX_BGSHAPES (IS_SERRATED_SCALPEL ? 64 : 150) #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) #define COL_PEN_HIGHLIGHT (IS_SERRATED_SCALPEL ? 15 : 129) 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(); 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; /** * Load game configuration esttings */ virtual void loadConfig(); 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 _flags; bool _useEpilogue2; int _loadGameSlot; bool _canLoadSave; bool _showOriginalSavesDialog; bool _interactiveFl; bool _isScreenDoubled; 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(); /** * Saves game configuration information */ virtual void saveConfig(); /** * 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); /** * 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