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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/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<bool> _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 getIsDemo() 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
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