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33abb6118f
Recently we started to use this as new semantics, although in the past we used simly <engine>_H. Now these guard defines are consistent with rest of the files which are used in the engines.
234 lines
5.8 KiB
C++
234 lines
5.8 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef SHERLOCK_SHERLOCK_H
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#define SHERLOCK_SHERLOCK_H
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#include "common/scummsys.h"
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#include "common/array.h"
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#include "common/endian.h"
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#include "common/hash-str.h"
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#include "common/serializer.h"
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#include "common/random.h"
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#include "common/savefile.h"
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#include "common/util.h"
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#include "engines/engine.h"
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#include "sherlock/animation.h"
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#include "sherlock/debugger.h"
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#include "sherlock/events.h"
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#include "sherlock/fixed_text.h"
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#include "sherlock/inventory.h"
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#include "sherlock/journal.h"
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#include "sherlock/map.h"
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#include "sherlock/music.h"
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#include "sherlock/people.h"
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#include "sherlock/resources.h"
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#include "sherlock/saveload.h"
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#include "sherlock/scene.h"
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#include "sherlock/screen.h"
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#include "sherlock/sound.h"
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#include "sherlock/talk.h"
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#include "sherlock/user_interface.h"
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namespace Sherlock {
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enum {
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kDebugLevelScript = 1 << 0,
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kDebugLevelAdLibDriver = 2 << 0,
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kDebugLevelMT32Driver = 3 << 0,
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kDebugLevelMusic = 4 << 0
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};
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enum GameType {
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GType_SerratedScalpel = 0,
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GType_RoseTattoo = 1
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};
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#define SHERLOCK_SCREEN_WIDTH _vm->_screen->width()
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#define SHERLOCK_SCREEN_HEIGHT _vm->_screen->height()
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#define SHERLOCK_SCENE_WIDTH _vm->_screen->_backBuffer1.width()
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#define SHERLOCK_SCENE_HEIGHT (IS_SERRATED_SCALPEL ? 138 : 480)
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#define SCENES_COUNT (IS_SERRATED_SCALPEL ? 63 : 101)
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#define MAX_BGSHAPES (IS_SERRATED_SCALPEL ? 64 : 150)
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#define COL_INFO_FOREGROUND (IS_SERRATED_SCALPEL ? (byte)Scalpel::INFO_FOREGROUND : (byte)Tattoo::INFO_FOREGROUND)
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#define COL_PEN_COLOR (IS_SERRATED_SCALPEL ? (byte)Scalpel::PEN_COLOR : (byte)Tattoo::PEN_COLOR)
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#define COL_PEN_HIGHLIGHT (IS_SERRATED_SCALPEL ? 15 : 129)
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struct SherlockGameDescription;
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class Resource;
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class SherlockEngine : public Engine {
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private:
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\
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/**
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* Main loop for displaying a scene and handling all that occurs within it
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*/
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void sceneLoop();
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/**
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* Handle all player input
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*/
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void handleInput();
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protected:
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/**
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* Does basic initialization of the game engine
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*/
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virtual void initialize();
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virtual void showOpening() = 0;
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virtual void startScene() {}
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/**
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* Returns a list of features the game itself supports
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*/
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virtual bool hasFeature(EngineFeature f) const;
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/**
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* Load game configuration esttings
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*/
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virtual void loadConfig();
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public:
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const SherlockGameDescription *_gameDescription;
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Animation *_animation;
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Debugger *_debugger;
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Events *_events;
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FixedText *_fixedText;
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Inventory *_inventory;
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Journal *_journal;
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Map *_map;
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Music *_music;
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People *_people;
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Resources *_res;
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SaveManager *_saves;
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Scene *_scene;
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Screen *_screen;
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Sound *_sound;
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Talk *_talk;
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UserInterface *_ui;
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Common::RandomSource _randomSource;
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Common::Array<bool> _flags;
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bool _useEpilogue2;
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int _loadGameSlot;
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bool _canLoadSave;
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bool _showOriginalSavesDialog;
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bool _interactiveFl;
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bool _isScreenDoubled;
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public:
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SherlockEngine(OSystem *syst, const SherlockGameDescription *gameDesc);
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virtual ~SherlockEngine();
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/**
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* Main method for running the game
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*/
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virtual Common::Error run();
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/**
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* Returns true if a savegame can be loaded
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*/
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virtual bool canLoadGameStateCurrently();
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/**
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* Returns true if the game can be saved
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*/
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virtual bool canSaveGameStateCurrently();
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/**
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* Called by the GMM to load a savegame
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*/
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virtual Common::Error loadGameState(int slot);
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/**
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* Called by the GMM to save the game
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*/
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virtual Common::Error saveGameState(int slot, const Common::String &desc);
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/**
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* Called by the engine when sound settings are updated
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*/
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virtual void syncSoundSettings();
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/**
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* Saves game configuration information
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*/
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virtual void saveConfig();
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/**
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* Returns whether the version is a demo
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*/
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virtual bool isDemo() const;
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/**
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* Returns the Id of the game
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*/
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GameType getGameID() const;
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/**
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* Returns the platform the game's datafiles are for
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*/
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Common::Platform getPlatform() const;
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/**
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* Return the game's language
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*/
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Common::Language getLanguage() const;
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/**
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* Return a random number
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*/
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int getRandomNumber(int limit) { return _randomSource.getRandomNumber(limit - 1); }
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/**
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* Read the state of a global flag
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* @remarks If a negative value is specified, it will return the inverse value
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* of the positive flag number
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*/
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bool readFlags(int flagNum);
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/**
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* Sets a global flag to either true or false depending on whether the specified
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* flag is positive or negative
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*/
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void setFlags(int flagNum);
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/**
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* Set a global flag to 0 or 1 depending on whether the passed flag is negative or positive.
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* @remarks We don't use the global setFlags method because we don't want to check scene flags
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*/
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void setFlagsDirect(int flagNum);
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/**
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* Synchronize the data for a savegame
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*/
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void synchronize(Serializer &s);
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};
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#define IS_ROSE_TATTOO (_vm->getGameID() == GType_RoseTattoo)
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#define IS_SERRATED_SCALPEL (_vm->getGameID() == GType_SerratedScalpel)
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#define IS_3DO (_vm->getPlatform() == Common::kPlatform3DO)
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} // End of namespace Sherlock
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#endif
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