scummvm/engines/sherlock/sherlock.h
aryanrawlani28 a56dc094b9 ENGINES: ALL: Move detection_enums -> detection.h
- Cleans up headers quite a bit.
2020-10-03 14:56:36 +02:00

230 lines
5.8 KiB
C++

/* 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"
#include "sherlock/detection.h"
namespace Sherlock {
enum {
kDebugLevelScript = 1 << 0,
kDebugLevelAdLibDriver = 2 << 0,
kDebugLevelMT32Driver = 3 << 0,
kDebugLevelMusic = 4 << 0
};
#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)
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
*/
bool hasFeature(EngineFeature f) const override;
/**
* 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<bool> _flags;
bool _useEpilogue2;
int _loadGameSlot;
bool _canLoadSave;
bool _showOriginalSavesDialog;
bool _interactiveFl;
bool _isScreenDoubled;
public:
SherlockEngine(OSystem *syst, const SherlockGameDescription *gameDesc);
~SherlockEngine() override;
/**
* Main method for running the game
*/
Common::Error run() override;
/**
* Returns true if a savegame can be loaded
*/
bool canLoadGameStateCurrently() override;
/**
* Returns true if the game can be saved
*/
bool canSaveGameStateCurrently() override;
/**
* Called by the GMM to load a savegame
*/
Common::Error loadGameState(int slot) override;
/**
* Called by the GMM to save the game
*/
Common::Error saveGameState(int slot, const Common::String &desc, bool isAutosave = false) override;
/**
* Called by the engine when sound settings are updated
*/
void syncSoundSettings() override;
/**
* 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