scummvm/engines/sherlock/scalpel/scalpel.h

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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.
*
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* 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.
*
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* 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_SCALPEL_H
#define SHERLOCK_SCALPEL_H
#include "sherlock/sherlock.h"
#include "sherlock/scalpel/darts.h"
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namespace Sherlock {
namespace Scalpel {
enum { BLACKWOOD_CAPTURE = 2, BAKER_STREET = 4, DRAWING_ROOM = 12, STATION = 17, PUB_INTERIOR = 19,
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LAWYER_OFFICE = 27, BAKER_ST_EXTERIOR = 39, RESCUE_ANNA = 52, MOOREHEAD_DEATH = 53, EXIT_GAME = 55,
BRUMWELL_SUICIDE = 70, OVERHEAD_MAP2 = 98, DARTS_GAME = 99, OVERHEAD_MAP = 100 };
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class ScalpelEngine : public SherlockEngine {
private:
Darts *_darts;
int _mapResult;
/**
* Show the starting city cutscene which shows the game title
*/
bool showCityCutscene();
/**
* Show the back alley where the initial murder takes place
*/
bool showAlleyCutscene();
/**
* Show the Baker Street outside cutscene
*/
bool showStreetCutscene();
/**
* Show Holmes and Watson at the breakfast table, lestrade's note, and then the scrolling credits
*/
bool showOfficeCutscene();
/**
* Show the game credits
*/
bool scrollCredits();
/**
* Load the default inventory for the game, which includes both the initial active inventory,
* as well as special pending inventory items which can appear automatically in the player's
* inventory once given required flags are set
*/
void loadInventory();
/**
* Transition to show an image
*/
void showLBV(const Common::String &filename);
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protected:
/**
* Game initialization
*/
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virtual void initialize();
/**
* Show the opening sequence
*/
virtual void showOpening();
/**
* Starting a scene within the game
*/
virtual void startScene();
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public:
ScalpelEngine(OSystem *syst, const SherlockGameDescription *gameDesc);
virtual ~ScalpelEngine();
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/**
* Takes care of clearing the mirror in scene 12 (mansion drawing room), in case anything drew over it
*/
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void eraseMirror12();
/**
* Takes care of drawing Holme's reflection onto the mirror in scene 12 (mansion drawing room)
*/
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void doMirror12();
/**
* This clears the mirror in scene 12 (mansion drawing room) in case anything messed draw over it
*/
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void flushMirror12();
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};
} // End of namespace Scalpel
} // End of namespace Sherlock
#endif