/* 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 3 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, see . * */ #ifndef M4_RIDDLE_RIDDLE_H #define M4_RIDDLE_RIDDLE_H #include "m4/m4.h" #include "m4/riddle/rooms/section2/section2.h" #include "m4/riddle/rooms/section3/section3.h" #include "m4/riddle/rooms/section4/section4.h" #include "m4/riddle/rooms/section5/section5.h" #include "m4/riddle/rooms/section6/section6.h" #include "m4/riddle/rooms/section7/section7.h" #include "m4/riddle/rooms/section8/section8.h" #include "m4/riddle/rooms/section9/section9.h" #include "m4/riddle/gui/gui_messages.h" namespace M4 { namespace Riddle { class RiddleEngine : public M4Engine { private: Rooms::Section1 _section1; Rooms::Section2 _section2; Rooms::Section3 _section3; Rooms::Section4 _section4; Rooms::Section5 _section5; Rooms::Section6 _section6; Rooms::Section7 _section7; Rooms::Section8 _section8; Rooms::Section9 _section9; int _ripAction = 0; int _savedFacing = 0; /** * Combines the items in the player _verb and _noun, * removing them from the player's inventory and replacing * them with the new combined item. * @param newItem New item to give to player */ void combineItems(const char *newItem); /** * Splits apart a combined item */ void splitItems(const char *item1, const char *item2); void showMessageLog(int trigger); void hide_message_log_dialog(); void lookAtInventoryItem(); bool canLoadGameStateCurrently(Common::U32String *msg) override; protected: /** * Creates the structure that holds all the global variables */ M4::Vars *createVars() override; /** * Sets up the debugging console */ void setupConsole() override; public: RiddleEngine(OSystem *syst, const M4GameDescription *gameDesc); ~RiddleEngine() override {} void initializePath(const Common::FSNode &gamePath) override; /** * Show the engine information */ void showEngineInfo() override; void syncFlags(Common::Serializer &s) override; void showSaveScreen() override; void showLoadScreen(LoadDialogSource source) override; void global_daemon() override; void global_parser() override; }; extern void sketchInJournal(const char *digiName); } // namespace Riddle } // namespace M4 #endif