/* 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. * */ #include "sherlock/sherlock.h" #include "sherlock/graphics.h" #include "common/scummsys.h" #include "common/config-manager.h" #include "common/debug-channels.h" #include "engines/util.h" namespace Sherlock { SherlockEngine::SherlockEngine(OSystem *syst, const SherlockGameDescription *gameDesc) : Engine(syst), _gameDescription(gameDesc), _randomSource("Sherlock") { _animation = nullptr; _debugger = nullptr; _events = nullptr; _inventory = nullptr; _journal = nullptr; _map = nullptr; _people = nullptr; _res = nullptr; _saves = nullptr; _scene = nullptr; _screen = nullptr; _sound = nullptr; _talk = nullptr; _ui = nullptr; _useEpilogue2 = false; _loadingSavedGame = false; _slowChess = false; _keyPadSpeed = 0; _loadGameSlot = -1; _canLoadSave = false; } SherlockEngine::~SherlockEngine() { delete _animation; delete _debugger; delete _events; delete _journal; delete _map; delete _people; delete _saves; delete _scene; delete _screen; delete _sound; delete _talk; delete _ui; delete _inventory; delete _res; } void SherlockEngine::initialize() { initGraphics(SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT, false); DebugMan.addDebugChannel(kDebugScript, "scripts", "Script debug level"); ImageFile::setVm(this); Object::setVm(this); Sprite::setVm(this); _res = new Resources(); _animation = new Animation(this); _debugger = new Debugger(this); _events = new Events(this); _inventory = new Inventory(this); _map = new Map(this); _journal = new Journal(this); _people = new People(this); _saves = new SaveManager(this, _targetName); _scene = new Scene(this); _screen = new Screen(this); _sound = new Sound(this); _talk = new Talk(this); _ui = new UserInterface(this); } Common::Error SherlockEngine::run() { initialize(); // If requested, load a savegame instead of showing the intro if (ConfMan.hasKey("save_slot")) { int saveSlot = ConfMan.getInt("save_slot"); if (saveSlot >= 1 && saveSlot <= MAX_SAVEGAME_SLOTS) _loadGameSlot = saveSlot; } if (_loadGameSlot != -1) { _saves->loadGame(_loadGameSlot); _loadGameSlot = -1; } else { // Temporarily disabled for now // showOpening(); } while (!shouldQuit()) { // Prepare for scene, and handle any game-specific scenes. This allows // for game specific cutscenes or mini-games that aren't standard scenes startScene(); if (shouldQuit()) break; // Reset UI flags _ui->reset(); // Reset the active characters to initially just Sherlock _people->reset(); // Initialize and load the scene. _scene->selectScene(); // Scene handling loop sceneLoop(); } return Common::kNoError; } void SherlockEngine::sceneLoop() { while (!shouldQuit() && _scene->_goToScene == -1) { // See if a script needs to be completed from either a goto room code, // or a script that was interrupted by another script if (_talk->_scriptMoreFlag == 1 || _talk->_scriptMoreFlag == 3) _talk->talkTo(_talk->_scriptName); else _talk->_scriptMoreFlag = 0; // Handle any input from the keyboard or mouse handleInput(); if (_people->_hSavedPos.x == -1) { _canLoadSave = true; _scene->doBgAnim(); _canLoadSave = false; } } _scene->freeScene(); _people->freeWalk(); } /** * Handle all player input */ void SherlockEngine::handleInput() { _canLoadSave = true; _events->pollEventsAndWait(); _canLoadSave = false; // See if a key or mouse button is pressed _events->setButtonState(); _ui->handleInput(); } /** * Read the state of a global flag */ bool SherlockEngine::readFlags(int flagNum) { bool value = _flags[ABS(flagNum)]; if (flagNum < 0) value = !value; return value; } /** * Sets a global flag to either true or false depending on whether the specified * flag is positive or negative */ void SherlockEngine::setFlags(int flagNum) { _flags[ABS(flagNum)] = flagNum >= 0; _scene->checkSceneFlags(true); } void SherlockEngine::saveConfig() { // TODO } /** * Synchronize the data for a savegame */ void SherlockEngine::synchronize(Common::Serializer &s) { for (uint idx = 0; idx < _flags.size(); ++idx) s.syncAsByte(_flags[idx]); } /** * Returns true if a savegame can be loaded */ bool SherlockEngine::canLoadGameStateCurrently() { return _canLoadSave; } /** * Returns true if the game can be saved */ bool SherlockEngine::canSaveGameStateCurrently() { return _canLoadSave; } /** * Called by the GMM to load a savegame */ Common::Error SherlockEngine::loadGameState(int slot) { _saves->loadGame(slot); return Common::kNoError; } /** * Called by the GMM to save the game */ Common::Error SherlockEngine::saveGameState(int slot, const Common::String &desc) { _saves->saveGame(slot, desc); return Common::kNoError; } } // End of namespace Comet