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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.
* 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/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;
_people = nullptr;
_res = nullptr;
_scene = nullptr;
_screen = nullptr;
_sound = nullptr;
_talk = nullptr;
_useEpilogue2 = false;
_justLoaded = false;
_onChessboard = false;
_slowChess = false;
_menuCounter = 0;
_scriptMoreFlag = 0;
}
SherlockEngine::~SherlockEngine() {
delete _animation;
delete _debugger;
delete _events;
delete _inventory;
delete _journal;
delete _people;
delete _res;
delete _scene;
delete _screen;
delete _sound;
delete _talk;
}
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);
_journal = new Journal();
_people = new People(this);
_scene = new Scene(this);
_screen = new Screen(this);
_sound = new Sound(this);
_talk = new Talk(this);
}
Common::Error SherlockEngine::run() {
initialize();
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 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 (_scriptMoreFlag == 1 || _scriptMoreFlag == 3)
_talk->talkTo(_scriptName);
else
_scriptMoreFlag = 0;
// Handle any input from the keyboard or mouse
handleInput();
if (_scene->_hsavedPos.x == -1)
_scene->doBgAnim();
}
_scene->freeScene();
_talk->freeTalkVars();
_people->freeWalk();
}
void SherlockEngine::handleInput() {
// TODO
}
/**
* 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);
}
} // End of namespace Comet
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