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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/surface.h"
#include "common/scummsys.h"
#include "common/config-manager.h"
#include "common/debug-channels.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;
_loadGameSlot = -1;
_canLoadSave = false;
_showOriginalSavesDialog = false;
_interactiveFl = true;
}
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() {
DebugMan.addDebugChannel(kDebugScript, "scripts", "Script debug level");
ImageFile::setVm(this);
Object::setVm(this);
Sprite::setVm(this);
if (isDemo()) {
Common::File f;
// The interactive demo doesn't have an intro thus doesn't include TITLE.SND
// At the opposite, the non-interactive demo is only the intro.
if (f.exists("TITLE.SND"))
_interactiveFl = false;
}
_res = new Resources(this);
_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, _mixer);
_talk = Talk::init(this);
_ui = UserInterface::init(this);
// Load game settings
loadConfig();
}
Common::Error SherlockEngine::run() {
// Initialize the engine
initialize();
// Flag for whether to show original saves dialog rather than the ScummVM GMM
_showOriginalSavesDialog = ConfMan.getBool("originalsaveload");
// 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 {
do
showOpening();
while (!shouldQuit() && !_interactiveFl);
}
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;
// Clear the screen
_screen->clear();
// Reset UI flags
_ui->reset();
// Reset the data for the player character (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();
}
void SherlockEngine::handleInput() {
_canLoadSave = true;
_events->pollEventsAndWait();
_canLoadSave = false;
// See if a key or mouse button is pressed
_events->setButtonState();
_ui->handleInput();
}
bool SherlockEngine::readFlags(int flagNum) {
bool value = _flags[ABS(flagNum)];
if (flagNum < 0)
value = !value;
return value;
}
void SherlockEngine::setFlags(int flagNum) {
_flags[ABS(flagNum)] = flagNum >= 0;
_scene->checkSceneFlags(true);
}
void SherlockEngine::loadConfig() {
// Load sound settings
syncSoundSettings();
ConfMan.registerDefault("font", 1);
_screen->setFont(ConfMan.getInt("font"));
_screen->_fadeStyle = ConfMan.getBool("fade_style");
_ui->_helpStyle = ConfMan.getBool("help_style");
_ui->_slideWindows = ConfMan.getBool("window_style");
_people->_portraitsOn = ConfMan.getBool("portraits_on");
}
void SherlockEngine::saveConfig() {
ConfMan.setBool("mute", !_sound->_digitized);
ConfMan.setBool("music_mute", !_sound->_music);
ConfMan.setBool("speech_mute", !_sound->_voices);
ConfMan.setInt("font", _screen->fontNumber());
ConfMan.setBool("fade_style", _screen->_fadeStyle);
ConfMan.setBool("help_style", _ui->_helpStyle);
ConfMan.setBool("window_style", _ui->_slideWindows);
ConfMan.setBool("portraits_on", _people->_portraitsOn);
ConfMan.flushToDisk();
}
void SherlockEngine::syncSoundSettings() {
Engine::syncSoundSettings();
// Load sound-related settings
_sound->syncSoundSettings();
}
void SherlockEngine::synchronize(Common::Serializer &s) {
for (uint idx = 0; idx < _flags.size(); ++idx)
s.syncAsByte(_flags[idx]);
}
bool SherlockEngine::canLoadGameStateCurrently() {
return _canLoadSave;
}
bool SherlockEngine::canSaveGameStateCurrently() {
return _canLoadSave;
}
Common::Error SherlockEngine::loadGameState(int slot) {
_saves->loadGame(slot);
return Common::kNoError;
}
Common::Error SherlockEngine::saveGameState(int slot, const Common::String &desc) {
_saves->saveGame(slot, desc);
return Common::kNoError;
}
} // End of namespace Comet
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