scummvm/engines/sherlock/sherlock.cpp

311 lines
8.2 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
#include "sherlock/sherlock.h"
#include "sherlock/surface.h"
#include "common/scummsys.h"
#include "common/config-manager.h"
#include "common/debug-channels.h"
#include "common/text-to-speech.h"
namespace Sherlock {
SherlockEngine::SherlockEngine(OSystem *syst, const SherlockGameDescription *gameDesc) :
Engine(syst), _gameDescription(gameDesc), _randomSource("Sherlock") {
_animation = nullptr;
_debugger = nullptr;
_events = nullptr;
_fixedText = nullptr;
_inventory = nullptr;
_journal = nullptr;
_map = nullptr;
_music = 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;
_isScreenDoubled = false;
_startupAutosave = false;
}
SherlockEngine::~SherlockEngine() {
delete _animation;
//_debugger is deleted by Engine
delete _events;
delete _fixedText;
delete _journal;
delete _map;
delete _people;
delete _saves;
delete _scene;
delete _screen;
delete _music;
delete _sound;
delete _talk;
delete _ui;
delete _inventory;
delete _res;
}
void SherlockEngine::initialize() {
Fonts::setVm(this);
ImageFile::setVm(this);
ImageFile3DO::setVm(this);
BaseObject::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 = Debugger::init(this);
setDebugger(_debugger);
_events = new Events(this);
_fixedText = FixedText::init(this);
_inventory = Inventory::init(this);
_map = Map::init(this);
_music = new Music(this, _mixer);
_journal = Journal::init(this);
_people = People::init(this);
_saves = SaveManager::init(this, _targetName);
_scene = Scene::init(this);
_screen = Screen::init(this);
_sound = new Sound(this, _mixer);
_talk = Talk::init(this);
_ui = UserInterface::init(this);
// Load game settings
loadConfig();
if (getPlatform() == Common::kPlatform3DO) {
// Disable portraits on 3DO
// 3DO does not include portrait data
_people->_portraitsOn = false;
}
}
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 >= 0 && saveSlot <= MAX_SAVEGAME_SLOTS)
_loadGameSlot = saveSlot;
}
if (_loadGameSlot != -1) {
_saves->loadGame(_loadGameSlot);
_loadGameSlot = -1;
} else {
do {
showOpening();
} while (!shouldQuit() && !_interactiveFl);
// Signal startup autosave, if there isn't already a save in
// that slot.
SaveStateDescriptor desc = getMetaEngine()->querySaveMetaInfos(
_targetName.c_str(), getAutosaveSlot());
if (!desc.isValid())
_startupAutosave = true;
}
_events->showCursor();
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();
// If this is still set from the previous scene, something went wrong.
// The next scene's path script or a continued script would be
// incorrectly aborted
assert(!_talk->_talkToAbort);
// 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->_savedPos.x == -1) {
_canLoadSave = true;
_scene->doBgAnim();
if (_startupAutosave) {
// When the game is first started, create an autosave.
// This helps with the save dialog to prevent users
// accidentally saving in the autosave slot
_startupAutosave = false;
saveAutosaveIfEnabled();
}
_canLoadSave = false;
}
}
_scene->freeScene();
_people->freeWalk();
}
void SherlockEngine::handleInput() {
_canLoadSave = (_ui->_menuMode == STD_MODE || _ui->_menuMode == LAB_MODE) && _events->isCursorVisible();
_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::setFlagsDirect(int flagNum) {
_flags[ABS(flagNum)] = flagNum >= 0;
}
void SherlockEngine::loadConfig() {
// Load sound settings
syncSoundSettings();
ConfMan.registerDefault("font", getGameID() == GType_SerratedScalpel ? 1 : 4);
_screen->setFont(ConfMan.getInt("font"));
if (getGameID() == GType_SerratedScalpel)
_screen->_fadeStyle = ConfMan.getBool("fade_style");
_ui->_helpStyle = ConfMan.getBool("help_style");
_ui->_slideWindows = ConfMan.getBool("window_style");
_people->_portraitsOn = ConfMan.getBool("portraits_on");
Common::TextToSpeechManager *ttsMan = g_system->getTextToSpeechManager();
if (ttsMan != nullptr)
ttsMan->enable(ConfMan.getBool("tts_narrator"));
}
void SherlockEngine::saveConfig() {
ConfMan.setBool("mute", !_sound->_digitized);
ConfMan.setBool("music_mute", !_music->_musicOn);
ConfMan.setBool("speech_mute", !_sound->_speechOn);
ConfMan.setInt("music_volume", _music->_musicVolume);
ConfMan.setInt("sfx_volume", _sound->_soundVolume);
ConfMan.setInt("speech_volume", _sound->_soundVolume);
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();
_music->syncMusicSettings();
}
void SherlockEngine::synchronize(Serializer &s) {
for (uint idx = 0; idx < _flags.size(); ++idx)
s.syncAsByte(_flags[idx]);
}
bool SherlockEngine::canLoadGameStateCurrently(Common::U32String *msg) {
return _canLoadSave;
}
bool SherlockEngine::canSaveGameStateCurrently(Common::U32String *msg) {
return _canLoadSave;
}
Common::Error SherlockEngine::loadGameState(int slot) {
_saves->loadGame(slot);
return Common::kNoError;
}
Common::Error SherlockEngine::saveGameState(int slot, const Common::String &desc, bool isAutosave) {
_saves->saveGame(slot, desc);
return Common::kNoError;
}
} // End of namespace Sherlock