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https://github.com/libretro/scummvm.git
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bd1dbecde9
The new option only works as intended if the engine that have TTS support apply their own settings. It cannot be globally implemented before and after runGame(), since the engines don't all use the same config manager variables (sometimes "tts_enabled_speech", "tts_enabled" or "tts_narrator, sometimes more than one of these).
304 lines
7.9 KiB
C++
304 lines
7.9 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "sherlock/sherlock.h"
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#include "sherlock/surface.h"
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#include "common/scummsys.h"
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#include "common/config-manager.h"
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#include "common/debug-channels.h"
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#include "common/text-to-speech.h"
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namespace Sherlock {
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SherlockEngine::SherlockEngine(OSystem *syst, const SherlockGameDescription *gameDesc) :
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Engine(syst), _gameDescription(gameDesc), _randomSource("Sherlock") {
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_animation = nullptr;
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_debugger = nullptr;
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_events = nullptr;
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_fixedText = nullptr;
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_inventory = nullptr;
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_journal = nullptr;
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_map = nullptr;
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_music = nullptr;
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_people = nullptr;
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_res = nullptr;
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_saves = nullptr;
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_scene = nullptr;
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_screen = nullptr;
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_sound = nullptr;
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_talk = nullptr;
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_ui = nullptr;
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_useEpilogue2 = false;
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_loadGameSlot = -1;
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_canLoadSave = false;
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_showOriginalSavesDialog = false;
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_interactiveFl = true;
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_isScreenDoubled = false;
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_startupAutosave = false;
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}
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SherlockEngine::~SherlockEngine() {
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delete _animation;
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//_debugger is deleted by Engine
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delete _events;
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delete _fixedText;
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delete _journal;
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delete _map;
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delete _people;
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delete _saves;
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delete _scene;
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delete _screen;
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delete _music;
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delete _sound;
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delete _talk;
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delete _ui;
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delete _inventory;
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delete _res;
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}
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void SherlockEngine::initialize() {
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Fonts::setVm(this);
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ImageFile::setVm(this);
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ImageFile3DO::setVm(this);
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BaseObject::setVm(this);
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if (isDemo()) {
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Common::File f;
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// The interactive demo doesn't have an intro thus doesn't include TITLE.SND
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// At the opposite, the non-interactive demo is only the intro.
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if (f.exists("TITLE.SND"))
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_interactiveFl = false;
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}
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_res = new Resources(this);
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_animation = new Animation(this);
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_debugger = Debugger::init(this);
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setDebugger(_debugger);
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_events = new Events(this);
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_fixedText = FixedText::init(this);
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_inventory = Inventory::init(this);
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_map = Map::init(this);
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_music = new Music(this, _mixer);
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_journal = Journal::init(this);
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_people = People::init(this);
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_saves = SaveManager::init(this, _targetName);
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_scene = Scene::init(this);
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_screen = Screen::init(this);
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_sound = new Sound(this, _mixer);
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_talk = Talk::init(this);
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_ui = UserInterface::init(this);
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// Load game settings
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loadConfig();
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if (getPlatform() == Common::kPlatform3DO) {
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// Disable portraits on 3DO
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// 3DO does not include portrait data
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_people->_portraitsOn = false;
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}
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}
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Common::Error SherlockEngine::run() {
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// Initialize the engine
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initialize();
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// Flag for whether to show original saves dialog rather than the ScummVM GMM
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_showOriginalSavesDialog = ConfMan.getBool("originalsaveload");
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// If requested, load a savegame instead of showing the intro
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if (ConfMan.hasKey("save_slot")) {
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int saveSlot = ConfMan.getInt("save_slot");
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if (saveSlot >= 0 && saveSlot <= MAX_SAVEGAME_SLOTS)
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_loadGameSlot = saveSlot;
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}
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if (_loadGameSlot != -1) {
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_saves->loadGame(_loadGameSlot);
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_loadGameSlot = -1;
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} else {
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do {
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showOpening();
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} while (!shouldQuit() && !_interactiveFl);
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// Signal startup autosave, if there isn't already a save in
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// that slot.
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SaveStateDescriptor desc = getMetaEngine()->querySaveMetaInfos(
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_targetName.c_str(), getAutosaveSlot());
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if (!desc.isValid())
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_startupAutosave = true;
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}
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while (!shouldQuit()) {
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// Prepare for scene, and handle any game-specific scenes. This allows
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// for game specific cutscenes or mini-games that aren't standard scenes
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startScene();
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if (shouldQuit())
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break;
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// Clear the screen
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_screen->clear();
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// Reset UI flags
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_ui->reset();
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// Reset the data for the player character (Sherlock)
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_people->reset();
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// Initialize and load the scene.
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_scene->selectScene();
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// Scene handling loop
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sceneLoop();
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}
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return Common::kNoError;
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}
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void SherlockEngine::sceneLoop() {
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while (!shouldQuit() && _scene->_goToScene == -1) {
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// See if a script needs to be completed from either a goto room code,
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// or a script that was interrupted by another script
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if (_talk->_scriptMoreFlag == 1 || _talk->_scriptMoreFlag == 3)
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_talk->talkTo(_talk->_scriptName);
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else
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_talk->_scriptMoreFlag = 0;
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// Handle any input from the keyboard or mouse
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handleInput();
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if (_people->_savedPos.x == -1) {
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_canLoadSave = true;
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_scene->doBgAnim();
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if (_startupAutosave) {
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// When the game is first started, create an autosave.
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// This helps with the save dialog to prevent users
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// accidentally saving in the autosave slot
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_startupAutosave = false;
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saveAutosaveIfEnabled();
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}
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_canLoadSave = false;
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}
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}
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_scene->freeScene();
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_people->freeWalk();
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}
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void SherlockEngine::handleInput() {
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_canLoadSave = _ui->_menuMode == STD_MODE || _ui->_menuMode == LAB_MODE;
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_events->pollEventsAndWait();
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_canLoadSave = false;
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// See if a key or mouse button is pressed
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_events->setButtonState();
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_ui->handleInput();
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}
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bool SherlockEngine::readFlags(int flagNum) {
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bool value = _flags[ABS(flagNum)];
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if (flagNum < 0)
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value = !value;
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return value;
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}
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void SherlockEngine::setFlags(int flagNum) {
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_flags[ABS(flagNum)] = flagNum >= 0;
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_scene->checkSceneFlags(true);
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}
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void SherlockEngine::setFlagsDirect(int flagNum) {
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_flags[ABS(flagNum)] = flagNum >= 0;
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}
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void SherlockEngine::loadConfig() {
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// Load sound settings
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syncSoundSettings();
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ConfMan.registerDefault("font", getGameID() == GType_SerratedScalpel ? 1 : 4);
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_screen->setFont(ConfMan.getInt("font"));
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if (getGameID() == GType_SerratedScalpel)
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_screen->_fadeStyle = ConfMan.getBool("fade_style");
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_ui->_helpStyle = ConfMan.getBool("help_style");
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_ui->_slideWindows = ConfMan.getBool("window_style");
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_people->_portraitsOn = ConfMan.getBool("portraits_on");
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Common::TextToSpeechManager *ttsMan = g_system->getTextToSpeechManager();
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if (ttsMan != nullptr)
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ttsMan->enable(ConfMan.getBool("tts_narrator"));
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}
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void SherlockEngine::saveConfig() {
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ConfMan.setBool("mute", !_sound->_digitized);
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ConfMan.setBool("music_mute", !_music->_musicOn);
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ConfMan.setBool("speech_mute", !_sound->_speechOn);
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ConfMan.setInt("music_volume", _music->_musicVolume);
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ConfMan.setInt("sfx_volume", _sound->_soundVolume);
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ConfMan.setInt("speech_volume", _sound->_soundVolume);
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ConfMan.setInt("font", _screen->fontNumber());
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ConfMan.setBool("fade_style", _screen->_fadeStyle);
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ConfMan.setBool("help_style", _ui->_helpStyle);
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ConfMan.setBool("window_style", _ui->_slideWindows);
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ConfMan.setBool("portraits_on", _people->_portraitsOn);
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ConfMan.flushToDisk();
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}
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void SherlockEngine::syncSoundSettings() {
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Engine::syncSoundSettings();
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// Load sound-related settings
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_sound->syncSoundSettings();
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_music->syncMusicSettings();
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}
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void SherlockEngine::synchronize(Serializer &s) {
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for (uint idx = 0; idx < _flags.size(); ++idx)
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s.syncAsByte(_flags[idx]);
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}
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bool SherlockEngine::canLoadGameStateCurrently() {
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return _canLoadSave;
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}
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bool SherlockEngine::canSaveGameStateCurrently() {
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return _canLoadSave;
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}
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Common::Error SherlockEngine::loadGameState(int slot) {
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_saves->loadGame(slot);
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return Common::kNoError;
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}
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Common::Error SherlockEngine::saveGameState(int slot, const Common::String &desc, bool isAutosave) {
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_saves->saveGame(slot, desc);
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return Common::kNoError;
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}
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} // End of namespace Sherlock
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