Since this table must only be set up for RT when changing fonts, I needed to put an engine reference in the Fonts base class. Because of this, I've been able to simplify the creation of the various surfaces, since you no longer need to pass in the platform
283 lines
7.2 KiB
C++
283 lines
7.2 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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (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, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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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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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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}
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SherlockEngine::~SherlockEngine() {
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delete _animation;
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delete _debugger;
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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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DebugMan.addDebugChannel(kDebugLevelScript, "scripts", "Script debug level");
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DebugMan.addDebugChannel(kDebugLevelAdLibDriver, "AdLib", "AdLib driver debugging");
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DebugMan.addDebugChannel(kDebugLevelMT32Driver, "MT32", "MT32 driver debugging");
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DebugMan.addDebugChannel(kDebugLevelMusic, "Music", "Music debugging");
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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 = new Debugger(this);
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_events = new Events(this);
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_fixedText = new FixedText(this);
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_inventory = new Inventory(this);
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_map = Map::init(this);
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_music = new Music(this, _mixer);
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_journal = new Journal(this);
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_people = People::init(this);
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_saves = new SaveManager(this, _targetName);
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_scene = Scene::init(this);
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_screen = new Screen(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 >= 1 && 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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}
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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->_hSavedPos.x == -1) {
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_canLoadSave = true;
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_scene->doBgAnim();
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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 = true;
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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", 1);
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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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}
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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->_voices);
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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) {
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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 Comet
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