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engines/sherlock/sherlock.cpp
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310
engines/sherlock/sherlock.cpp
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/* 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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_events->showCursor();
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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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// If this is still set from the previous scene, something went wrong.
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// The next scene's path script or a continued script would be
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// incorrectly aborted
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assert(!_talk->_talkToAbort);
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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) && _events->isCursorVisible();
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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(Common::U32String *msg) {
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return _canLoadSave;
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}
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bool SherlockEngine::canSaveGameStateCurrently(Common::U32String *msg) {
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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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