scummvm/engines/sherlock/tattoo/tattoo.cpp

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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.
*
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* 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.
*
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* 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 "engines/util.h"
#include "sherlock/tattoo/tattoo.h"
#include "sherlock/tattoo/tattoo_resources.h"
#include "sherlock/tattoo/tattoo_scene.h"
#include "sherlock/tattoo/widget_base.h"
#include "sherlock/people.h"
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namespace Sherlock {
namespace Tattoo {
TattooEngine::TattooEngine(OSystem *syst, const SherlockGameDescription *gameDesc) :
SherlockEngine(syst, gameDesc) {
_creditsActive = false;
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_runningProlog = false;
_fastMode = false;
_allowFastMode = true;
}
TattooEngine::~TattooEngine() {
WidgetBase::freeInterfaceImages();
}
void TattooEngine::showOpening() {
// TODO
}
void TattooEngine::initialize() {
initGraphics(640, 480, true);
// Initialize the base engine
SherlockEngine::initialize();
// Further initialization
WidgetBase::setInterfaceImages(new ImageFile("intrface.vgs"));
// Initialise the global flags
_flags.resize(3200);
_flags[1] = _flags[4] = _flags[76] = true;
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_runningProlog = true;
// Add some more files to the cache
_res->addToCache("walk.lib");
// Set up list of people
for (int idx = 0; idx < TATTOO_MAX_PEOPLE; ++idx) {
_people->_characters.push_back(PersonData(
getLanguage() == Common::FR_FRA ? FRENCH_NAMES[idx] : ENGLISH_NAMES[idx],
PORTRAITS[idx], nullptr, nullptr));
}
// Starting scene
_scene->_goToScene = STARTING_INTRO_SCENE;
// Load an initial palette
loadInitialPalette();
}
void TattooEngine::startScene() {
if (_scene->_goToScene == OVERHEAD_MAP || _scene->_goToScene == OVERHEAD_MAP2) {
// Show the map
_scene->_currentScene = OVERHEAD_MAP;
_scene->_goToScene = _map->show();
_people->_hSavedPos = Common::Point(-1, -1);
_people->_hSavedFacing = -1;
}
// TODO
}
void TattooEngine::loadInitialPalette() {
byte palette[768];
Common::SeekableReadStream *stream = _res->load("room.pal");
stream->read(palette, PALETTE_SIZE);
_screen->translatePalette(palette);
_screen->setPalette(palette);
delete stream;
}
void TattooEngine::drawCredits() {
// TODO
}
void TattooEngine::blitCredits() {
// TODO
}
void TattooEngine::eraseCredits() {
// TODO
}
void TattooEngine::doHangManPuzzle() {
// TODO
}
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} // End of namespace Tattoo
} // End of namespace Sherlock