mirror of
https://github.com/libretro/scummvm.git
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218 lines
6.5 KiB
C++
218 lines
6.5 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 "common/config-manager.h"
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#include "engines/util.h"
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#include "sherlock/tattoo/tattoo.h"
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#include "sherlock/tattoo/tattoo_fixed_text.h"
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#include "sherlock/tattoo/tattoo_resources.h"
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#include "sherlock/tattoo/tattoo_scene.h"
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#include "sherlock/tattoo/tattoo_user_interface.h"
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#include "sherlock/tattoo/widget_base.h"
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#include "sherlock/people.h"
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namespace Sherlock {
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namespace Tattoo {
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TattooEngine::TattooEngine(OSystem *syst, const SherlockGameDescription *gameDesc) :
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SherlockEngine(syst, gameDesc), _darts(this), _foolscapWidget(this) {
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_runningProlog = false;
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_fastMode = false;
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_allowFastMode = true;
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_transparentMenus = true;
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_textWindowsOn = true;
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}
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TattooEngine::~TattooEngine() {
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}
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void TattooEngine::showOpening() {
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// No implementation - opening is done using in-game scenes
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}
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void TattooEngine::initialize() {
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initGraphics(640, 480);
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// Initialize the base engine
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SherlockEngine::initialize();
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// Initialise the global flags
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_flags.resize(3200);
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_flags[1] = _flags[4] = _flags[76] = true;
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_runningProlog = true;
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// Add some more files to the cache
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_res->addToCache("walk.lib");
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// Set up list of people
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TattooFixedText &fixedText = *(TattooFixedText *)_fixedText;
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const char *peopleNamePtr = nullptr;
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for (int idx = 0; idx < TATTOO_MAX_PEOPLE; ++idx) {
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peopleNamePtr = fixedText.getText(PEOPLE_DATA[idx].fixedTextId);
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_people->_characters.push_back(PersonData(
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peopleNamePtr,
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PEOPLE_DATA[idx].portrait, nullptr, nullptr));
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}
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// Load the inventory
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loadInventory();
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// Starting scene
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_scene->_goToScene = STARTING_INTRO_SCENE;
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// Load an initial palette
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loadInitialPalette();
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}
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void TattooEngine::startScene() {
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TattooUserInterface &ui = *(TattooUserInterface *)_ui;
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if (_scene->_goToScene == OVERHEAD_MAP || _scene->_goToScene == OVERHEAD_MAP2) {
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// Show the map
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_scene->_currentScene = OVERHEAD_MAP;
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_scene->_goToScene = _map->show();
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_people->_savedPos = Common::Point(-1, -1);
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_people->_savedPos._facing = -1;
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}
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switch (_scene->_goToScene) {
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case 7:
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case 8:
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case 18:
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case 53:
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case 68:
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// Load overlay mask(s) for the scene
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ui._mask = _res->load(Common::Path(Common::String::format("res%02d.msk", _scene->_goToScene)));
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if (_scene->_goToScene == 8)
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ui._mask1 = _res->load("res08a.msk");
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else if (_scene->_goToScene == 18 || _scene->_goToScene == 68)
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ui._mask1 = _res->load("res08a.msk");
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break;
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case STARTING_INTRO_SCENE:
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// Disable input so that the intro can't be skipped until the game's logo has been shown
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ui._lockoutTimer = STARTUP_KEYS_DISABLED_DELAY;
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break;
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case 101:
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// Darts Board minigame
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_darts.playDarts(GAME_CRICKET);
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break;
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case 102:
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// Darts Board minigame
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_darts.playDarts(GAME_301);
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break;
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case 103:
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// Darts Board minigame
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_darts.playDarts(GAME_501);
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break;
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default:
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break;
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}
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_events->setCursor(ARROW);
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}
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void TattooEngine::loadInitialPalette() {
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byte palette[768];
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Common::SeekableReadStream *stream = _res->load("room.pal");
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stream->read(palette, PALETTE_SIZE);
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_screen->translatePalette(palette);
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_screen->setPalette(palette);
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delete stream;
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}
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void TattooEngine::loadInventory() {
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Inventory &inv = *_inventory;
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Common::String inv1 = _fixedText->getText(kFixedText_Inv1);
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Common::String inv2 = _fixedText->getText(kFixedText_Inv2);
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Common::String inv3 = _fixedText->getText(kFixedText_Inv3);
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Common::String inv4 = _fixedText->getText(kFixedText_Inv4);
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Common::String inv5 = _fixedText->getText(kFixedText_Inv5);
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Common::String inv6 = _fixedText->getText(kFixedText_Inv6);
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Common::String inv7 = _fixedText->getText(kFixedText_Inv7);
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Common::String inv8 = _fixedText->getText(kFixedText_Inv8);
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Common::String invDesc1 = _fixedText->getText(kFixedText_InvDesc1);
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Common::String invDesc2 = _fixedText->getText(kFixedText_InvDesc2);
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Common::String invDesc3 = _fixedText->getText(kFixedText_InvDesc3);
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Common::String invDesc4 = _fixedText->getText(kFixedText_InvDesc4);
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Common::String invDesc5 = _fixedText->getText(kFixedText_InvDesc5);
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Common::String invDesc6 = _fixedText->getText(kFixedText_InvDesc6);
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Common::String invDesc7 = _fixedText->getText(kFixedText_InvDesc7);
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Common::String invDesc8 = _fixedText->getText(kFixedText_InvDesc8);
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Common::String solve = _fixedText->getText(kFixedText_Solve);
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// Initial inventory
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inv._holdings = 5;
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inv.push_back(InventoryItem(0, inv1, invDesc1, "_ITEM01A"));
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inv.push_back(InventoryItem(0, inv2, invDesc2, "_ITEM02A"));
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inv.push_back(InventoryItem(0, inv3, invDesc3, "_ITEM03A"));
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inv.push_back(InventoryItem(0, inv4, invDesc4, "_ITEM04A"));
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inv.push_back(InventoryItem(0, inv5, invDesc5, "_ITEM05A"));
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// Hidden items
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inv.push_back(InventoryItem(295, inv6, invDesc6, "_PAP212D", solve));
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inv.push_back(InventoryItem(294, inv7, invDesc7, "_PAP212I"));
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inv.push_back(InventoryItem(818, inv8, invDesc8, "_LANT02I"));
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}
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void TattooEngine::doFoolscapPuzzle() {
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_foolscapWidget.show();
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}
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void TattooEngine::loadConfig() {
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SherlockEngine::loadConfig();
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_transparentMenus = ConfMan.getBool("transparent_windows");
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_textWindowsOn = ConfMan.getBool("subtitles") || !_sound->_speechOn;
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}
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void TattooEngine::saveConfig() {
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SherlockEngine::saveConfig();
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ConfMan.setBool("transparent_windows", _transparentMenus);
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ConfMan.setBool("subtitles", _textWindowsOn);
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ConfMan.flushToDisk();
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}
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bool TattooEngine::canLoadGameStateCurrently(Common::U32String *msg) {
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TattooUserInterface &ui = *(TattooUserInterface *)_ui;
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return _canLoadSave && !ui._creditsWidget.active() && !_runningProlog;
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}
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bool TattooEngine::canSaveGameStateCurrently(Common::U32String *msg) {
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TattooUserInterface &ui = *(TattooUserInterface *)_ui;
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return _canLoadSave && !ui._creditsWidget.active() && !_runningProlog;
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}
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} // End of namespace Tattoo
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} // End of namespace Sherlock
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