scummvm/engines/sherlock/tattoo/tattoo.cpp
2023-12-24 13:19:25 +01:00

218 lines
6.5 KiB
C++

/* 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 3 of the License, or
* (at your option) any later version.
*
* 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.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "common/config-manager.h"
#include "engines/util.h"
#include "sherlock/tattoo/tattoo.h"
#include "sherlock/tattoo/tattoo_fixed_text.h"
#include "sherlock/tattoo/tattoo_resources.h"
#include "sherlock/tattoo/tattoo_scene.h"
#include "sherlock/tattoo/tattoo_user_interface.h"
#include "sherlock/tattoo/widget_base.h"
#include "sherlock/people.h"
namespace Sherlock {
namespace Tattoo {
TattooEngine::TattooEngine(OSystem *syst, const SherlockGameDescription *gameDesc) :
SherlockEngine(syst, gameDesc), _darts(this), _foolscapWidget(this) {
_runningProlog = false;
_fastMode = false;
_allowFastMode = true;
_transparentMenus = true;
_textWindowsOn = true;
}
TattooEngine::~TattooEngine() {
}
void TattooEngine::showOpening() {
// No implementation - opening is done using in-game scenes
}
void TattooEngine::initialize() {
initGraphics(640, 480);
// Initialize the base engine
SherlockEngine::initialize();
// Initialise the global flags
_flags.resize(3200);
_flags[1] = _flags[4] = _flags[76] = true;
_runningProlog = true;
// Add some more files to the cache
_res->addToCache("walk.lib");
// Set up list of people
TattooFixedText &fixedText = *(TattooFixedText *)_fixedText;
const char *peopleNamePtr = nullptr;
for (int idx = 0; idx < TATTOO_MAX_PEOPLE; ++idx) {
peopleNamePtr = fixedText.getText(PEOPLE_DATA[idx].fixedTextId);
_people->_characters.push_back(PersonData(
peopleNamePtr,
PEOPLE_DATA[idx].portrait, nullptr, nullptr));
}
// Load the inventory
loadInventory();
// Starting scene
_scene->_goToScene = STARTING_INTRO_SCENE;
// Load an initial palette
loadInitialPalette();
}
void TattooEngine::startScene() {
TattooUserInterface &ui = *(TattooUserInterface *)_ui;
if (_scene->_goToScene == OVERHEAD_MAP || _scene->_goToScene == OVERHEAD_MAP2) {
// Show the map
_scene->_currentScene = OVERHEAD_MAP;
_scene->_goToScene = _map->show();
_people->_savedPos = Common::Point(-1, -1);
_people->_savedPos._facing = -1;
}
switch (_scene->_goToScene) {
case 7:
case 8:
case 18:
case 53:
case 68:
// Load overlay mask(s) for the scene
ui._mask = _res->load(Common::Path(Common::String::format("res%02d.msk", _scene->_goToScene)));
if (_scene->_goToScene == 8)
ui._mask1 = _res->load("res08a.msk");
else if (_scene->_goToScene == 18 || _scene->_goToScene == 68)
ui._mask1 = _res->load("res08a.msk");
break;
case STARTING_INTRO_SCENE:
// Disable input so that the intro can't be skipped until the game's logo has been shown
ui._lockoutTimer = STARTUP_KEYS_DISABLED_DELAY;
break;
case 101:
// Darts Board minigame
_darts.playDarts(GAME_CRICKET);
break;
case 102:
// Darts Board minigame
_darts.playDarts(GAME_301);
break;
case 103:
// Darts Board minigame
_darts.playDarts(GAME_501);
break;
default:
break;
}
_events->setCursor(ARROW);
}
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::loadInventory() {
Inventory &inv = *_inventory;
Common::String inv1 = _fixedText->getText(kFixedText_Inv1);
Common::String inv2 = _fixedText->getText(kFixedText_Inv2);
Common::String inv3 = _fixedText->getText(kFixedText_Inv3);
Common::String inv4 = _fixedText->getText(kFixedText_Inv4);
Common::String inv5 = _fixedText->getText(kFixedText_Inv5);
Common::String inv6 = _fixedText->getText(kFixedText_Inv6);
Common::String inv7 = _fixedText->getText(kFixedText_Inv7);
Common::String inv8 = _fixedText->getText(kFixedText_Inv8);
Common::String invDesc1 = _fixedText->getText(kFixedText_InvDesc1);
Common::String invDesc2 = _fixedText->getText(kFixedText_InvDesc2);
Common::String invDesc3 = _fixedText->getText(kFixedText_InvDesc3);
Common::String invDesc4 = _fixedText->getText(kFixedText_InvDesc4);
Common::String invDesc5 = _fixedText->getText(kFixedText_InvDesc5);
Common::String invDesc6 = _fixedText->getText(kFixedText_InvDesc6);
Common::String invDesc7 = _fixedText->getText(kFixedText_InvDesc7);
Common::String invDesc8 = _fixedText->getText(kFixedText_InvDesc8);
Common::String solve = _fixedText->getText(kFixedText_Solve);
// Initial inventory
inv._holdings = 5;
inv.push_back(InventoryItem(0, inv1, invDesc1, "_ITEM01A"));
inv.push_back(InventoryItem(0, inv2, invDesc2, "_ITEM02A"));
inv.push_back(InventoryItem(0, inv3, invDesc3, "_ITEM03A"));
inv.push_back(InventoryItem(0, inv4, invDesc4, "_ITEM04A"));
inv.push_back(InventoryItem(0, inv5, invDesc5, "_ITEM05A"));
// Hidden items
inv.push_back(InventoryItem(295, inv6, invDesc6, "_PAP212D", solve));
inv.push_back(InventoryItem(294, inv7, invDesc7, "_PAP212I"));
inv.push_back(InventoryItem(818, inv8, invDesc8, "_LANT02I"));
}
void TattooEngine::doFoolscapPuzzle() {
_foolscapWidget.show();
}
void TattooEngine::loadConfig() {
SherlockEngine::loadConfig();
_transparentMenus = ConfMan.getBool("transparent_windows");
_textWindowsOn = ConfMan.getBool("subtitles") || !_sound->_speechOn;
}
void TattooEngine::saveConfig() {
SherlockEngine::saveConfig();
ConfMan.setBool("transparent_windows", _transparentMenus);
ConfMan.setBool("subtitles", _textWindowsOn);
ConfMan.flushToDisk();
}
bool TattooEngine::canLoadGameStateCurrently(Common::U32String *msg) {
TattooUserInterface &ui = *(TattooUserInterface *)_ui;
return _canLoadSave && !ui._creditsWidget.active() && !_runningProlog;
}
bool TattooEngine::canSaveGameStateCurrently(Common::U32String *msg) {
TattooUserInterface &ui = *(TattooUserInterface *)_ui;
return _canLoadSave && !ui._creditsWidget.active() && !_runningProlog;
}
} // End of namespace Tattoo
} // End of namespace Sherlock