/* 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 . * */ #ifndef SHERLOCK_TATTOO_H #define SHERLOCK_TATTOO_H #include "sherlock/sherlock.h" #include "sherlock/tattoo/tattoo_darts.h" #include "sherlock/tattoo/widget_foolscap.h" namespace Sherlock { namespace Tattoo { enum { INV_FOREGROUND = 167, INV_BACKGROUND = 1, INFO_FOREGROUND = 233, INFO_BACKGROUND = 239, INFO_TOP = 185, INFO_MIDDLE = 186, INFO_BOTTOM = 188, MENU_BACKGROUND = 225, COMMAND_FOREGROUND = 15, COMMAND_HIGHLIGHTED = 254, COMMAND_NULL = 193, PEN_COLOR = 248, PEN_HIGHLIGHT_COLOR = 129 }; enum { FLAG_PLAYER_IS_HOLMES = 76, FLAG_ALT_MAP_MUSIC = 525 }; class TattooEngine : public SherlockEngine { private: Darts _darts; WidgetFoolscap _foolscapWidget; /** * Loads the initial palette for the game */ void loadInitialPalette(); /** * Load the initial inventory */ void loadInventory(); protected: /** * Initialize the engine */ void initialize() override; void showOpening() override; /** * Starting a scene within the game */ void startScene() override; /** * Load configuration options */ void loadConfig() override; public: bool _runningProlog; bool _fastMode, _allowFastMode; bool _transparentMenus; bool _textWindowsOn; public: TattooEngine(OSystem *syst, const SherlockGameDescription *gameDesc); ~TattooEngine() override; /** * Shows the foolscap puzzle */ void doFoolscapPuzzle(); /** * Save the game configuration */ void saveConfig() override; /** * Returns true if a savegame can be loaded */ bool canLoadGameStateCurrently(Common::U32String *msg = nullptr) override; /** * Returns true if the game can be saved */ bool canSaveGameStateCurrently(Common::U32String *msg = nullptr) override; }; } // End of namespace Tattoo } // End of namespace Sherlock #endif