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