/* 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. * * 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, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #include "sherlock/tattoo/tattoo.h" #include "engines/util.h" namespace Sherlock { namespace Tattoo { TattooEngine::TattooEngine(OSystem *syst, const SherlockGameDescription *gameDesc) : SherlockEngine(syst, gameDesc) { _creditsActive = false; } void TattooEngine::showOpening() { // TODO } void TattooEngine::initialize() { initGraphics(640, 480, true); // Initialize the base engine SherlockEngine::initialize(); _flags.resize(100 * 8); // Add some more files to the cache _res->addToCache("walk.lib"); // Starting scene _scene->_goToScene = 91; // Load an initial palette loadInitialPalette(); } void TattooEngine::startScene() { // 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::eraseCredits() { // TODO } } // End of namespace Tattoo } // End of namespace Scalpel