/* 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. * */ #ifndef SHERLOCK_TATTOO_H #define SHERLOCK_TATTOO_H #include "sherlock/sherlock.h" #include "sherlock/tattoo/tattoo_darts.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 }; struct CreditLine { Common::Point _position; int _xOffset; int _width; Common::String _line, _line2; CreditLine(const Common::String &line, const Common::Point &pt, int width) : _line(line), _position(pt), _width(width), _xOffset(0) {} }; class TattooEngine : public SherlockEngine { private: Darts _darts; Common::Array _creditLines; int _creditSpeed; /** * Loads the initial palette for the game */ void loadInitialPalette(); /** * Load the initial inventory */ void loadInventory(); protected: /** * Initialize the engine */ virtual void initialize(); virtual void showOpening(); /** * Starting a scene within the game */ virtual void startScene(); public: bool _creditsActive; bool _runningProlog; bool _fastMode, _allowFastMode; bool _transparentMenus; public: TattooEngine(OSystem *syst, const SherlockGameDescription *gameDesc); virtual ~TattooEngine(); /** * Initialize and load credit data for display */ void initCredits(); /** * Draw credits on the screen */ void drawCredits(); /** * Blit the drawn credits to the screen */ void blitCredits(); /** * Erase any area of the screen covered by credits */ void eraseCredits(); void doHangManPuzzle(); }; } // End of namespace Tattoo } // End of namespace Sherlock #endif