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/* 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 {
void TattooEngine::showOpening() {
// TODO
}
/**
* Initialize the engine
*/
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();
}
/**
* Starting a scene within the game
*/
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;
}
} // End of namespace Tattoo
} // End of namespace Scalpel
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