Sherlock::Tattoo::TattooEngine Class Reference

#include <tattoo.h>

+ Inheritance diagram for Sherlock::Tattoo::TattooEngine:
+ Collaboration diagram for Sherlock::Tattoo::TattooEngine:

Public Member Functions

 TattooEngine (OSystem *syst, const SherlockGameDescription *gameDesc)
 ~TattooEngine () override
void doFoolscapPuzzle ()
 Shows the foolscap puzzle. More...
void saveConfig () override
 Save the game configuration. More...
bool canLoadGameStateCurrently () override
 Returns true if a savegame can be loaded. More...
bool canSaveGameStateCurrently () override
 Returns true if the game can be saved. More...
- Public Member Functions inherited from Sherlock::SherlockEngine
 SherlockEngine (OSystem *syst, const SherlockGameDescription *gameDesc)
 ~SherlockEngine () override
Common::Error run () override
 Main method for running the game. More...
Common::Error loadGameState (int slot) override
 Called by the GMM to load a savegame. More...
Common::Error saveGameState (int slot, const Common::String &desc, bool isAutosave=false) override
 Called by the GMM to save the game. More...
void syncSoundSettings () override
 Called by the engine when sound settings are updated. More...
virtual bool isDemo () const
 Returns whether the version is a demo. More...
GameType getGameID () const
 Returns the Id of the game. More...
Common::Platform getPlatform () const
 Returns the platform the game's datafiles are for. More...
Common::Language getLanguage () const
 Return the game's language. More...
int getRandomNumber (int limit)
 Return a random number. More...
bool readFlags (int flagNum)
 Read the state of a global flag. More...
void setFlags (int flagNum)
 Sets a global flag to either true or false depending on whether the specified flag is positive or negative. More...
void setFlagsDirect (int flagNum)
 Set a global flag to 0 or 1 depending on whether the passed flag is negative or positive. More...
void synchronize (Serializer &s)
 Synchronize the data for a savegame. More...
- Public Member Functions inherited from Engine
 Engine (OSystem *syst)
virtual ~Engine ()
virtual void initializePath (const Common::FSNode &gamePath)
 Init SearchMan according to the game path. More...
virtual void errorString (const char *buf_input, char *buf_output, int buf_output_size)
 Prepare an error string, which is printed by the error() function. More...
virtual GUI::DebuggergetDebugger ()
 Return the engine's debugger instance, if any. More...
void setDebugger (GUI::Debugger *debugger)
 Sets the engine's debugger. More...
GUI::DebuggergetOrCreateDebugger ()
 Return the engine's debugger instance, or create one if none is present. More...
virtual void flipMute ()
 Flip mute all sound option. More...
virtual Common::String getSaveStateName (int slot) const
 Generates the savegame filename. More...
virtual Common::Error loadGameStream (Common::SeekableReadStream *stream)
 Load a game state. More...
void setGameToLoadSlot (int slot)
 Sets the game slot for a savegame to be loaded after global main menu execution. More...
virtual Common::Error saveGameStream (Common::WriteStream *stream, bool isAutosave=false)
 Save a game state. More...
bool saveGameDialog ()
 Shows the ScummVM save dialog, allowing users to save their game. More...
bool loadGameDialog ()
 Shows the ScummVM Restore dialog, allowing users to load a game. More...
void pauseEngine (bool pause)
 Pause or resume the engine. More...
bool isPaused () const
 Return whether the engine is currently paused or not. More...
void openMainMenuDialog ()
 Run the Global Main Menu Dialog. More...
uint32 getTotalPlayTime () const
 Get the total play time. More...
void setTotalPlayTime (uint32 time=0)
 Set the game time counter to the specified time. More...
Common::TimerManagergetTimerManager ()
Common::EventManagergetEventManager ()
Common::SaveFileManagergetSaveFileManager ()
void checkCD ()
 On some systems, check if the game appears to be run from CD. More...
void handleAutoSave ()
 Checks for whether it's time to do an autosave, and if so, does it. More...
void saveAutosaveIfEnabled ()
 Does an autosave immediately if autosaves are turned on. More...
virtual bool canSaveAutosaveCurrently ()
 Indicates whether an autosave can currently be saved. More...
virtual int getAutosaveSlot () const
 Returns the slot that should be used for autosaves. More...
bool shouldPerformAutoSave (int lastSaveTime)

Public Attributes

bool _runningProlog
bool _fastMode
bool _allowFastMode
bool _transparentMenus
bool _textWindowsOn
- Public Attributes inherited from Sherlock::SherlockEngine
const SherlockGameDescription_gameDescription
Common::RandomSource _randomSource
Common::Array< bool > _flags
bool _useEpilogue2
int _loadGameSlot
bool _canLoadSave
bool _showOriginalSavesDialog
bool _interactiveFl
bool _isScreenDoubled
- Public Attributes inherited from Engine

Protected Member Functions

void initialize () override
 Initialize the engine. More...
void showOpening () override
void startScene () override
 Starting a scene within the game. More...
void loadConfig () override
 Load configuration options. More...
- Protected Member Functions inherited from Sherlock::SherlockEngine
bool hasFeature (EngineFeature f) const override
 Returns a list of features the game itself supports. More...
- Protected Member Functions inherited from Engine
virtual int runDialog (GUI::Dialog &dialog)
virtual void pauseEngineIntern (bool pause)
 Actual implementation of pauseEngine by subclasses. More...

Private Member Functions

void loadInitialPalette ()
 Loads the initial palette for the game. More...
void loadInventory ()
 Load the initial inventory. More...

Private Attributes

Darts _darts
WidgetFoolscap _foolscapWidget

Additional Inherited Members

- Public Types inherited from Engine
enum  EngineFeature { kSupportsSubtitleOptions, kSupportsRTL, kSupportsLoadingDuringRuntime, kSupportsSavingDuringRuntime }
 A feature in this context means an ability of the engine which can be either available or not. More...
- Static Public Member Functions inherited from Engine
static void quitGame ()
 Request the engine to quit. More...
static bool shouldQuit ()
 Return whether the ENGINE should quit respectively should return to the launcher. More...
static MetaEnginegetMetaEngine ()
static bool warnUserAboutUnsupportedGame ()
 Display a warning to the user that the game is not fully supported. More...
- Protected Attributes inherited from Engine
const Common::String _targetName

Detailed Description

Definition at line 55 of file tattoo.h.

Constructor & Destructor Documentation

◆ TattooEngine()

Sherlock::Tattoo::TattooEngine::TattooEngine ( OSystem syst,
const SherlockGameDescription gameDesc 

Definition at line 37 of file tattoo.cpp.

◆ ~TattooEngine()

Sherlock::Tattoo::TattooEngine::~TattooEngine ( )

Definition at line 46 of file tattoo.cpp.

Member Function Documentation

◆ canLoadGameStateCurrently()

bool Sherlock::Tattoo::TattooEngine::canLoadGameStateCurrently ( )

Returns true if a savegame can be loaded.

Reimplemented from Sherlock::SherlockEngine.

Definition at line 207 of file tattoo.cpp.

◆ canSaveGameStateCurrently()

bool Sherlock::Tattoo::TattooEngine::canSaveGameStateCurrently ( )

Returns true if the game can be saved.

Reimplemented from Sherlock::SherlockEngine.

Definition at line 212 of file tattoo.cpp.

◆ doFoolscapPuzzle()

void Sherlock::Tattoo::TattooEngine::doFoolscapPuzzle ( )

Shows the foolscap puzzle.

Definition at line 188 of file tattoo.cpp.

◆ initialize()

void Sherlock::Tattoo::TattooEngine::initialize ( )

Initialize the engine.

Reimplemented from Sherlock::SherlockEngine.

Definition at line 53 of file tattoo.cpp.

◆ loadConfig()

void Sherlock::Tattoo::TattooEngine::loadConfig ( )

Load configuration options.

Reimplemented from Sherlock::SherlockEngine.

Definition at line 192 of file tattoo.cpp.

◆ loadInitialPalette()

void Sherlock::Tattoo::TattooEngine::loadInitialPalette ( )

Loads the initial palette for the game.

Definition at line 143 of file tattoo.cpp.

◆ loadInventory()

void Sherlock::Tattoo::TattooEngine::loadInventory ( )

Load the initial inventory.

Definition at line 153 of file tattoo.cpp.

◆ saveConfig()

void Sherlock::Tattoo::TattooEngine::saveConfig ( )

Save the game configuration.

Reimplemented from Sherlock::SherlockEngine.

Definition at line 199 of file tattoo.cpp.

◆ showOpening()

void Sherlock::Tattoo::TattooEngine::showOpening ( )

Implements Sherlock::SherlockEngine.

Definition at line 49 of file tattoo.cpp.

◆ startScene()

void Sherlock::Tattoo::TattooEngine::startScene ( )

Starting a scene within the game.

Reimplemented from Sherlock::SherlockEngine.

Definition at line 89 of file tattoo.cpp.

Member Data Documentation

◆ _allowFastMode

bool Sherlock::Tattoo::TattooEngine::_allowFastMode

Definition at line 88 of file tattoo.h.

◆ _darts

Darts Sherlock::Tattoo::TattooEngine::_darts

Definition at line 57 of file tattoo.h.

◆ _fastMode

bool Sherlock::Tattoo::TattooEngine::_fastMode

Definition at line 88 of file tattoo.h.

◆ _foolscapWidget

WidgetFoolscap Sherlock::Tattoo::TattooEngine::_foolscapWidget

Definition at line 58 of file tattoo.h.

◆ _runningProlog

bool Sherlock::Tattoo::TattooEngine::_runningProlog

Definition at line 87 of file tattoo.h.

◆ _textWindowsOn

bool Sherlock::Tattoo::TattooEngine::_textWindowsOn

Definition at line 90 of file tattoo.h.

◆ _transparentMenus

bool Sherlock::Tattoo::TattooEngine::_transparentMenus

Definition at line 89 of file tattoo.h.

The documentation for this class was generated from the following files: