void TattooEngine::initialize() { initGraphics(640, 480); // Initialize the base engine SherlockEngine::initialize(); // Initialise the global flags _flags.resize(3200); _flags[1] = _flags[4] = _flags[76] = true; _runningProlog = true; // Add some more files to the cache _res->addToCache("walk.lib"); // Set up list of people TattooFixedText &fixedText = *(TattooFixedText *)_fixedText; const char *peopleNamePtr = nullptr; for (int idx = 0; idx < TATTOO_MAX_PEOPLE; ++idx) { peopleNamePtr = fixedText.getText(PEOPLE_DATA[idx].fixedTextId); _people->_characters.push_back(PersonData( peopleNamePtr, PEOPLE_DATA[idx].portrait, nullptr, nullptr)); } // Load the inventory loadInventory(); // Starting scene _scene->_goToScene = STARTING_INTRO_SCENE; // Load an initial palette loadInitialPalette(); }
void TattooEngine::initialize() { initGraphics(640, 480, true); // Initialize the base engine SherlockEngine::initialize(); // Initialise the global flags _flags.resize(3200); _flags[1] = _flags[4] = _flags[76] = true; _runningProlog = true; // Add some more files to the cache _res->addToCache("walk.lib"); // Set up list of people for (int idx = 0; idx < TATTOO_MAX_PEOPLE; ++idx) { _people->_characters.push_back(PersonData( getLanguage() == Common::FR_FRA ? FRENCH_NAMES[idx] : ENGLISH_NAMES[idx], PORTRAITS[idx], nullptr, nullptr)); } // Load the inventory loadInventory(); // Starting scene _scene->_goToScene = STARTING_INTRO_SCENE; // Load an initial palette loadInitialPalette(); }