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authorPaul Gilbert2015-05-19 07:37:55 -0400
committerPaul Gilbert2015-05-19 07:37:55 -0400
commit1df183ffcb08a69ed414afd69284a0596fee4e82 (patch)
treef1129f74eb64fd57cb4aac40836303ac6a495bbe /engines/sherlock/scalpel/scalpel.cpp
parent0faf1c0b8f5c52cde1addae3e14469fc5fa9b9a2 (diff)
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SHERLOCK: Move method comments from cpp to headers
Diffstat (limited to 'engines/sherlock/scalpel/scalpel.cpp')
-rw-r--r--engines/sherlock/scalpel/scalpel.cpp42
1 files changed, 1 insertions, 41 deletions
diff --git a/engines/sherlock/scalpel/scalpel.cpp b/engines/sherlock/scalpel/scalpel.cpp
index e47be791f0..170768d91d 100644
--- a/engines/sherlock/scalpel/scalpel.cpp
+++ b/engines/sherlock/scalpel/scalpel.cpp
@@ -238,9 +238,6 @@ ScalpelEngine::~ScalpelEngine() {
delete _darts;
}
-/**
- * Game initialization
- */
void ScalpelEngine::initialize() {
SherlockEngine::initialize();
@@ -276,9 +273,6 @@ void ScalpelEngine::initialize() {
_scene->_goToScene = 4;
}
-/**
- * Show the opening sequence
- */
void ScalpelEngine::showOpening() {
if (isDemo() && _interactiveFl)
return;
@@ -296,9 +290,6 @@ void ScalpelEngine::showOpening() {
_sound->stopMusic();
}
-/**
- * Show the starting city cutscene which shows the game title
- */
bool ScalpelEngine::showCityCutscene() {
byte palette[PALETTE_SIZE];
@@ -371,9 +362,6 @@ bool ScalpelEngine::showCityCutscene() {
return finished;
}
-/**
- * Show the back alley where the initial murder takes place
- */
bool ScalpelEngine::showAlleyCutscene() {
byte palette[PALETTE_SIZE];
_sound->playMusic("prolog2.mus");
@@ -411,9 +399,6 @@ bool ScalpelEngine::showAlleyCutscene() {
return finished;
}
-/**
- * Show the Baker Street outside cutscene
- */
bool ScalpelEngine::showStreetCutscene() {
_animation->_gfxLibraryFilename = "TITLE.LIB";
_animation->_soundLibraryFilename = "TITLE.SND";
@@ -430,9 +415,7 @@ bool ScalpelEngine::showStreetCutscene() {
return finished;
}
-/**
- * Show the game credits
- */
+
bool ScalpelEngine::scrollCredits() {
// Load the images for displaying credit text
Common::SeekableReadStream *stream = _res->load("credits.vgs", "title.lib");
@@ -465,9 +448,6 @@ bool ScalpelEngine::scrollCredits() {
return true;
}
-/**
- * Show Holmes and Watson at the breakfast table, lestrade's note, and then the scrolling credits
- */
bool ScalpelEngine::showOfficeCutscene() {
_sound->playMusic("PROLOG4.MUS");
_animation->_gfxLibraryFilename = "TITLE2.LIB";
@@ -511,11 +491,6 @@ bool ScalpelEngine::showOfficeCutscene() {
return finished;
}
-/**
- * Load the default inventory for the game, which includes both the initial active inventory,
- * as well as special pending inventory items which can appear automatically in the player's
- * inventory once given required flags are set
- */
void ScalpelEngine::loadInventory() {
Inventory &inv = *_inventory;
@@ -537,9 +512,6 @@ void ScalpelEngine::loadInventory() {
inv.push_back(InventoryItem(586, "Pawn ticket", "A pawn ticket", "_ITEM16A"));
}
-/**
- * Transition to show an image
- */
void ScalpelEngine::showLBV(const Common::String &filename) {
Common::SeekableReadStream *stream = _res->load(filename, "title.lib");
ImageFile images(*stream);
@@ -550,9 +522,6 @@ void ScalpelEngine::showLBV(const Common::String &filename) {
_screen->verticalTransition();
}
-/**
- * Starting a scene within the game
- */
void ScalpelEngine::startScene() {
if (_scene->_goToScene == OVERHEAD_MAP || _scene->_goToScene == OVERHEAD_MAP2) {
// Show the map
@@ -709,9 +678,6 @@ void ScalpelEngine::startScene() {
_mapResult = _scene->_goToScene;
}
-/**
- * Takes care of clearing the mirror in scene 12 (mansion drawing room), in case anything drew over it
- */
void ScalpelEngine::eraseMirror12() {
Common::Point pt((*_people)[AL]._position.x / 100, (*_people)[AL]._position.y / 100);
@@ -722,9 +688,6 @@ void ScalpelEngine::eraseMirror12() {
}
}
-/**
- * Takes care of drawing Holme's reflection onto the mirror in scene 12 (mansion drawing room)
- */
void ScalpelEngine::doMirror12() {
People &people = *_people;
Common::Point pt((*_people)[AL]._position.x / 100, (*_people)[AL]._position.y / 100);
@@ -798,9 +761,6 @@ void ScalpelEngine::doMirror12() {
}
}
-/**
- * This clears the mirror in scene 12 (mansion drawing room) in case anything messed draw over it
- */
void ScalpelEngine::flushMirror12() {
Common::Point pt((*_people)[AL]._position.x / 100, (*_people)[AL]._position.y / 100);