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author | Paul Gilbert | 2015-05-19 07:37:55 -0400 |
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committer | Paul Gilbert | 2015-05-19 07:37:55 -0400 |
commit | 1df183ffcb08a69ed414afd69284a0596fee4e82 (patch) | |
tree | f1129f74eb64fd57cb4aac40836303ac6a495bbe /engines/sherlock/scalpel/scalpel.cpp | |
parent | 0faf1c0b8f5c52cde1addae3e14469fc5fa9b9a2 (diff) | |
download | scummvm-rg350-1df183ffcb08a69ed414afd69284a0596fee4e82.tar.gz scummvm-rg350-1df183ffcb08a69ed414afd69284a0596fee4e82.tar.bz2 scummvm-rg350-1df183ffcb08a69ed414afd69284a0596fee4e82.zip |
SHERLOCK: Move method comments from cpp to headers
Diffstat (limited to 'engines/sherlock/scalpel/scalpel.cpp')
-rw-r--r-- | engines/sherlock/scalpel/scalpel.cpp | 42 |
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); |