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authorPaul Gilbert2015-05-01 15:59:36 -1000
committerPaul Gilbert2015-05-01 15:59:36 -1000
commit9fd73d0b9a689166aed05fc36f39307ac016bcb9 (patch)
tree300babbacef2005986057ebb03a586c6ead07956 /engines/sherlock/scalpel/scalpel.cpp
parent8671d29627821292dee5e950fdd17454ca289ee7 (diff)
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SHERLOCK: Implemented showLBV and fixes for credits display
Diffstat (limited to 'engines/sherlock/scalpel/scalpel.cpp')
-rw-r--r--engines/sherlock/scalpel/scalpel.cpp63
1 files changed, 45 insertions, 18 deletions
diff --git a/engines/sherlock/scalpel/scalpel.cpp b/engines/sherlock/scalpel/scalpel.cpp
index d36f761239..c0910c52a1 100644
--- a/engines/sherlock/scalpel/scalpel.cpp
+++ b/engines/sherlock/scalpel/scalpel.cpp
@@ -330,9 +330,7 @@ bool ScalpelEngine::showAlleyCutscene() {
finished = _animation->playPrologue("27PRO2", 1, 0, false, 2);
if (finished) {
- ImageFile screamImages("SCREAM.LBV", false);
- _screen->_backBuffer1.transBlitFrom(screamImages[0], Common::Point(0, 0));
- _screen->_backBuffer2.blitFrom(_screen->_backBuffer1);
+ showLBV("scream.lbv");
finished = _events->delay(6000);
}
@@ -373,29 +371,40 @@ bool ScalpelEngine::showStreetCutscene() {
return finished;
}
+/**
+ * Show the game credits
+ */
bool ScalpelEngine::scrollCredits() {
+ // Load the images for displaying credit text
_titleOverride = "TITLE.LIB";
ImageFile creditsImages("credits.vgs", true);
+ _screen->setPalette(creditsImages._palette);
+ _titleOverride = "";
- _screen->_backBuffer1.copyFrom(*_screen->_backBuffer);
+ // Save a copy of the screen background for use in drawing each credit frame
+ _screen->_backBuffer1.blitFrom(*_screen);
- for(int i = 0; i < 600 && !_events->kbHit(); i++) {
- _screen->_backBuffer1.copyFrom(*_screen->_backBuffer);
- if (i < 200)
- _screen->transBlitFrom(creditsImages[0], Common::Point(10, -i), false, 0);
- if (i > 0 && i < 400)
- _screen->transBlitFrom(creditsImages[1], Common::Point(10, 200 - i), false, 0);
- if (i > 200)
- _screen->transBlitFrom(creditsImages[2], Common::Point(10, 400 - i), false, 0);
+ // Loop for showing the credits
+ for(int idx = 0; idx < 600 && !_events->kbHit() && !shouldQuit(); ++idx) {
+ // Copy the entire screen background before writing text
+ _screen->blitFrom(_screen->_backBuffer1);
- warning("TODO: Use VideoBlockMove");
-// videoblockmove(SCREEN, BACKBUFFER, 0, 0, 320, 10);
-// videoblockmove(SCREEN, BACKBUFFER, 0, 190, 320, 10);
+ // Write the text appropriate for the next frame
+ if (idx < 200)
+ _screen->transBlitFrom(creditsImages[0], Common::Point(10, -idx), false, 0);
+ if (idx > 0 && idx < 400)
+ _screen->transBlitFrom(creditsImages[1], Common::Point(10, 200 - idx), false, 0);
+ if (idx > 200)
+ _screen->transBlitFrom(creditsImages[2], Common::Point(10, 400 - idx), false, 0);
+
+ // Don't show credit text on the top and bottom ten rows of the screen
+ _screen->blitFrom(_screen->_backBuffer1, Common::Point(0, 0), Common::Rect(0, 0, SHERLOCK_SCREEN_WIDTH, 10));
+ _screen->blitFrom(_screen->_backBuffer1, Common::Point(0, SHERLOCK_SCREEN_HEIGHT - 10),
+ Common::Rect(0, SHERLOCK_SCREEN_HEIGHT - 10, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT));
_events->delay(100);
}
- _titleOverride = "";
return true;
}
@@ -408,7 +417,8 @@ bool ScalpelEngine::showOfficeCutscene() {
if (finished)
finished = _animation->playPrologue("COFF2", 1, 0, false, 3);
if (finished) {
- warning("TODO: ShowLBV(""NOTE.LBV"");");
+ showLBV("note.lbv");
+
if (_sound->_voices) {
finished = _sound->playSound("NOTE1", WAIT_KBD_OR_FINISH);
if (finished)
@@ -441,6 +451,11 @@ 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;
@@ -449,7 +464,7 @@ void ScalpelEngine::loadInventory() {
inv.push_back(InventoryItem(0, "Message", "A message requesting help", "_ITEM03A"));
inv.push_back(InventoryItem(0, "Holmes Card", "A number of business cards", "_ITEM07A"));
- // Potential items
+ // Hidden items
inv.push_back(InventoryItem(95, "Tickets", "Opera Tickets", "_ITEM10A"));
inv.push_back(InventoryItem(138, "Cuff Link", "Cuff Link", "_ITEM04A"));
inv.push_back(InventoryItem(138, "Wire Hook", "Wire Hook", "_ITEM06A"));
@@ -462,6 +477,18 @@ 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);
+ delete stream;
+
+ _screen->setPalette(images._palette);
+ _screen->_backBuffer1.blitFrom(images[0]._frame);
+ _screen->verticalTransition();
+}
/**
* Starting a scene within the game