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authorPaul Gilbert2015-05-31 14:45:10 -0400
committerPaul Gilbert2015-05-31 14:45:10 -0400
commite5296ebf8dd09f603499b1894a33865ec71bb28f (patch)
treed7de032efd54dfdb3159cbc778a0c9ce8cd8aa91 /engines/sherlock/scalpel/scalpel.cpp
parent673537bad93f0b440172a0cc263ebf19cc95ffc0 (diff)
parent141ff4d08dc24b6bb17098bd71801e2a58e6a38f (diff)
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Merge branch 'master' into phantom
Diffstat (limited to 'engines/sherlock/scalpel/scalpel.cpp')
-rw-r--r--engines/sherlock/scalpel/scalpel.cpp920
1 files changed, 920 insertions, 0 deletions
diff --git a/engines/sherlock/scalpel/scalpel.cpp b/engines/sherlock/scalpel/scalpel.cpp
new file mode 100644
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--- /dev/null
+++ b/engines/sherlock/scalpel/scalpel.cpp
@@ -0,0 +1,920 @@
+/* ScummVM - Graphic Adventure Engine
+ *
+ * ScummVM is the legal property of its developers, whose names
+ * are too numerous to list here. Please refer to the COPYRIGHT
+ * file distributed with this source distribution.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ */
+
+#include "engines/util.h"
+#include "sherlock/scalpel/scalpel.h"
+#include "sherlock/scalpel/tsage/logo.h"
+#include "sherlock/sherlock.h"
+#include "sherlock/music.h"
+#include "sherlock/animation.h"
+
+namespace Sherlock {
+
+namespace Scalpel {
+
+#define PROLOGUE_NAMES_COUNT 6
+
+// The following are a list of filenames played in the prologue that have
+// special effects associated with them at specific frames
+static const char *const PROLOGUE_NAMES[PROLOGUE_NAMES_COUNT] = {
+ "subway1", "subway2", "finale2", "suicid", "coff3", "coff4"
+};
+
+static const int PROLOGUE_FRAMES[6][9] = {
+ { 4, 26, 54, 72, 92, 134, FRAMES_END },
+ { 2, 80, 95, 117, 166, FRAMES_END },
+ { 1, FRAMES_END },
+ { 42, FRAMES_END },
+ { FRAMES_END },
+ { FRAMES_END }
+};
+
+#define TITLE_NAMES_COUNT 7
+
+// Title animations file list
+static const char *const TITLE_NAMES[TITLE_NAMES_COUNT] = {
+ "27pro1", "14note", "coff1", "coff2", "coff3", "coff4", "14kick"
+};
+
+static const int TITLE_FRAMES[7][9] = {
+ { 29, 131, FRAMES_END },
+ { 55, 80, 95, 117, 166, FRAMES_END },
+ { 15, FRAMES_END },
+ { 4, 37, 92, FRAMES_END },
+ { 2, 43, FRAMES_END },
+ { 2, FRAMES_END },
+ { 10, 50, FRAMES_END }
+};
+
+#define NUM_PLACES 100
+
+static const int MAP_X[NUM_PLACES] = {
+ 0, 368, 0, 219, 0, 282, 0, 43, 0, 0, 396, 408, 0, 0, 0, 568, 37, 325,
+ 28, 0, 263, 36, 148, 469, 342, 143, 443, 229, 298, 0, 157, 260, 432,
+ 174, 0, 351, 0, 528, 0, 136, 0, 0, 0, 555, 165, 0, 506, 0, 0, 344, 0, 0
+};
+static const int MAP_Y[NUM_PLACES] = {
+ 0, 147, 0, 166, 0, 109, 0, 61, 0, 0, 264, 70, 0, 0, 0, 266, 341, 30, 275,
+ 0, 294, 146, 311, 230, 184, 268, 133, 94, 207, 0, 142, 142, 330, 255, 0,
+ 37, 0, 70, 0, 116, 0, 0, 0, 50, 21, 0, 303, 0, 0, 229, 0, 0
+};
+
+static const int MAP_TRANSLATE[NUM_PLACES] = {
+ 0, 0, 0, 1, 0, 2, 0, 3, 4, 0, 4, 6, 0, 0, 0, 8, 9, 10, 11, 0, 12, 13, 14, 7,
+ 15, 16, 17, 18, 19, 0, 20, 21, 22, 23, 0, 24, 0, 25, 0, 26, 0, 0, 0, 27,
+ 28, 0, 29, 0, 0, 30, 0
+};
+
+static const byte MAP_SEQUENCES[3][MAX_FRAME] = {
+ { 1, 1, 2, 3, 4, 0 }, // Overview Still
+ { 5, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 0 },
+ { 5, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 0 }
+};
+
+#define MAX_PEOPLE 66
+
+const char PEOPLE_PORTRAITS[MAX_PEOPLE][5] = {
+ { "HOLM" }, // Sherlock Holmes
+ { "WATS" }, // Dr. Watson
+ { "LEST" }, // Inspector Lestrade
+ { "CON1" }, // Constable O'Brien
+ { "CON2" }, // Constable Lewis
+ { "SHEI" }, // Sheila Parker
+ { "HENR" }, // Henry Carruthers
+ { "LESL" }, // Lesley (flower girl)
+ { "USH1" }, // Usher #1
+ { "USH2" }, // Usher #2
+ { "FRED" }, // Fredrick Epstein
+ { "WORT" }, // Mrs. Worthington
+ { "COAC" }, // Coach
+ { "PLAY" }, // Player
+ { "WBOY" }, // Tim (Waterboy)
+ { "JAME" }, // James Sanders
+ { "BELL" }, // Belle (perfumerie)
+ { "GIRL" }, // Cleaning Girl (perfumerie)
+ { "EPST" }, // Epstien in the Opera Balcony
+ { "WIGG" }, // Wiggins
+ { "PAUL" }, // Paul (Brumwell / Carroway)
+ { "BART" }, // Bartender
+ { "DIRT" }, // Dirty Drunk
+ { "SHOU" }, // Shouting Drunk
+ { "STAG" }, // Staggering Drunk
+ { "BOUN" }, // Bouncer
+ { "SAND" }, // James Sanders - At Home
+ { "CORO" }, // The Coroner
+ { "EQUE" }, // The Equestrian Shop Keeper
+ { "GEOR" }, // George Blackwood
+ { "LARS" }, // Lars
+ { "PARK" }, // Sheila Parker (happy)
+ { "CHEM" }, // Chemist
+ { "GREG" }, // Inspector Gregson
+ { "LAWY" }, // Jacob Farthington Lawyer
+ { "MYCR" }, // Mycroft
+ { "SHER" }, // Old Sherman
+ { "CHMB" }, // Richard Chemist Stock boy
+ { "BARM" }, // Barman
+ { "DAND" }, // Dandy Player
+ { "ROUG" }, // Rough-looking Player
+ { "SPEC" }, // Spectator
+ { "HUNT" }, // Robert Hunt
+ { "VIOL" }, // Violet Secretary
+ { "PETT" }, // Pettigrew
+ { "APPL" }, // Augie (apple seller)
+ { "ANNA" }, // Anna Carroway
+ { "GUAR" }, // Guard
+ { "ANTO" }, // Antonio Caruso
+ { "TOBY" }, // Toby the Dog
+ { "KING" }, // Simon Kingsley
+ { "ALFR" }, // Alfred Tobacco Clerk
+ { "LADY" }, // Lady Brumwell
+ { "ROSA" }, // Madame Rosa
+ { "LADB" }, // Lady Brumwell
+ { "MOOR" }, // Joseph Moorehead
+ { "BEAL" }, // Mrs. Beale
+ { "LION" }, // Felix the Lion
+ { "HOLL" }, // Hollingston
+ { "CALL" }, // Constable Callaghan
+ { "JERE" }, // Sergeant Jeremy Duncan
+ { "LORD" }, // Lord Brumwell
+ { "NIGE" }, // Nigel Jameson
+ { "JONA" }, // Jonas (newspaper seller)
+ { "DUGA" }, // Constable Dugan
+ { "INSP" } // Inspector Lestrade (Scotland Yard)
+};
+
+const char *const PEOPLE_NAMES[MAX_PEOPLE] = {
+ "Sherlock Holmes",
+ "Dr. Watson",
+ "Inspector Lestrade",
+ "Constable O'Brien",
+ "Constable Lewis",
+ "Sheila Parker",
+ "Henry Carruthers",
+ "Lesley",
+ "An Usher",
+ "An Usher",
+ "Fredrick Epstein",
+ "Mrs. Worthington",
+ "The Coach",
+ "A Player",
+ "Tim",
+ "James Sanders",
+ "Belle",
+ "Cleaning Girl",
+ "Fredrick Epstein",
+ "Wiggins",
+ "Paul",
+ "The Bartender",
+ "A Dirty Drunk",
+ "A Shouting Drunk",
+ "A Staggering Drunk",
+ "The Bouncer",
+ "James Sanders",
+ "The Coroner",
+ "Reginald Snipes",
+ "George Blackwood",
+ "Lars",
+ "Sheila Parker",
+ "The Chemist",
+ "Inspector Gregson",
+ "Jacob Farthington",
+ "Mycroft",
+ "Old Sherman",
+ "Richard",
+ "The Barman",
+ "A Dandy Player",
+ "A Rough-looking Player",
+ "A Spectator",
+ "Robert Hunt",
+ "Violet",
+ "Pettigrew",
+ "Augie",
+ "Anna Carroway",
+ "A Guard",
+ "Antonio Caruso",
+ "Toby the Dog",
+ "Simon Kingsley",
+ "Alfred",
+ "Lady Brumwell",
+ "Madame Rosa",
+ "Lady Brumwell",
+ "Joseph Moorehead",
+ "Mrs. Beale",
+ "Felix",
+ "Hollingston",
+ "Constable Callaghan",
+ "Sergeant Duncan",
+ "Lord Brumwell",
+ "Nigel Jaimeson",
+ "Jonas",
+ "Constable Dugan",
+ "Inspector Lestrade"
+};
+
+static const byte PEOPLE_STILL_SEQUENCES[MAX_PEOPLE][MAX_TALK_SEQUENCES] = {
+ { 1, 0, 0 }, // Sherlock Holmes
+ { 6, 0, 0 }, // Dr. Watson
+ { 4, 0, 0 }, // Inspector Lestrade
+ { 2, 0, 0 }, // Constable #1
+ { 2, 0, 0 }, // Constable #2
+ { 2, 0, 0 }, // Sheila Parker
+ { 3, 0, 0 }, // Henry Carruthers
+ { 9, 0, 0 }, // Lesly (flower girl)
+ { 13, 0, 0 }, // Usher #1
+ { 2, 0, 0 }, // Usher #2
+ { 4, 0, 0 }, // Fredrick Epstein
+ { 9, 0, 0 }, // Mrs.Worthington
+ { 2, 0, 0 }, // Coach
+ { 8, 0, 0 }, // Player
+ { 13, 0, 0 }, // Waterboy
+ { 6, 0, 0 }, // James Sanders
+ { 1, 0, 0 }, // Belle (perfumerie)
+ { 20, 0, 0 }, // Cleaning Girl (perfumerie)
+ { 17, 0, 0 }, // Epstien in the Opera Balcony
+ { 3, 0, 0 }, // Wiggins
+ { 2, 0, 0 }, // Paul (Brumwell/Carroway)
+ { 1, 0, 0 }, // Bartender
+ { 1, 0, 0 }, // Dirty Drunk
+ { 1, 0, 0 }, // Shouting Drunk
+ { 1, 0, 0 }, // Staggering Drunk
+ { 1, 0, 0 }, // Bouncer
+ { 6, 0, 0 }, // James Sanders - At Home
+ { 6, 0, 0 }, // The Coroner
+ { 1, 0, 0 }, // The Equestrian Shop Keeper
+ { 1, 0, 0 }, // George Blackwood
+ { 7, 0, 0 }, // Lars
+ { 1, 0, 0 }, // Sheila Parker
+ { 8, 0, 0 }, // Chemist
+ { 6, 0, 0 }, // Inspector Gregson
+ { 1, 0, 0 }, // Lawyer
+ { 1, 0, 0 }, // Mycroft
+ { 7, 0, 0 }, // Old Sherman
+ { 1, 0, 0 }, // Stock Boy in Chemist Shop
+ { 1, 0, 0 }, // Barman
+ { 1, 0, 0 }, // Dandy Player
+ { 1, 0, 0 }, // Rough-looking Player
+ { 1, 0, 0 }, // Spectator
+ { 1, 0, 0 }, // Robert Hunt
+ { 3, 0, 0 }, // Violet Secretary
+ { 1, 0, 0 }, // Pettigrew
+ { 8, 0, 0 }, // Augie (apple seller)
+ { 16, 0, 0 }, // Anna Carroway
+ { 1, 0, 0 }, // Guard
+ { 8, 0, 0 }, // Antonio Caruso
+ { 1, 0, 0 }, // Toby the Dog
+ { 13, 0, 0 }, // Simon Kingsley
+ { 2, 0, 0 }, // Alfred Tobacco Clerk
+ { 1, 0, 0 }, // Lady Brumwell
+ { 1, 0, 0 }, // Madame Rosa
+ { 1, 0, 0 }, // Lady Brumwell
+ { 1, 0, 0 }, // Joseph Moorehead
+ { 5, 0, 0 }, // Mrs. Beale
+ { 1, 0, 0 }, // Felix the Lion
+ { 1, 0, 0 }, // Hollingston
+ { 1, 0, 0 }, // Constable Callaghan
+ { 2, 0, 0 }, // Sergeant Jeremy Duncan
+ { 1, 0, 0 }, // Lord Brumwell
+ { 1, 0, 0 }, // Nigel Jameson
+ { 1, 0, 0 }, // Jonas (newspaper seller)
+ { 1, 0, 0 }, // Constable Dugan
+ { 4, 0, 0 } // Inspector Lestrade (Yard)
+};
+
+static const byte PEOPLE_TALK_SEQUENCES[MAX_PEOPLE][MAX_TALK_SEQUENCES] = {
+ { 1, 0, 0 }, // Sherlock Holmes
+ { 5, 5, 6, 7, 8, 7, 8, 6, 0, 0 }, // Dr. Watson
+ { 2, 0, 0 }, // Inspector Lestrade
+ { 1, 0, 0 }, // Constable #1
+ { 1, 0, 0 }, // Constable #2
+ { 2, 3, 0, 0 }, // Sheila Parker
+ { 3, 0, 0 }, // Henry Carruthers
+ { 1, 2, 3, 2, 1, 2, 3, 0, 0 }, // Lesly (flower girl)
+ { 13, 14, 0, 0 }, // Usher #1
+ { 2, 0, 0 }, // Usher #2
+ { 1, 2, 3, 4, 3, 4, 3, 2, 0, 0 }, // Fredrick Epstein
+ { 8, 0, 0 }, // Mrs.Worthington
+ { 1, 2, 3, 4, 5, 4, 3, 2, 0, 0 }, // Coach
+ { 7, 8, 0, 0 }, // Player
+ { 12, 13, 0, 0 }, // Waterboy
+ { 3, 4, 0, 0 }, // James Sanders
+ { 4, 5, 0, 0 }, // Belle (perfumerie)
+ { 14, 15, 16, 17, 18, 19, 20, 20, 20, 0, 0 }, // Cleaning Girl (perfumerie)
+ { 16, 17, 18, 18, 18, 17, 17, 0, 0 }, // Epstien in the Opera Balcony
+ { 2, 3, 0, 0 }, // Wiggins
+ { 1, 2, 0, 0 }, // Paul (Brumwell/Carroway)
+ { 1, 0, 0 }, // Bartender
+ { 1, 0, 0 }, // Dirty Drunk
+ { 1, 0, 0 }, // Shouting Drunk
+ { 1, 0, 0 }, // Staggering Drunk
+ { 1, 0, 0 }, // Bouncer
+ { 5, 6, 0, 0 }, // James Sanders - At Home
+ { 4, 5, 0, 0 }, // The Coroner
+ { 1, 0, 0 }, // The Equestrian Shop Keeper
+ { 1, 0, 0 }, // George Blackwood
+ { 5, 6, 0, 0 }, // Lars
+ { 1, 0, 0 }, // Sheila Parker
+ { 8, 9, 0, 0 }, // Chemist
+ { 5, 6, 0, 0 }, // Inspector Gregson
+ { 1, 0, 0 }, // Lawyer
+ { 1, 0, 0 }, // Mycroft
+ { 7, 8, 0, 0 }, // Old Sherman
+ { 1, 0, 0 }, // Stock Boy in Chemist Shop
+ { 1, 0, 0 }, // Barman
+ { 1, 0, 0 }, // Dandy Player
+ { 1, 0, 0 }, // Rough-looking Player
+ { 1, 0, 0 }, // Spectator
+ { 1, 0, 0 }, // Robert Hunt
+ { 3, 4, 0, 0 }, // Violet Secretary
+ { 1, 0, 0 }, // Pettigrew
+ { 14, 15, 0, 0 }, // Augie (apple seller)
+ { 3, 4, 5, 6, 0, 0 }, // Anna Carroway
+ { 4, 5, 6, 0, 0 }, // Guard
+ { 7, 8, 0, 0 }, // Antonio Caruso
+ { 1, 0, 0 }, // Toby the Dog
+ { 13, 14, 0, 0 }, // Simon Kingsley
+ { 2, 3, 0, 0 }, // Alfred Tobacco Clerk
+ { 3, 4, 0, 0 }, // Lady Brumwell
+ { 1, 30, 0, 0 }, // Madame Rosa
+ { 3, 4, 0, 0 }, // Lady Brumwell
+ { 1, 0, 0 }, // Joseph Moorehead
+ { 14, 15, 16, 17, 18, 19, 20, 0, 0 }, // Mrs. Beale
+ { 1, 0, 0 }, // Felix the Lion
+ { 1, 0, 0 }, // Hollingston
+ { 1, 0, 0 }, // Constable Callaghan
+ { 1, 1, 2, 2, 0, 0 }, // Sergeant Jeremy Duncan
+ { 9, 10, 0, 0 }, // Lord Brumwell
+ { 1, 2, 0, 138, 3, 4, 0, 138, 0, 0 }, // Nigel Jameson
+ { 1, 8, 0, 0 }, // Jonas (newspaper seller)
+ { 1, 0, 0 }, // Constable Dugan
+ { 2, 0, 0 } // Inspector Lestrade (Yard)
+};
+
+/*----------------------------------------------------------------*/
+
+ScalpelEngine::ScalpelEngine(OSystem *syst, const SherlockGameDescription *gameDesc) :
+ SherlockEngine(syst, gameDesc) {
+ _darts = nullptr;
+ _mapResult = 0;
+}
+
+ScalpelEngine::~ScalpelEngine() {
+ delete _darts;
+}
+
+void ScalpelEngine::initialize() {
+ initGraphics(320, 200, false);
+
+ // Let the base engine intialize
+ SherlockEngine::initialize();
+
+ _darts = new Darts(this);
+
+ _flags.resize(100 * 8);
+ _flags[3] = true; // Turn on Alley
+ _flags[39] = true; // Turn on Baker Street
+
+ if (!isDemo()) {
+ // Load the map co-ordinates for each scene and sequence data
+ _map->loadPoints(NUM_PLACES, &MAP_X[0], &MAP_Y[0], &MAP_TRANSLATE[0]);
+ _map->loadSequences(3, &MAP_SEQUENCES[0][0]);
+ _map->_oldCharPoint = BAKER_ST_EXTERIOR;
+ }
+
+ // Load the inventory
+ loadInventory();
+
+ // Set up list of people
+ for (int idx = 0; idx < MAX_PEOPLE; ++idx)
+ _people->_characters.push_back(PersonData(PEOPLE_NAMES[idx], PEOPLE_PORTRAITS[idx],
+ PEOPLE_STILL_SEQUENCES[idx], PEOPLE_TALK_SEQUENCES[idx]));
+
+ _animation->setPrologueNames(&PROLOGUE_NAMES[0], PROLOGUE_NAMES_COUNT);
+ _animation->setPrologueFrames(&PROLOGUE_FRAMES[0][0], 6, 9);
+
+ _animation->setTitleNames(&TITLE_NAMES[0], TITLE_NAMES_COUNT);
+ _animation->setTitleFrames(&TITLE_FRAMES[0][0], 7, 9);
+
+ // Starting scene
+ if (isDemo() && _interactiveFl)
+ _scene->_goToScene = 3;
+ else
+ _scene->_goToScene = 4;
+}
+
+void ScalpelEngine::showOpening() {
+ if (isDemo() && _interactiveFl)
+ return;
+
+ if (!TsAGE::Logo::show(this))
+ return;
+ if (!showCityCutscene())
+ return;
+ if (!showAlleyCutscene())
+ return;
+ if (!showStreetCutscene())
+ return;
+ if (!showOfficeCutscene())
+ return;
+
+ _events->clearEvents();
+ _music->stopMusic();
+}
+
+bool ScalpelEngine::showCityCutscene() {
+ byte palette[PALETTE_SIZE];
+
+ _music->playMusic("prolog1.mus");
+ _animation->_gfxLibraryFilename = "title.lib";
+ _animation->_soundLibraryFilename = "title.snd";
+ bool finished = _animation->play("26open1", 1, 255, true, 2);
+
+ if (finished) {
+ ImageFile titleImages("title2.vgs", true);
+ _screen->_backBuffer1.blitFrom(*_screen);
+ _screen->_backBuffer2.blitFrom(*_screen);
+
+ // London, England
+ _screen->_backBuffer1.transBlitFrom(titleImages[0], Common::Point(10, 11));
+ _screen->randomTransition();
+ finished = _events->delay(1000, true);
+
+ // November, 1888
+ if (finished) {
+ _screen->_backBuffer1.transBlitFrom(titleImages[1], Common::Point(101, 102));
+ _screen->randomTransition();
+ finished = _events->delay(5000, true);
+ }
+
+ // Transition out the title
+ _screen->_backBuffer1.blitFrom(_screen->_backBuffer2);
+ _screen->randomTransition();
+ }
+
+ if (finished)
+ finished = _animation->play("26open2", 1, 0, false, 2);
+
+ if (finished) {
+ ImageFile titleImages("title.vgs", true);
+ _screen->_backBuffer1.blitFrom(*_screen);
+ _screen->_backBuffer2.blitFrom(*_screen);
+
+ // The Lost Files of
+ _screen->_backBuffer1.transBlitFrom(titleImages[0], Common::Point(75, 6));
+ // Sherlock Holmes
+ _screen->_backBuffer1.transBlitFrom(titleImages[1], Common::Point(34, 21));
+ // copyright
+ _screen->_backBuffer1.transBlitFrom(titleImages[2], Common::Point(4, 190));
+
+ _screen->verticalTransition();
+ finished = _events->delay(4000, true);
+
+ if (finished) {
+ _screen->_backBuffer1.blitFrom(_screen->_backBuffer2);
+ _screen->randomTransition();
+ finished = _events->delay(2000);
+ }
+
+ if (finished) {
+ _screen->getPalette(palette);
+ _screen->fadeToBlack(2);
+ }
+
+ if (finished) {
+ // In the alley...
+ _screen->transBlitFrom(titleImages[3], Common::Point(72, 51));
+ _screen->fadeIn(palette, 3);
+ finished = _events->delay(3000, true);
+ }
+ }
+
+ _animation->_gfxLibraryFilename = "";
+ _animation->_soundLibraryFilename = "";
+ return finished;
+}
+
+bool ScalpelEngine::showAlleyCutscene() {
+ byte palette[PALETTE_SIZE];
+ _music->playMusic("prolog2.mus");
+
+ _animation->_gfxLibraryFilename = "TITLE.LIB";
+ _animation->_soundLibraryFilename = "TITLE.SND";
+
+ bool finished = _animation->play("27PRO1", 1, 3, true, 2);
+ if (finished)
+ finished = _animation->play("27PRO2", 1, 0, false, 2);
+
+ if (finished) {
+ showLBV("scream.lbv");
+ finished = _events->delay(6000);
+ }
+
+ if (finished)
+ finished = _animation->play("27PRO3", 1, 0, true, 2);
+
+ if (finished) {
+ _screen->getPalette(palette);
+ _screen->fadeToBlack(2);
+ }
+
+ if (finished) {
+ ImageFile titleImages("title3.vgs", true);
+ // "Early the following morning on Baker Street..."
+ _screen->_backBuffer1.transBlitFrom(titleImages[0], Common::Point(35, 51), false, 0);
+ _screen->fadeIn(palette, 3);
+ finished = _events->delay(1000);
+ }
+
+ _animation->_gfxLibraryFilename = "";
+ _animation->_soundLibraryFilename = "";
+ return finished;
+}
+
+bool ScalpelEngine::showStreetCutscene() {
+ _animation->_gfxLibraryFilename = "TITLE.LIB";
+ _animation->_soundLibraryFilename = "TITLE.SND";
+
+ _music->playMusic("PROLOG3.MUS");
+
+ bool finished = _animation->play("14KICK", 1, 3, true, 2);
+
+ if (finished)
+ finished = _animation->play("14NOTE", 1, 0, false, 2);
+
+ _animation->_gfxLibraryFilename = "";
+ _animation->_soundLibraryFilename = "";
+ return finished;
+}
+
+
+bool ScalpelEngine::scrollCredits() {
+ // Load the images for displaying credit text
+ Common::SeekableReadStream *stream = _res->load("credits.vgs", "title.lib");
+ ImageFile creditsImages(*stream);
+ _screen->setPalette(creditsImages._palette);
+ delete stream;
+
+ // Save a copy of the screen background for use in drawing each credit frame
+ _screen->_backBuffer1.blitFrom(*_screen);
+
+ // 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);
+
+ // Write the text appropriate for the next frame
+ if (idx < 400)
+ _screen->transBlitFrom(creditsImages[0], Common::Point(10, 200 - idx), false, 0);
+ if (idx > 200)
+ _screen->transBlitFrom(creditsImages[1], 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, _screen->w(), 10));
+ _screen->blitFrom(_screen->_backBuffer1, Common::Point(0, _screen->h() - 10),
+ Common::Rect(0, _screen->h() - 10, _screen->w(), _screen->h()));
+
+ _events->delay(100);
+ }
+
+ return true;
+}
+
+bool ScalpelEngine::showOfficeCutscene() {
+ _music->playMusic("PROLOG4.MUS");
+ _animation->_gfxLibraryFilename = "TITLE2.LIB";
+ _animation->_soundLibraryFilename = "TITLE.SND";
+
+ bool finished = _animation->play("COFF1", 1, 3, true, 3);
+ if (finished)
+ finished = _animation->play("COFF2", 1, 0, false, 3);
+ if (finished) {
+ showLBV("note.lbv");
+
+ if (_sound->_voices) {
+ finished = _sound->playSound("NOTE1", WAIT_KBD_OR_FINISH);
+ if (finished)
+ finished = _sound->playSound("NOTE2", WAIT_KBD_OR_FINISH);
+ if (finished)
+ finished = _sound->playSound("NOTE3", WAIT_KBD_OR_FINISH);
+ if (finished)
+ finished = _sound->playSound("NOTE4", WAIT_KBD_OR_FINISH);
+ } else
+ finished = _events->delay(19000);
+
+ if (finished) {
+ _events->clearEvents();
+ finished = _events->delay(500);
+ }
+ }
+
+ if (finished)
+ finished = _animation->play("COFF3", 1, 0, true, 3);
+
+ if (finished)
+ finished = _animation->play("COFF4", 1, 0, false, 3);
+
+ if (finished)
+ finished = scrollCredits();
+
+ if (finished)
+ _screen->fadeToBlack(3);
+
+ _animation->_gfxLibraryFilename = "";
+ _animation->_soundLibraryFilename = "";
+ return finished;
+}
+
+void ScalpelEngine::loadInventory() {
+ Inventory &inv = *_inventory;
+
+ // Initial inventory
+ inv._holdings = 2;
+ inv.push_back(InventoryItem(0, "Message", "A message requesting help", "_ITEM03A"));
+ inv.push_back(InventoryItem(0, "Holmes Card", "A number of business cards", "_ITEM07A"));
+
+ // 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"));
+ inv.push_back(InventoryItem(150, "Note", "Note", "_ITEM13A"));
+ inv.push_back(InventoryItem(481, "Open Watch", "An open pocket watch", "_ITEM62A"));
+ inv.push_back(InventoryItem(481, "Paper", "A piece of paper with numbers on it", "_ITEM44A"));
+ inv.push_back(InventoryItem(532, "Letter", "A letter folded many times", "_ITEM68A"));
+ inv.push_back(InventoryItem(544, "Tarot", "Tarot Cards", "_ITEM71A"));
+ inv.push_back(InventoryItem(544, "Ornate Key", "An ornate key", "_ITEM70A"));
+ inv.push_back(InventoryItem(586, "Pawn ticket", "A pawn ticket", "_ITEM16A"));
+}
+
+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]);
+ _screen->verticalTransition();
+}
+
+void ScalpelEngine::startScene() {
+ if (_scene->_goToScene == OVERHEAD_MAP || _scene->_goToScene == OVERHEAD_MAP2) {
+ // Show the map
+ if (_music->_musicOn && _music->loadSong(100))
+ _music->startSong();
+
+ _scene->_goToScene = _map->show();
+
+ _music->freeSong();
+ _people->_hSavedPos = Common::Point(-1, -1);
+ _people->_hSavedFacing = -1;
+ }
+
+ // Some rooms are prologue cutscenes, rather than normal game scenes. These are:
+ // 2: Blackwood's capture
+ // 52: Rescuing Anna
+ // 53: Moorehead's death / subway train
+ // 55: Fade out and exit
+ // 70: Brumwell suicide
+ switch (_scene->_goToScene) {
+ case BLACKWOOD_CAPTURE:
+ case RESCUE_ANNA:
+ case MOOREHEAD_DEATH:
+ case BRUMWELL_SUICIDE:
+ if (_music->_musicOn && _music->loadSong(_scene->_goToScene))
+ _music->startSong();
+
+ switch (_scene->_goToScene) {
+ case BLACKWOOD_CAPTURE:
+ // Blackwood's capture
+ _res->addToCache("final2.vda", "epilogue.lib");
+ _res->addToCache("final2.vdx", "epilogue.lib");
+ _animation->play("final1", 1, 3, true, 4);
+ _animation->play("final2", 1, 0, false, 4);
+ break;
+
+ case RESCUE_ANNA:
+ // Rescuing Anna
+ _res->addToCache("finalr2.vda", "epilogue.lib");
+ _res->addToCache("finalr2.vdx", "epilogue.lib");
+ _res->addToCache("finale1.vda", "epilogue.lib");
+ _res->addToCache("finale1.vdx", "epilogue.lib");
+ _res->addToCache("finale2.vda", "epilogue.lib");
+ _res->addToCache("finale2.vdx", "epilogue.lib");
+ _res->addToCache("finale3.vda", "epilogue.lib");
+ _res->addToCache("finale3.vdx", "epilogue.lib");
+ _res->addToCache("finale4.vda", "EPILOG2.lib");
+ _res->addToCache("finale4.vdx", "EPILOG2.lib");
+
+ _animation->play("finalr1", 1, 3, true, 4);
+ _animation->play("finalr2", 1, 0, false, 4);
+
+ if (!_res->isInCache("finale2.vda")) {
+ // Finale file isn't cached
+ _res->addToCache("finale2.vda", "epilogue.lib");
+ _res->addToCache("finale2.vdx", "epilogue.lib");
+ _res->addToCache("finale3.vda", "epilogue.lib");
+ _res->addToCache("finale3.vdx", "epilogue.lib");
+ _res->addToCache("finale4.vda", "EPILOG2.lib");
+ _res->addToCache("finale4.vdx", "EPILOG2.lib");
+ }
+
+ _animation->play("finale1", 1, 0, false, 4);
+ _animation->play("finale2", 1, 0, false, 4);
+ _animation->play("finale3", 1, 0, false, 4);
+
+ _useEpilogue2 = true;
+ _animation->play("finale4", 1, 0, false, 4);
+ _useEpilogue2 = false;
+ break;
+
+ case MOOREHEAD_DEATH:
+ // Moorehead's death / subway train
+ _res->addToCache("SUBWAY2.vda", "epilogue.lib");
+ _res->addToCache("SUBWAY2.vdx", "epilogue.lib");
+ _res->addToCache("SUBWAY3.vda", "epilogue.lib");
+ _res->addToCache("SUBWAY3.vdx", "epilogue.lib");
+
+ _animation->play("SUBWAY1", 1, 3, true, 4);
+ _animation->play("SUBWAY2", 1, 0, false, 4);
+ _animation->play("SUBWAY3", 1, 0, false, 4);
+
+ // Set fading to direct fade temporary so the transition goes quickly.
+ _scene->_tempFadeStyle = _screen->_fadeStyle ? 257 : 256;
+ _screen->_fadeStyle = false;
+ break;
+
+ case BRUMWELL_SUICIDE:
+ // Brumwell suicide
+ _animation->play("suicid", 1, 3, true, 4);
+ break;
+ default:
+ break;
+ }
+
+ // Except for the Moorehead Murder scene, fade to black first
+ if (_scene->_goToScene != MOOREHEAD_DEATH) {
+ _events->wait(40);
+ _screen->fadeToBlack(3);
+ }
+
+ switch (_scene->_goToScene) {
+ case 52:
+ _scene->_goToScene = LAWYER_OFFICE; // Go to the Lawyer's Office
+ _map->_bigPos = Common::Point(0, 0); // Overland scroll position
+ _map->_overPos = Common::Point(22900 - 600, 9400 + 900); // Overland position
+ _map->_oldCharPoint = LAWYER_OFFICE;
+ break;
+
+ case 53:
+ _scene->_goToScene = STATION; // Go to St. Pancras Station
+ _map->_bigPos = Common::Point(0, 0); // Overland scroll position
+ _map->_overPos = Common::Point(32500 - 600, 3000 + 900); // Overland position
+ _map->_oldCharPoint = STATION;
+ break;
+
+ default:
+ _scene->_goToScene = BAKER_STREET; // Back to Baker st.
+ _map->_bigPos = Common::Point(0, 0); // Overland scroll position
+ _map->_overPos = Common::Point(14500 - 600, 8400 + 900); // Overland position
+ _map->_oldCharPoint = BAKER_STREET;
+ break;
+ }
+
+ // Free any song from the previous scene
+ _music->freeSong();
+ break;
+
+ case EXIT_GAME:
+ // Exit game
+ _screen->fadeToBlack(3);
+ quitGame();
+ return;
+
+ default:
+ break;
+ }
+
+ _events->setCursor(ARROW);
+
+ if (_scene->_goToScene == 99) {
+ // Darts Board minigame
+ _darts->playDarts();
+ _mapResult = _scene->_goToScene = PUB_INTERIOR;
+ }
+
+ _mapResult = _scene->_goToScene;
+}
+
+void ScalpelEngine::eraseMirror12() {
+ Common::Point pt((*_people)[AL]._position.x / 100, (*_people)[AL]._position.y / 100);
+
+ // If player is in range of the mirror, then restore background from the secondary back buffer
+ if (Common::Rect(70, 100, 200, 200).contains(pt)) {
+ _screen->_backBuffer1.blitFrom(_screen->_backBuffer2, Common::Point(137, 18),
+ Common::Rect(137, 18, 184, 74));
+ }
+}
+
+void ScalpelEngine::doMirror12() {
+ People &people = *_people;
+ Person &player = people._player;
+
+ Common::Point pt((*_people)[AL]._position.x / 100, (*_people)[AL]._position.y / 100);
+ int frameNum = player._walkSequences[player._sequenceNumber][player._frameNumber] +
+ player._walkSequences[player._sequenceNumber][0] - 2;
+
+ switch ((*_people)[AL]._sequenceNumber) {
+ case WALK_DOWN:
+ frameNum -= 7;
+ break;
+ case WALK_UP:
+ frameNum += 7;
+ break;
+ case WALK_DOWNRIGHT:
+ frameNum += 7;
+ break;
+ case WALK_UPRIGHT:
+ frameNum -= 7;
+ break;
+ case WALK_DOWNLEFT:
+ frameNum += 7;
+ break;
+ case WALK_UPLEFT:
+ frameNum -= 7;
+ break;
+ case STOP_DOWN:
+ frameNum -= 10;
+ break;
+ case STOP_UP:
+ frameNum += 11;
+ break;
+ case STOP_DOWNRIGHT:
+ frameNum -= 15;
+ break;
+ case STOP_DOWNLEFT:
+ frameNum -= 15;
+ break;
+ case STOP_UPRIGHT:
+ case STOP_UPLEFT:
+ frameNum += 15;
+ if (frameNum == 55)
+ frameNum = 54;
+ break;
+ default:
+ break;
+ }
+
+ if (Common::Rect(80, 100, 145, 138).contains(pt)) {
+ // Get the frame of Sherlock to draw
+ ImageFrame &imageFrame = (*people[AL]._images)[frameNum];
+
+ // Draw the mirror image of Holmes
+ bool flipped = people[AL]._sequenceNumber == WALK_LEFT || people[AL]._sequenceNumber == STOP_LEFT
+ || people[AL]._sequenceNumber == WALK_UPRIGHT || people[AL]._sequenceNumber == STOP_UPRIGHT
+ || people[AL]._sequenceNumber == WALK_DOWNLEFT || people[AL]._sequenceNumber == STOP_DOWNLEFT;
+ _screen->_backBuffer1.transBlitFrom(imageFrame, pt + Common::Point(38, -imageFrame._frame.h - 25), flipped);
+
+ // Redraw the mirror borders to prevent the drawn image of Holmes from appearing outside of the mirror
+ _screen->_backBuffer1.blitFrom(_screen->_backBuffer2, Common::Point(114, 18),
+ Common::Rect(114, 18, 137, 114));
+ _screen->_backBuffer1.blitFrom(_screen->_backBuffer2, Common::Point(137, 70),
+ Common::Rect(137, 70, 142, 114));
+ _screen->_backBuffer1.blitFrom(_screen->_backBuffer2, Common::Point(142, 71),
+ Common::Rect(142, 71, 159, 114));
+ _screen->_backBuffer1.blitFrom(_screen->_backBuffer2, Common::Point(159, 72),
+ Common::Rect(159, 72, 170, 116));
+ _screen->_backBuffer1.blitFrom(_screen->_backBuffer2, Common::Point(170, 73),
+ Common::Rect(170, 73, 184, 114));
+ _screen->_backBuffer1.blitFrom(_screen->_backBuffer2, Common::Point(184, 18),
+ Common::Rect(184, 18, 212, 114));
+ }
+}
+
+void ScalpelEngine::flushMirror12() {
+ Common::Point pt((*_people)[AL]._position.x / 100, (*_people)[AL]._position.y / 100);
+
+ // If player is in range of the mirror, then draw the entire mirror area to the screen
+ if (Common::Rect(70, 100, 200, 200).contains(pt))
+ _screen->slamArea(137, 18, 47, 56);
+}
+
+} // End of namespace Scalpel
+
+} // End of namespace Scalpel