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author | Paul Gilbert | 2015-05-31 14:45:10 -0400 |
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committer | Paul Gilbert | 2015-05-31 14:45:10 -0400 |
commit | e5296ebf8dd09f603499b1894a33865ec71bb28f (patch) | |
tree | d7de032efd54dfdb3159cbc778a0c9ce8cd8aa91 /engines/sherlock/scalpel/scalpel.cpp | |
parent | 673537bad93f0b440172a0cc263ebf19cc95ffc0 (diff) | |
parent | 141ff4d08dc24b6bb17098bd71801e2a58e6a38f (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.cpp | 920 |
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 index 0000000000..43b69068ab --- /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 |