/* 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/scalpel_people.h" #include "sherlock/scalpel/scalpel_scene.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 struct PeopleData { const char *portrait; const char *name; byte stillSequences[MAX_TALK_SEQUENCES]; byte talkSequences[MAX_TALK_SEQUENCES]; }; const PeopleData PEOPLE_DATA[MAX_PEOPLE] = { { "HOLM", "Sherlock Holmes", { 1, 0, 0 }, { 1, 0, 0 } }, { "WATS", "Dr. Watson", { 6, 0, 0 }, { 5, 5, 6, 7, 8, 7, 8, 6, 0, 0 } }, { "LEST", "Inspector Lestrade", { 4, 0, 0 }, { 2, 0, 0 } }, { "CON1", "Constable O'Brien", { 2, 0, 0 }, { 1, 0, 0 } }, { "CON2", "Constable Lewis", { 2, 0, 0 }, { 1, 0, 0 } }, { "SHEI", "Sheila Parker", { 2, 0, 0 }, { 2, 3, 0, 0 } }, { "HENR", "Henry Carruthers", { 3, 0, 0 }, { 3, 0, 0 } }, { "LESL", "Lesley", { 9, 0, 0 }, { 1, 2, 3, 2, 1, 2, 3, 0, 0 } }, { "USH1", "An Usher", { 13, 0, 0 }, { 13, 14, 0, 0 } }, { "USH2", "An Usher", { 2, 0, 0 }, { 2, 0, 0 } }, { "FRED", "Fredrick Epstein", { 4, 0, 0 }, { 1, 2, 3, 4, 3, 4, 3, 2, 0, 0 } }, { "WORT", "Mrs. Worthington", { 9, 0, 0 }, { 8, 0, 0 } }, { "COAC", "The Coach", { 2, 0, 0 }, { 1, 2, 3, 4, 5, 4, 3, 2, 0, 0 } }, { "PLAY", "A Player", { 8, 0, 0 }, { 7, 8, 0, 0 } }, { "WBOY", "Tim", { 13, 0, 0 }, { 12, 13, 0, 0 } }, { "JAME", "James Sanders", { 6, 0, 0 }, { 3, 4, 0, 0 } }, { "BELL", "Belle", { 1, 0, 0 }, { 4, 5, 0, 0 } }, { "GIRL", "Cleaning Girl", { 20, 0, 0 }, { 14, 15, 16, 17, 18, 19, 20, 20, 20, 0, 0 } }, { "EPST", "Fredrick Epstein", { 17, 0, 0 }, { 16, 17, 18, 18, 18, 17, 17, 0, 0 } }, { "WIGG", "Wiggins", { 3, 0, 0 }, { 2, 3, 0, 0 } }, { "PAUL", "Paul", { 2, 0, 0 }, { 1, 2, 0, 0 } }, { "BART", "The Bartender", { 1, 0, 0 }, { 1, 0, 0 } }, { "DIRT", "A Dirty Drunk", { 1, 0, 0 }, { 1, 0, 0 } }, { "SHOU", "A Shouting Drunk", { 1, 0, 0 }, { 1, 0, 0 } }, { "STAG", "A Staggering Drunk", { 1, 0, 0 }, { 1, 0, 0 } }, { "BOUN", "The Bouncer", { 1, 0, 0 }, { 1, 0, 0 } }, { "SAND", "James Sanders", { 6, 0, 0 }, { 5, 6, 0, 0 } }, { "CORO", "The Coroner", { 6, 0, 0 }, { 4, 5, 0, 0 } }, { "EQUE", "Reginald Snipes", { 1, 0, 0 }, { 1, 0, 0 } }, { "GEOR", "George Blackwood", { 1, 0, 0 }, { 1, 0, 0 } }, { "LARS", "Lars", { 7, 0, 0 }, { 5, 6, 0, 0 } }, { "PARK", "Sheila Parker", { 1, 0, 0 }, { 1, 0, 0 } }, { "CHEM", "The Chemist", { 8, 0, 0 }, { 8, 9, 0, 0 } }, { "GREG", "Inspector Gregson", { 6, 0, 0 }, { 5, 6, 0, 0 } }, { "LAWY", "Jacob Farthington", { 1, 0, 0 }, { 1, 0, 0 } }, { "MYCR", "Mycroft", { 1, 0, 0 }, { 1, 0, 0 } }, { "SHER", "Old Sherman", { 7, 0, 0 }, { 7, 8, 0, 0 } }, { "CHMB", "Richard", { 1, 0, 0 }, { 1, 0, 0 } }, { "BARM", "The Barman", { 1, 0, 0 }, { 1, 0, 0 } }, { "DAND", "A Dandy Player", { 1, 0, 0 }, { 1, 0, 0 } }, { "ROUG", "A Rough-looking Player", { 1, 0, 0 }, { 1, 0, 0 } }, { "SPEC", "A Spectator", { 1, 0, 0 }, { 1, 0, 0 } }, { "HUNT", "Robert Hunt", { 1, 0, 0 }, { 1, 0, 0 } }, { "VIOL", "Violet", { 3, 0, 0 }, { 3, 4, 0, 0 } }, { "PETT", "Pettigrew", { 1, 0, 0 }, { 1, 0, 0 } }, { "APPL", "Augie", { 8, 0, 0 }, { 14, 15, 0, 0 } }, { "ANNA", "Anna Carroway", { 16, 0, 0 }, { 3, 4, 5, 6, 0, 0 } }, { "GUAR", "A Guard", { 1, 0, 0 }, { 4, 5, 6, 0, 0 } }, { "ANTO", "Antonio Caruso", { 8, 0, 0 }, { 7, 8, 0, 0 } }, { "TOBY", "Toby the Dog", { 1, 0, 0 }, { 1, 0, 0 } }, { "KING", "Simon Kingsley", { 13, 0, 0 }, { 13, 14, 0, 0 } }, { "ALFR", "Alfred", { 2, 0, 0 }, { 2, 3, 0, 0 } }, { "LADY", "Lady Brumwell", { 1, 0, 0 }, { 3, 4, 0, 0 } }, { "ROSA", "Madame Rosa", { 1, 0, 0 }, { 1, 30, 0, 0 } }, { "LADB", "Lady Brumwell", { 1, 0, 0 }, { 3, 4, 0, 0 } }, { "MOOR", "Joseph Moorehead", { 1, 0, 0 }, { 1, 0, 0 } }, { "BEAL", "Mrs. Beale", { 5, 0, 0 }, { 14, 15, 16, 17, 18, 19, 20, 0, 0 } }, { "LION", "Felix", { 1, 0, 0 }, { 1, 0, 0 } }, { "HOLL", "Hollingston", { 1, 0, 0 }, { 1, 0, 0 } }, { "CALL", "Constable Callaghan", { 1, 0, 0 }, { 1, 0, 0 } }, { "JERE", "Sergeant Duncan", { 2, 0, 0 }, { 1, 1, 2, 2, 0, 0 } }, { "LORD", "Lord Brumwell", { 1, 0, 0 }, { 9, 10, 0, 0 } }, { "NIGE", "Nigel Jaimeson", { 1, 0, 0 }, { 1, 2, 0, 138, 3, 4, 0, 138, 0, 0 } }, { "JONA", "Jonas", { 1, 0, 0 }, { 1, 8, 0, 0 } }, { "DUGA", "Constable Dugan", { 1, 0, 0 }, { 1, 0, 0 } }, { "INSP", "Inspector Lestrade", { 4, 0, 0 }, { 2, 0, 0 } } }; /*----------------------------------------------------------------*/ ScalpelEngine::ScalpelEngine(OSystem *syst, const SherlockGameDescription *gameDesc) : SherlockEngine(syst, gameDesc) { _darts = nullptr; _mapResult = 0; } ScalpelEngine::~ScalpelEngine() { delete _darts; } void ScalpelEngine::initialize() { // 3DO actually uses RGB555, but some platforms of ours only support RGB565, so we use that const Graphics::PixelFormat *pixelFormatRGB565 = new Graphics::PixelFormat(2, 5, 6, 5, 0, 11, 5, 0, 0); if (getPlatform() == Common::kPlatform3DO) { // 320x200 16-bit RGB565 for 3DO support initGraphics(320, 200, false, pixelFormatRGB565); } else { // 320x200 palettized 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_DATA[idx].name, PEOPLE_DATA[idx].portrait, PEOPLE_DATA[idx].stillSequences, PEOPLE_DATA[idx].talkSequences)); _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 (getPlatform() == Common::kPlatform3DO) { // 3DO opening seems to be similar // TODO // 3DO animations are in directory Prologue/ // .3DX seem to be just like .VDX except that all INT16LE are INT16BE // .3DA however seems to be completely different if (!showCityCutscene3DO()) return; if (!showAlleyCutscene3DO()) return; if (!showStreetCutscene3DO()) return; if (!showOfficeCutscene3DO()) return; 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 greyPalette[PALETTE_SIZE]; byte palette[PALETTE_SIZE]; // Demo fades from black into grey and then fades from grey into the scene Common::fill(&greyPalette[0], &greyPalette[PALETTE_SIZE], 142); _screen->fadeIn((const byte *)greyPalette, 3); _music->playMusic("prolog1.mus"); _animation->_gfxLibraryFilename = "title.lib"; _animation->_soundLibraryFilename = "title.snd"; bool finished = _animation->play("26open1", true, 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", true, 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); // Wait until the track got looped and the first few notes were played finished = _music->waitUntilTick(0x104, 0x500, 0, 2500); } } _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"; // Fade "In The Alley..." text to black _screen->fadeToBlack(2); bool finished = _animation->play("27PRO1", true, 1, 3, true, 2); if (finished) { _screen->getPalette(palette); _screen->fadeToBlack(2); // wait until second lower main note finished = _music->waitUntilTick(0x64a, 0xFFFF, 0, 1000); // 652 } if (finished) { _screen->setPalette(palette); finished = _animation->play("27PRO2", true, 1, 0, false, 2); } if (finished) { showLBV("scream.lbv"); // wait until first "scream" in music happened finished = _music->waitUntilTick(0xabe, 0xFFFF, 0, 6000); } if (finished) { // quick fade out _screen->fadeToBlack(1); // wait until after third "scream" in music happened finished = _music->waitUntilTick(0xb80, 0xFFFF, 0, 2000); } if (finished) finished = _animation->play("27PRO3", true, 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->transBlitFrom(titleImages[0], Common::Point(35, 51)); // fast fade-in _screen->fadeIn(palette, 1); // wait for music to end and wait an additional 2.5 seconds finished = _music->waitUntilTick(0xFFFF, 0xFFFF, 2500, 3000); } _animation->_gfxLibraryFilename = ""; _animation->_soundLibraryFilename = ""; return finished; } bool ScalpelEngine::showStreetCutscene() { _animation->_gfxLibraryFilename = "TITLE.LIB"; _animation->_soundLibraryFilename = "TITLE.SND"; _music->playMusic("PROLOG3.MUS"); // wait a bit bool finished = _events->delay(500); if (finished) { // fade out "Early the following morning..." _screen->fadeToBlack(2); // wait for music a bit finished = _music->waitUntilTick(0xE4, 0xFFFF, 0, 1000); } if (finished) finished = _animation->play("14KICK", true, 1, 3, true, 2); // Constable animation plays slower than speed 2 // If we play it with speed 2, music gets obviously out of sync if (finished) finished = _animation->play("14NOTE", true, 1, 0, false, 3); // Fade to black if (finished) _screen->fadeToBlack(1); _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); // Demo fades slowly from the scene into credits palette _screen->fadeIn(creditsImages._palette, 3); 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", true, 1, 3, true, 3); if (finished) finished = _animation->play("COFF2", true, 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", true, 1, 0, true, 3); if (finished) finished = _animation->play("COFF4", true, 1, 0, false, 3); if (finished) finished = scrollCredits(); if (finished) _screen->fadeToBlack(3); _animation->_gfxLibraryFilename = ""; _animation->_soundLibraryFilename = ""; return finished; } // 3DO variant bool ScalpelEngine::showCityCutscene3DO() { _animation->_soundLibraryFilename = "TITLE.SND"; bool finished = _animation->play3DO("26open1", true, 1, 255, 2); if (finished) finished = _animation->play3DO("26open2", true, 1, 0, 2); return finished; } bool ScalpelEngine::showAlleyCutscene3DO() { bool finished = _animation->play3DO("27PRO1", true, 1, 3, 2); if (finished) finished = _animation->play3DO("27PRO2", true, 1, 0, 2); if (finished) finished = _animation->play3DO("27PRO3", true, 1, 0, 2); return finished; } bool ScalpelEngine::showStreetCutscene3DO() { bool finished = _animation->play3DO("14KICK", true, 1, 3, 2); if (finished) finished = _animation->play3DO("14NOTE", true, 1, 0, 3); return finished; } bool ScalpelEngine::showOfficeCutscene3DO() { bool finished = _animation->play3DO("COFF1", true, 1, 3, 3); if (finished) finished = _animation->play3DO("COFF2", true, 1, 0, 3); if (finished) finished = _animation->play3DO("COFF3", true, 1, 0, 3); if (finished) finished = _animation->play3DO("COFF4", true, 1, 0, 3); 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", false, 1, 3, true, 4); _animation->play("final2", false, 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", false, 1, 3, true, 4); _animation->play("finalr2", false, 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", false, 1, 0, false, 4); _animation->play("finale2", false, 1, 0, false, 4); _animation->play("finale3", false, 1, 0, false, 4); _useEpilogue2 = true; _animation->play("finale4", false, 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", false, 1, 3, true, 4); _animation->play("SUBWAY2", false, 1, 0, false, 4); _animation->play("SUBWAY3", false, 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", false, 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 / FIXED_INT_MULTIPLIER, (*_people)[AL]._position.y / FIXED_INT_MULTIPLIER); // 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 / FIXED_INT_MULTIPLIER, (*_people)[AL]._position.y / FIXED_INT_MULTIPLIER); 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 / FIXED_INT_MULTIPLIER, (*_people)[AL]._position.y / FIXED_INT_MULTIPLIER); // 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 Sherlock