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|
/* 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 "sherlock/scalpel/scalpel.h"
#include "sherlock/sherlock.h"
namespace Sherlock {
namespace Scalpel {
#define NUM_PLACES 100
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
};
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
};
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
};
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 byte 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)
};
byte 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;
}
/**
* Game initialization
*/
void ScalpelEngine::initialize() {
SherlockEngine::initialize();
_darts = new Darts(this);
_flags.resize(100 * 8);
_flags[3] = true; // Turn on Alley
_flags[39] = true; // Turn on Baker Street
// 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]);
// Load the inventory
loadInventory();
// Set up constants used by the talk system
_talk->setSequences(&TALK_SEQUENCES[0][0], &STILL_SEQUENCES[0][0], MAX_PEOPLE);
// Starting scene
_scene->_goToScene = 4;
}
/**
* Show the opening sequence
*/
void ScalpelEngine::showOpening() {
if (!showCityCutscene())
return;
if (!showAlleyCutscene())
return;
if (!showStreetCutscene())
return;
if (!showOfficeCutscene())
return;
_events->clearEvents();
_sound->stopMusic();
}
/**
* Show the starting city cutscene which shows the game title
*/
bool ScalpelEngine::showCityCutscene() {
byte palette[PALETTE_SIZE];
_sound->playMusic("prolog1.mus");
_titleOverride = "title.lib";
_soundOverride = "title.snd";
bool finished = _animation->playPrologue("26open1", 1, 255, true, 2);
if (finished) {
ImageFile titleImages("title2.vgs", true);
_screen->_backBuffer1.copyFrom(*_screen);
_screen->_backBuffer2.copyFrom(*_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->playPrologue("26open2", 1, 0, false, 2);
if (finished) {
ImageFile titleImages("title.vgs", true);
_screen->_backBuffer1.copyFrom(*_screen);
_screen->_backBuffer2.copyFrom(*_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);
}
}
_titleOverride = "";
_soundOverride = "";
return finished;
}
/**
* Show the back alley where the initial murder takes place
*/
bool ScalpelEngine::showAlleyCutscene() {
byte palette[PALETTE_SIZE];
_sound->playMusic("prolog2.mus");
_titleOverride = "TITLE.LIB";
_soundOverride = "TITLE.SND";
bool finished = _animation->playPrologue("27PRO1", 1, 3, true, 2);
if (finished)
finished = _animation->playPrologue("27PRO2", 1, 0, false, 2);
if (finished) {
showLBV("scream.lbv");
finished = _events->delay(6000);
}
if (finished)
finished = _animation->playPrologue("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);
}
_titleOverride = "";
_soundOverride = "";
return finished;
}
/**
* Show the Baker Street outside cutscene
*/
bool ScalpelEngine::showStreetCutscene() {
_titleOverride = "TITLE.LIB";
_soundOverride = "TITLE.SND";
_sound->playMusic("PROLOG3.MUS");
bool finished = _animation->playPrologue("14KICK", 1, 3, true, 2);
if (finished)
finished = _animation->playPrologue("14NOTE", 1, 0, false, 2);
_titleOverride = "";
_soundOverride = "";
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");
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, 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);
}
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");
_titleOverride = "TITLE2.LIB";
_soundOverride = "TITLE.SND";
bool finished = _animation->playPrologue("COFF1", 1, 3, true, 3);
if (finished)
finished = _animation->playPrologue("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);
_events->clearEvents();
finished = _events->delay(500);
}
if (finished)
finished = _animation->playPrologue("COFF3", 1, 0, true, 3);
if (finished)
finished = _animation->playPrologue("COFF4", 1, 0, false, 3);
if (finished)
finished = scrollCredits();
if (finished)
_screen->fadeToBlack(3);
_titleOverride = "";
_soundOverride = "";
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;
// 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"));
};
/**
* 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
*/
void ScalpelEngine::startScene() {
if (_scene->_goToScene == 100 || _scene->_goToScene == 98) {
// Chessboard selection
if (_sound->_musicOn) {
if (_sound->loadSong(100)) {
if (_sound->_music)
_sound->startSong();
}
}
_scene->_goToScene = _map->show();
_sound->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 2:
case 52:
case 53:
case 70:
if (_sound->_musicOn && _sound->loadSong(_scene->_goToScene)) {
if (_sound->_music)
_sound->startSong();
}
switch (_scene->_goToScene) {
case 2:
// Blackwood's capture
_res->addToCache("final2.vda", "epilogue.lib");
_res->addToCache("final2.vdx", "epilogue.lib");
_animation->playPrologue("final1", 1, 3, true, 4);
_animation->playPrologue("final2", 1, 0, false, 4);
break;
case 52:
// 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->playPrologue("finalr1", 1, 3, true, 4);
_animation->playPrologue("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->playPrologue("finale1", 1, 0, false, 4);
_animation->playPrologue("finale2", 1, 0, false, 4);
_animation->playPrologue("finale3", 1, 0, false, 4);
_useEpilogue2 = true;
_animation->playPrologue("finale4", 1, 0, false, 4);
_useEpilogue2 = false;
break;
case 53:
// 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->playPrologue("SUBWAY1", 1, 3, true, 4);
_animation->playPrologue("SUBWAY2", 1, 0, false, 4);
_animation->playPrologue("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 70:
// Brumwell suicide
_animation->playPrologue("suicid", 1, 3, true, 4);
break;
default:
break;
}
// Except for the Moorehead Murder scene, fade to black first
if (_scene->_goToScene != 53) {
_events->wait(40);
_screen->fadeToBlack(3);
}
switch (_scene->_goToScene) {
case 52:
_scene->_goToScene = 27; // 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 = 27;
break;
case 53:
_scene->_goToScene = 17; // 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 = 17;
break;
default:
_scene->_goToScene = 4; // 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 = 4;
break;
}
// Free any song from the previous scene
_sound->freeSong();
break;
case 55:
// Exit game
_screen->fadeToBlack(3);
quitGame();
return;
default:
break;
}
_events->loadCursors("rmouse.vgs");
_events->setCursor(ARROW);
if (_scene->_goToScene == 99) {
// Darts Board minigame
_darts->playDarts();
_mapResult = _scene->_goToScene = 19; // Go back to the bar
}
_mapResult = _scene->_goToScene;
}
/**
* Takes care of clearing the mirror in scene 12, in case anything drew over it
*/
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));
}
}
/**
* Takes care of drawing Holme's reflection onto the mirror in scene 12
*/
void ScalpelEngine::doMirror12() {
People &people = *_people;
Common::Point pt((*_people)[AL]._position.x / 100, (*_people)[AL]._position.y / 100);
int frameNum = (*people[AL]._sequences)[people[AL]._sequenceNumber][people[AL]._frameNumber] +
(*people[AL]._sequences)[people[AL]._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));
}
}
/**
* This clears the mirror in scene 12 in case anything messed draw over it
*/
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
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