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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 "engines/util.h"
#include "gui/saveload.h"
#include "common/translation.h"
#include "sherlock/scalpel/scalpel.h"
#include "sherlock/scalpel/scalpel_fixed_text.h"
#include "sherlock/scalpel/scalpel_map.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"
#include "sherlock/scalpel/3do/movie_decoder.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 } }
};
uint INFO_BLACK;
uint BORDER_COLOR;
uint COMMAND_BACKGROUND;
uint BUTTON_BACKGROUND;
uint TALK_FOREGROUND;
uint TALK_NULL;
uint BUTTON_TOP;
uint BUTTON_MIDDLE;
uint BUTTON_BOTTOM;
uint COMMAND_FOREGROUND;
uint COMMAND_HIGHLIGHTED;
uint COMMAND_NULL;
uint INFO_FOREGROUND;
uint INFO_BACKGROUND;
uint INV_FOREGROUND;
uint INV_BACKGROUND;
uint PEN_COLOR;
/*----------------------------------------------------------------*/
#define FROM_RGB(r, g, b) pixelFormatRGB565.RGBToColor(r, g, b)
ScalpelEngine::ScalpelEngine(OSystem *syst, const SherlockGameDescription *gameDesc) :
SherlockEngine(syst, gameDesc) {
_darts = nullptr;
_mapResult = 0;
if (getPlatform() == Common::kPlatform3DO) {
const Graphics::PixelFormat pixelFormatRGB565 = Graphics::PixelFormat(2, 5, 6, 5, 0, 11, 5, 0, 0);
INFO_BLACK = FROM_RGB(0, 0, 0);
BORDER_COLOR = FROM_RGB(0x6d, 0x38, 0x10);
COMMAND_BACKGROUND = FROM_RGB(0x38, 0x38, 0xce);
BUTTON_BACKGROUND = FROM_RGB(0x95, 0x5d, 0x24);
TALK_FOREGROUND = FROM_RGB(0xff, 0x55, 0x55);
TALK_NULL = FROM_RGB(0xce, 0xc6, 0xc2);
BUTTON_TOP = FROM_RGB(0xbe, 0x85, 0x3c);
BUTTON_MIDDLE = FROM_RGB(0x9d, 0x40, 0);
BUTTON_BOTTOM = FROM_RGB(0x69, 0x24, 0);
COMMAND_FOREGROUND = FROM_RGB(0xFF, 0xFF, 0xFF);
COMMAND_HIGHLIGHTED = FROM_RGB(0x55, 0xff, 0x55);
COMMAND_NULL = FROM_RGB(0x69, 0x24, 0);
INFO_FOREGROUND = FROM_RGB(0x55, 0xff, 0xff);
INFO_BACKGROUND = FROM_RGB(0, 0, 0x48);
INV_FOREGROUND = FROM_RGB(0xff, 0xff, 0x55);
INV_BACKGROUND = FROM_RGB(0, 0, 0x48);
PEN_COLOR = FROM_RGB(0x50, 0x18, 0);
} else {
INFO_BLACK = 1;
BORDER_COLOR = 237;
COMMAND_BACKGROUND = 4;
BUTTON_BACKGROUND = 235;
TALK_FOREGROUND = 12;
TALK_NULL = 16;
BUTTON_TOP = 233;
BUTTON_MIDDLE = 244;
BUTTON_BOTTOM = 248;
COMMAND_FOREGROUND = 15;
COMMAND_HIGHLIGHTED = 10;
COMMAND_NULL = 248;
INFO_FOREGROUND = 11;
INFO_BACKGROUND = 1;
INV_FOREGROUND = 14;
INV_BACKGROUND = 1;
PEN_COLOR = 250;
}
}
ScalpelEngine::~ScalpelEngine() {
delete _darts;
}
void ScalpelEngine::initialize() {
// 3DO actually uses RGB555, but some platforms of ours only support RGB565, so we use that
if (getPlatform() == Common::kPlatform3DO) {
const Graphics::PixelFormat pixelFormatRGB565 = Graphics::PixelFormat(2, 5, 6, 5, 0, 11, 5, 0, 0);
// 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
ScalpelMap &map = *(ScalpelMap *)_map;
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() {
bool finished = true;
if (isDemo() && _interactiveFl)
return;
_events->setFrameRate(60);
if (getPlatform() == Common::kPlatform3DO) {
show3DOSplash();
finished = showCityCutscene3DO();
if (finished)
finished = showAlleyCutscene3DO();
if (finished)
finished = showStreetCutscene3DO();
if (finished)
showOfficeCutscene3DO();
_events->clearEvents();
_music->stopMusic();
} else {
TsAGE::Logo::show(this);
finished = showCityCutscene();
if (finished)
finished = showAlleyCutscene();
if (finished)
finished = showStreetCutscene();
if (finished)
showOfficeCutscene();
_events->clearEvents();
_music->stopMusic();
}
_events->setFrameRate(GAME_FRAME_RATE);
}
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->loadSong("prolog1");
_animation->_gfxLibraryFilename = "title.lib";
_animation->_soundLibraryFilename = "title.snd";
bool finished = _animation->play("26open1", true, 1, 255, true, 2);
if (finished) {
ImageFile titleImages_LondonNovember("title2.vgs", true);
_screen->_backBuffer1.blitFrom(*_screen);
_screen->_backBuffer2.blitFrom(*_screen);
Common::Point londonPosition;
if ((titleImages_LondonNovember[0]._width == 302) && (titleImages_LondonNovember[0]._height == 39)) {
// Spanish
londonPosition = Common::Point(9, 8);
} else {
// English (German uses the same English graphics), width 272, height 37
// In the German version this is placed differently, check against German floppy version TODO
londonPosition = Common::Point(30, 50);
}
// London, England
_screen->_backBuffer1.transBlitFrom(titleImages_LondonNovember[0], londonPosition);
_screen->randomTransition();
finished = _events->delay(1000, true);
// November, 1888
if (finished) {
_screen->_backBuffer1.transBlitFrom(titleImages_LondonNovember[1], Common::Point(100, 100));
_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_SherlockHolmesTitle("title.vgs", true);
_screen->_backBuffer1.blitFrom(*_screen);
_screen->_backBuffer2.blitFrom(*_screen);
Common::Point lostFilesPosition;
Common::Point sherlockHolmesPosition;
Common::Point copyrightPosition;
if ((titleImages_SherlockHolmesTitle[0]._width == 306) && (titleImages_SherlockHolmesTitle[0]._height == 39)) {
// Spanish
lostFilesPosition = Common::Point(5, 5);
sherlockHolmesPosition = Common::Point(24, 40);
copyrightPosition = Common::Point(3, 190);
} else {
// English (German uses the same English graphics), width 208, height 39
lostFilesPosition = Common::Point(75, 6);
sherlockHolmesPosition = Common::Point(34, 21);
copyrightPosition = Common::Point(4, 190);
}
// The Lost Files of
_screen->_backBuffer1.transBlitFrom(titleImages_SherlockHolmesTitle[0], lostFilesPosition);
// Sherlock Holmes
_screen->_backBuffer1.transBlitFrom(titleImages_SherlockHolmesTitle[1], sherlockHolmesPosition);
// copyright
_screen->_backBuffer1.transBlitFrom(titleImages_SherlockHolmesTitle[2], copyrightPosition);
_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...
Common::Point alleyPosition;
if ((titleImages_SherlockHolmesTitle[3]._width == 105) && (titleImages_SherlockHolmesTitle[3]._height == 16)) {
// German
alleyPosition = Common::Point(72, 50);
} else if ((titleImages_SherlockHolmesTitle[3]._width == 166) && (titleImages_SherlockHolmesTitle[3]._height == 36)) {
// Spanish
alleyPosition = Common::Point(71, 50);
} else {
// English, width 175, height 38
alleyPosition = Common::Point(72, 51);
}
_screen->transBlitFrom(titleImages_SherlockHolmesTitle[3], alleyPosition);
_screen->fadeIn(palette, 3);
// Wait until the track got looped and the first few notes were played
finished = _music->waitUntilMSec(4300, 21300, 0, 2500); // ticks 0x104 / ticks 0x500
}
}
_animation->_gfxLibraryFilename = "";
_animation->_soundLibraryFilename = "";
return finished;
}
bool ScalpelEngine::showAlleyCutscene() {
byte palette[PALETTE_SIZE];
_music->loadSong("prolog2");
_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->waitUntilMSec(26800, 0xFFFFFFFF, 0, 1000); // ticks 0x64A
}
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->waitUntilMSec(45800, 0xFFFFFFFF, 0, 6000); // ticks 0xABE
}
if (finished) {
// quick fade out
_screen->fadeToBlack(1);
// wait until after third "scream" in music happened
finished = _music->waitUntilMSec(49000, 0xFFFFFFFF, 0, 2000); // ticks 0xB80
}
if (finished)
finished = _animation->play("27PRO3", true, 1, 0, true, 2);
if (finished) {
_screen->getPalette(palette);
_screen->fadeToBlack(2);
}
if (finished) {
ImageFile titleImages_EarlyTheFollowingMorning("title3.vgs", true);
// "Early the following morning on Baker Street..."
Common::Point earlyTheFollowingMorningPosition;
if ((titleImages_EarlyTheFollowingMorning[0]._width == 164) && (titleImages_EarlyTheFollowingMorning[0]._height == 19)) {
// German
earlyTheFollowingMorningPosition = Common::Point(35, 50);
} else if ((titleImages_EarlyTheFollowingMorning[0]._width == 171) && (titleImages_EarlyTheFollowingMorning[0]._height == 32)) {
// Spanish
earlyTheFollowingMorningPosition = Common::Point(35, 50);
} else {
// English, width 218, height 31
earlyTheFollowingMorningPosition = Common::Point(35, 52);
}
_screen->transBlitFrom(titleImages_EarlyTheFollowingMorning[0], earlyTheFollowingMorningPosition);
// fast fade-in
_screen->fadeIn(palette, 1);
// wait for music to end and wait an additional 2.5 seconds
finished = _music->waitUntilMSec(0xFFFFFFFF, 0xFFFFFFFF, 2500, 3000);
}
_animation->_gfxLibraryFilename = "";
_animation->_soundLibraryFilename = "";
return finished;
}
bool ScalpelEngine::showStreetCutscene() {
_animation->_gfxLibraryFilename = "TITLE.LIB";
_animation->_soundLibraryFilename = "TITLE.SND";
_music->loadSong("prolog3");
// 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->waitUntilMSec(3800, 0xFFFFFFFF, 0, 1000); // ticks 0xE4
}
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::showOfficeCutscene() {
_music->loadSong("prolog4");
_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;
}
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;
}
// 3DO variant
bool ScalpelEngine::show3DOSplash() {
// 3DO EA Splash screen
ImageFile3DO titleImage_3DOSplash("3DOSplash.cel", kImageFile3DOType_Cel);
_screen->transBlitFrom(titleImage_3DOSplash[0]._frame, Common::Point(0, -20));
bool finished = _events->delay(3000, true);
if (finished) {
_screen->clear();
finished = _events->delay(500, true);
}
if (finished) {
// EA logo movie
play3doMovie("EAlogo.stream", Common::Point(20, 0));
}
// Always clear screen
_screen->clear();
return finished;
}
bool ScalpelEngine::showCityCutscene3DO() {
_animation->_soundLibraryFilename = "TITLE.SND";
_screen->clear();
bool finished = _events->delay(2500, true);
// rain.aiff seems to be playing in an endless loop until
// sherlock logo fades away TODO
if (finished) {
finished = _events->delay(2500, true);
// Play intro music
_music->loadSong("prolog");
// Fade screen to grey
_screen->_backBuffer1.fill(0xCE59); // RGB565: 25, 50, 25 (grey)
_screen->fadeIntoScreen3DO(2);
}
if (finished) {
finished = _music->waitUntilMSec(3400, 0, 0, 3400);
}
if (finished) {
_screen->_backBuffer1.fill(0); // fill backbuffer with black to avoid issues during fade from white
finished = _animation->play3DO("26open1", true, 1, true, 2);
}
if (finished) {
_screen->_backBuffer1.blitFrom(*_screen); // save into backbuffer 1, used for fade
_screen->_backBuffer2.blitFrom(*_screen); // save into backbuffer 2, for restoring later
// "London, England"
ImageFile3DO titleImage_London("title2a.cel", kImageFile3DOType_Cel);
_screen->_backBuffer1.transBlitFrom(titleImage_London[0]._frame, Common::Point(30, 50));
_screen->fadeIntoScreen3DO(1);
finished = _events->delay(1500, true);
if (finished) {
// "November, 1888"
ImageFile3DO titleImage_November("title2b.cel", kImageFile3DOType_Cel);
_screen->_backBuffer1.transBlitFrom(titleImage_November[0]._frame, Common::Point(100, 100));
_screen->fadeIntoScreen3DO(1);
finished = _music->waitUntilMSec(14700, 0, 0, 5000);
}
if (finished) {
// Restore screen
_screen->blitFrom(_screen->_backBuffer2);
}
}
if (finished)
finished = _animation->play3DO("26open2", true, 1, false, 2);
if (finished) {
_screen->_backBuffer1.blitFrom(*_screen); // save into backbuffer 1, used for fade
// "Sherlock Holmes" (title)
ImageFile3DO titleImage_SherlockHolmesTitle("title1ab.cel", kImageFile3DOType_Cel);
_screen->_backBuffer1.transBlitFrom(titleImage_SherlockHolmesTitle[0]._frame, Common::Point(34, 5));
// Blend in
_screen->fadeIntoScreen3DO(2);
finished = _events->delay(500, true);
// Title should fade in, Copyright should be displayed a bit after that
if (finished) {
ImageFile3DO titleImage_Copyright("title1c.cel", kImageFile3DOType_Cel);
_screen->transBlitFrom(titleImage_Copyright[0]._frame, Common::Point(20, 190));
finished = _events->delay(3500, true);
}
}
if (finished)
finished = _music->waitUntilMSec(33600, 0, 0, 2000);
if (finished) {
// Fade to black
_screen->_backBuffer1.clear();
_screen->fadeIntoScreen3DO(3);
}
if (finished) {
// "In the alley behind the Regency Theatre..."
ImageFile3DO titleImage_InTheAlley("title1d.cel", kImageFile3DOType_Cel);
_screen->_backBuffer1.transBlitFrom(titleImage_InTheAlley[0]._frame, Common::Point(72, 51));
// Fade in
_screen->fadeIntoScreen3DO(4);
finished = _music->waitUntilMSec(39900, 0, 0, 2500);
// Fade out
_screen->_backBuffer1.clear();
_screen->fadeIntoScreen3DO(4);
}
return finished;
}
bool ScalpelEngine::showAlleyCutscene3DO() {
bool finished = _music->waitUntilMSec(43500, 0, 0, 1000);
if (finished)
finished = _animation->play3DO("27PRO1", true, 1, false, 2);
if (finished) {
// Fade out...
_screen->_backBuffer1.clear();
_screen->fadeIntoScreen3DO(3);
finished = _music->waitUntilMSec(67100, 0, 0, 1000); // 66700
}
if (finished)
finished = _animation->play3DO("27PRO2", true, 1, false, 2);
if (finished)
finished = _music->waitUntilMSec(76000, 0, 0, 1000);
if (finished) {
// Show screaming victim
ImageFile3DO titleImage_ScreamingVictim("scream.cel", kImageFile3DOType_Cel);
_screen->clear();
_screen->transBlitFrom(titleImage_ScreamingVictim[0]._frame, Common::Point(0, 0));
// Play "scream.aiff"
if (_sound->_voices)
_sound->playSound("prologue/sounds/scream.aiff", WAIT_RETURN_IMMEDIATELY, 100);
finished = _music->waitUntilMSec(81600, 0, 0, 6000);
}
if (finished) {
// Fade out
_screen->_backBuffer1.clear();
_screen->fadeIntoScreen3DO(5);
finished = _music->waitUntilMSec(84400, 0, 0, 2000);
}
if (finished)
finished = _animation->play3DO("27PRO3", true, 1, false, 2);
if (finished) {
// Fade out
_screen->_backBuffer1.clear();
_screen->fadeIntoScreen3DO(5);
}
if (finished) {
// "Early the following morning on Baker Street..."
ImageFile3DO titleImage_EarlyTheFollowingMorning("title3.cel", kImageFile3DOType_Cel);
_screen->_backBuffer1.transBlitFrom(titleImage_EarlyTheFollowingMorning[0]._frame, Common::Point(35, 51));
// Fade in
_screen->fadeIntoScreen3DO(4);
finished = _music->waitUntilMSec(96700, 0, 0, 3000);
}
return finished;
}
bool ScalpelEngine::showStreetCutscene3DO() {
bool finished = true;
if (finished) {
// fade out "Early the following morning..."
_screen->_backBuffer1.clear();
_screen->fadeIntoScreen3DO(4);
// wait for music a bit
finished = _music->waitUntilMSec(100300, 0, 0, 1000);
}
if (finished)
finished = _animation->play3DO("14KICK", true, 1, false, 2);
// note: part of the constable is sticking to the door during the following
// animation, when he walks away. This is a bug of course, but it actually happened on 3DO!
// I'm not sure if it happens because the door is pure black (0, 0, 0) and it's because
// of transparency - or if the animation itself is bad. We will definitely have to adjust
// the animation data to fix it.
if (finished)
finished = _animation->play3DO("14NOTE", true, 1, false, 3);
if (finished) {
// Fade out
_screen->_backBuffer1.clear();
_screen->fadeIntoScreen3DO(4);
}
return finished;
}
bool ScalpelEngine::showOfficeCutscene3DO() {
bool finished = _music->waitUntilMSec(151000, 0, 0, 1000);
if (finished)
finished = _animation->play3DO("COFF1", true, 1, false, 3);
if (finished)
finished = _animation->play3DO("COFF2", true, 1, false, 3);
if (finished)
finished = _music->waitUntilMSec(182400, 0, 0, 1000);
if (finished) {
// Show the note
ImageFile3DO titleImage_CoffeeNote("note.cel", kImageFile3DOType_Cel);
_screen->clear();
_screen->transBlitFrom(titleImage_CoffeeNote[0]._frame, Common::Point(0, 0));
if (_sound->_voices) {
finished = _sound->playSound("prologue/sounds/note.aiff", WAIT_KBD_OR_FINISH);
} else
finished = _events->delay(19000);
if (finished)
finished = _music->waitUntilMSec(218800, 0, 0, 1000);
// Fade out
_screen->clear();
}
if (finished)
finished = _music->waitUntilMSec(222200, 0, 0, 1000);
if (finished)
finished = _animation->play3DO("COFF3", true, 1, false, 3);
if (finished)
finished = _animation->play3DO("COFF4", true, 1, false, 3);
if (finished) {
finished = _music->waitUntilMSec(244500, 0, 0, 2000);
// TODO: Brighten the image, possibly by doing a partial fade
// to white.
_screen->_backBuffer1.blitFrom(*_screen);
for (int nr = 1; finished && nr <= 4; nr++) {
char filename[15];
sprintf(filename, "credits%d.cel", nr);
ImageFile3DO *creditsImage = new ImageFile3DO(filename, kImageFile3DOType_Cel);
ImageFrame *creditsFrame = &(*creditsImage)[0];
for (int i = 0; finished && i < 200 + creditsFrame->_height; i++) {
_screen->blitFrom(_screen->_backBuffer1);
_screen->transBlitFrom(creditsFrame->_frame, Common::Point((320 - creditsFrame->_width) / 2, 200 - i));
if (!_events->delay(70, true))
finished = false;
}
delete creditsImage;
}
}
return finished;
}
void ScalpelEngine::loadInventory() {
ScalpelFixedText &fixedText = *(ScalpelFixedText *)_fixedText;
Inventory &inv = *_inventory;
Common::String fixedText_Message = fixedText.getText(kFixedText_InitInventory_Message);
Common::String fixedText_HolmesCard = fixedText.getText(kFixedText_InitInventory_HolmesCard);
Common::String fixedText_Tickets = fixedText.getText(kFixedText_InitInventory_Tickets);
Common::String fixedText_CuffLink = fixedText.getText(kFixedText_InitInventory_CuffLink);
Common::String fixedText_WireHook = fixedText.getText(kFixedText_InitInventory_WireHook);
Common::String fixedText_Note = fixedText.getText(kFixedText_InitInventory_Note);
Common::String fixedText_OpenWatch = fixedText.getText(kFixedText_InitInventory_OpenWatch);
Common::String fixedText_Paper = fixedText.getText(kFixedText_InitInventory_Paper);
Common::String fixedText_Letter = fixedText.getText(kFixedText_InitInventory_Letter);
Common::String fixedText_Tarot = fixedText.getText(kFixedText_InitInventory_Tarot);
Common::String fixedText_OrnateKey = fixedText.getText(kFixedText_InitInventory_OrnateKey);
Common::String fixedText_PawnTicket = fixedText.getText(kFixedText_InitInventory_PawnTicket);
// Initial inventory
inv._holdings = 2;
inv.push_back(InventoryItem(0, "Message", fixedText_Message, "_ITEM03A"));
inv.push_back(InventoryItem(0, "Holmes Card", fixedText_HolmesCard, "_ITEM07A"));
// Hidden items
inv.push_back(InventoryItem(95, "Tickets", fixedText_Tickets, "_ITEM10A"));
inv.push_back(InventoryItem(138, "Cuff Link", fixedText_CuffLink, "_ITEM04A"));
inv.push_back(InventoryItem(138, "Wire Hook", fixedText_WireHook, "_ITEM06A"));
inv.push_back(InventoryItem(150, "Note", fixedText_Note, "_ITEM13A"));
inv.push_back(InventoryItem(481, "Open Watch", fixedText_OpenWatch, "_ITEM62A"));
inv.push_back(InventoryItem(481, "Paper", fixedText_Paper, "_ITEM44A"));
inv.push_back(InventoryItem(532, "Letter", fixedText_Letter, "_ITEM68A"));
inv.push_back(InventoryItem(544, "Tarot", fixedText_Tarot, "_ITEM71A"));
inv.push_back(InventoryItem(544, "Ornate Key", fixedText_OrnateKey, "_ITEM70A"));
inv.push_back(InventoryItem(586, "Pawn ticket", fixedText_PawnTicket, "_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->_savedPos = Common::Point(-1, -1);
_people->_savedPos._facing = -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::eraseBrumwellMirror() {
Common::Point pt((*_people)[HOLMES]._position.x / FIXED_INT_MULTIPLIER, (*_people)[HOLMES]._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::doBrumwellMirror() {
People &people = *_people;
Person &player = people[HOLMES];
Common::Point pt((*_people)[HOLMES]._position.x / FIXED_INT_MULTIPLIER, (*_people)[HOLMES]._position.y / FIXED_INT_MULTIPLIER);
int frameNum = player._walkSequences[player._sequenceNumber][player._frameNumber] +
player._walkSequences[player._sequenceNumber][0] - 2;
switch ((*_people)[HOLMES]._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[HOLMES]._images)[frameNum];
// Draw the mirror image of Holmes
bool flipped = people[HOLMES]._sequenceNumber == WALK_LEFT || people[HOLMES]._sequenceNumber == STOP_LEFT
|| people[HOLMES]._sequenceNumber == WALK_UPRIGHT || people[HOLMES]._sequenceNumber == STOP_UPRIGHT
|| people[HOLMES]._sequenceNumber == WALK_DOWNLEFT || people[HOLMES]._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::flushBrumwellMirror() {
Common::Point pt((*_people)[HOLMES]._position.x / FIXED_INT_MULTIPLIER, (*_people)[HOLMES]._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);
}
void ScalpelEngine::showScummVMSaveDialog() {
GUI::SaveLoadChooser *dialog = new GUI::SaveLoadChooser(_("Save game:"), _("Save"), true);
int slot = dialog->runModalWithCurrentTarget();
if (slot >= 0) {
Common::String desc = dialog->getResultString();
saveGameState(slot, desc);
}
}
void ScalpelEngine::showScummVMRestoreDialog() {
GUI::SaveLoadChooser *dialog = new GUI::SaveLoadChooser(_("Restore game:"), _("Restore"), false);
int slot = dialog->runModalWithCurrentTarget();
if (slot >= 0) {
loadGameState(slot);
}
}
bool ScalpelEngine::play3doMovie(const Common::String &filename, const Common::Point &pos) {
Scalpel3DOMovieDecoder *videoDecoder = new Scalpel3DOMovieDecoder();
if (!videoDecoder->loadFile(filename)) {
warning("Scalpel3DOMoviePlay: could not open '%s'", filename.c_str());
return false;
}
bool skipVideo = false;
//byte bytesPerPixel = videoDecoder->getPixelFormat().bytesPerPixel;
uint16 width = videoDecoder->getWidth();
uint16 height = videoDecoder->getHeight();
//uint16 pitch = videoDecoder->getWidth() * bytesPerPixel;
_events->clearEvents();
videoDecoder->start();
while (!shouldQuit() && !videoDecoder->endOfVideo() && !skipVideo) {
if (videoDecoder->needsUpdate()) {
const Graphics::Surface *frame = videoDecoder->decodeNextFrame();
if (frame) {
g_system->copyRectToScreen(frame->getPixels(), frame->pitch, pos.x, pos.y, width, height);
g_system->updateScreen();
}
}
_events->pollEventsAndWait();
_events->setButtonState();
if (_events->kbHit()) {
Common::KeyState keyState = _events->getKey();
if (keyState.keycode == Common::KEYCODE_ESCAPE)
skipVideo = true;
} else if (_events->_pressed) {
skipVideo = true;
}
}
videoDecoder->close();
delete videoDecoder;
return !skipVideo;
}
} // End of namespace Scalpel
} // End of namespace Sherlock
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