2015-03-15 16:52:55 -04:00
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "sherlock/scalpel/scalpel.h"
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2015-03-15 21:25:07 -04:00
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#include "sherlock/sherlock.h"
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2015-03-15 16:52:55 -04:00
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namespace Sherlock {
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namespace Scalpel {
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2015-03-18 22:32:41 -04:00
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ScalpelEngine::ScalpelEngine(OSystem *syst, const SherlockGameDescription *gameDesc) :
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SherlockEngine(syst, gameDesc) {
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_tempFadeStyle = 0;
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_chessResult = 0;
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}
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2015-03-15 16:52:55 -04:00
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/**
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2015-03-15 17:50:10 -04:00
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* Game initialization
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2015-03-15 16:52:55 -04:00
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*/
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2015-03-15 17:50:10 -04:00
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void ScalpelEngine::initialize() {
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2015-03-15 18:42:24 -04:00
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SherlockEngine::initialize();
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2015-03-15 16:52:55 -04:00
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_flags.resize(100 * 8);
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_flags[3] = true; // Turn on Alley
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_flags[39] = true; // Turn on Baker Street
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2015-03-15 17:50:10 -04:00
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// Starting room
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_rooms->_goToRoom = 4;
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2015-03-15 16:52:55 -04:00
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}
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2015-03-15 18:42:24 -04:00
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/**
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* Show the opening sequence
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*/
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void ScalpelEngine::showOpening() {
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2015-03-16 22:42:19 -04:00
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if (!showCityCutscene())
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return;
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if (!showAlleyCutscene())
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return;
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if (!showStreetCutscene())
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return;
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if (!showOfficeCutscene())
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return;
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2015-03-15 21:25:07 -04:00
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_events->clearEvents();
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_sound->stopMusic();
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}
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2015-03-16 22:42:19 -04:00
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bool ScalpelEngine::showCityCutscene() {
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byte palette[PALETTE_SIZE];
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2015-03-15 21:25:07 -04:00
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_sound->playMusic("prolog1.mus");
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2015-03-15 23:16:38 -04:00
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_titleOverride = "title.lib";
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_soundOverride = "title.snd";
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2015-03-17 23:09:04 -04:00
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bool finished = _animation->playPrologue("26open1", 1, 255, true, 2);
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if (finished) {
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Sprite titleSprites("title2.vgs", true);
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_screen->_backBuffer.blitFrom(*_screen);
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_screen->_backBuffer2.blitFrom(*_screen);
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// London, England
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_screen->_backBuffer.transBlitFrom(titleSprites[0], Common::Point(10, 11));
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_screen->randomTransition();
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finished = _events->delay(1000, true);
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// November, 1888
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if (finished) {
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_screen->_backBuffer.transBlitFrom(titleSprites[1], Common::Point(101, 102));
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_screen->randomTransition();
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finished = _events->delay(5000, true);
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}
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// Transition out the title
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_screen->_backBuffer.blitFrom(_screen->_backBuffer2);
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_screen->randomTransition();
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}
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if (finished)
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finished = _animation->playPrologue("26open2", 1, 0, false, 2);
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if (finished) {
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Sprite titleSprites("title.vgs", true);
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_screen->_backBuffer.blitFrom(*_screen);
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_screen->_backBuffer2.blitFrom(*_screen);
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// The Lost Files of
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_screen->_backBuffer.transBlitFrom(titleSprites[0], Common::Point(75, 6));
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// Sherlock Holmes
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_screen->_backBuffer.transBlitFrom(titleSprites[1], Common::Point(34, 21));
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// copyright
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_screen->_backBuffer.transBlitFrom(titleSprites[2], Common::Point(4, 190));
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_screen->verticalTransition();
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finished = _events->delay(4000, true);
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if (finished) {
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_screen->_backBuffer.blitFrom(_screen->_backBuffer2);
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_screen->randomTransition();
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finished = _events->delay(2000);
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}
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if (finished) {
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_screen->getPalette(palette);
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_screen->fadeToBlack(2);
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}
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if (finished) {
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// In the alley...
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_screen->transBlitFrom(titleSprites[3], Common::Point(72, 51));
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_screen->fadeIn(palette, 3);
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finished = _events->delay(3000, true);
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}
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}
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_titleOverride = "";
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_soundOverride = "";
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return finished;
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2015-03-15 18:42:24 -04:00
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}
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2015-03-16 22:42:19 -04:00
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bool ScalpelEngine::showAlleyCutscene() {
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// TODO
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return true;
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2015-03-15 21:25:07 -04:00
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}
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2015-03-16 22:42:19 -04:00
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bool ScalpelEngine::showStreetCutscene() {
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// TODO
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return true;
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2015-03-15 21:25:07 -04:00
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}
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2015-03-16 22:42:19 -04:00
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bool ScalpelEngine::showOfficeCutscene() {
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// TODO
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return true;
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}
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2015-03-18 22:32:41 -04:00
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int ScalpelEngine::doChessBoard() {
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// TODO
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return 0;
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}
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void ScalpelEngine::playDarts() {
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// TODO
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}
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/**
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* Starting a scene within the game
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*/
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void ScalpelEngine::startScene() {
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if (_rooms->_goToRoom == 100 || _rooms->_goToRoom == 98) {
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// Chessboard selection
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if (_sound->_musicEnabled) {
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if (_sound->loadSong(100)) {
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if (_sound->_music)
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_sound->startSong();
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}
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}
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_rooms->_goToRoom = doChessBoard();
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_sound->freeSong();
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_hsavedPos = Common::Point(-1, -1);
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_hsavedFs = -1;
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}
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// Some rooms are prologue cutscenes, rather than normal game scenes. These are:
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// 2: Blackwood's capture
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// 52: Rescuing Anna
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// 53: Moorehead's death / subway train
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// 55: Fade out and exit
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// 70: Brumwell suicide
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switch (_rooms->_goToRoom) {
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case 2:
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case 52:
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case 53:
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case 70:
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if (_sound->_musicEnabled && _sound->loadSong(_rooms->_goToRoom)) {
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if (_sound->_music)
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_sound->startSong();
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}
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switch (_rooms->_goToRoom) {
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case 2:
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// Blackwood's capture
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_res->addToCache("final2.vda", "epilogue.lib");
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_res->addToCache("final2.vdx", "epilogue.lib");
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_animation->playPrologue("final1", 1, 3, true, 4);
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_animation->playPrologue("final22", 1, 0, false, 4);
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break;
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case 52:
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// Rescuing Anna
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_res->addToCache("finalr2.vda", "epilogue.lib");
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_res->addToCache("finalr2.vdx", "epilogue.lib");
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_res->addToCache("finale1.vda", "epilogue.lib");
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_res->addToCache("finale1.vdx", "epilogue.lib");
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_res->addToCache("finale2.vda", "epilogue.lib");
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_res->addToCache("finale2.vdx", "epilogue.lib");
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_res->addToCache("finale3.vda", "epilogue.lib");
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_res->addToCache("finale3.vdx", "epilogue.lib");
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_res->addToCache("finale4.vda", "EPILOG2.lib");
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_res->addToCache("finale4.vdx", "EPILOG2.lib");
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_animation->playPrologue("finalr1", 1, 3, true, 4);
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_animation->playPrologue("finalr2", 1, 0, false, 4);
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if (!_res->isInCache("finale2.vda")) {
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// Finale file isn't cached
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_res->addToCache("finale2.vda", "epilogue.lib");
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_res->addToCache("finale2.vdx", "epilogue.lib");
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_res->addToCache("finale3.vda", "epilogue.lib");
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_res->addToCache("finale3.vdx", "epilogue.lib");
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_res->addToCache("finale4.vda", "EPILOG2.lib");
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_res->addToCache("finale4.vdx", "EPILOG2.lib");
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}
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_animation->playPrologue("finale1", 1, 0, false, 4);
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_animation->playPrologue("finale2", 1, 0, false, 4);
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_animation->playPrologue("finale3", 1, 0, false, 4);
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_useEpilogue2 = true;
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_animation->playPrologue("finale4", 1, 0, false, 4);
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_useEpilogue2 = false;
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break;
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case 53:
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// Moorehead's death / subway train
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_res->addToCache("SUBWAY2.vda", "epilogue.lib");
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_res->addToCache("SUBWAY2.vdx", "epilogue.lib");
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_res->addToCache("SUBWAY3.vda", "epilogue.lib");
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_res->addToCache("SUBWAY3.vdx", "epilogue.lib");
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_animation->playPrologue("SUBWAY1", 1, 3, true, 4);
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_animation->playPrologue("SUBWAY2", 1, 0, false, 4);
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_animation->playPrologue("SUBWAY3", 1, 0, false, 4);
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// Set fading to direct fade temporary so the transition goes quickly.
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_tempFadeStyle = _screen->_fadeStyle ? 257 : 256;
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_screen->_fadeStyle = false;
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break;
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case 70:
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// Brumwell suicide
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_animation->playPrologue("suicid", 1, 3, true, 4);
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break;
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default:
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break;
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}
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// Except for the Moorehead Murder scene, fade to black first
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if (_rooms->_goToRoom != 53) {
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_events->wait(40);
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_screen->fadeToBlack(3);
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}
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switch (_rooms->_goToRoom) {
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case 52:
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_rooms->_goToRoom = 27; // Go to the Lawyer's Office
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_rooms->_bigPos = Common::Point(0, 0); // Overland scroll position
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_rooms->_overPos = Common::Point(22900 - 600, 9400 + 900); // Overland position
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_rooms->_oldCharPoint = 27;
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break;
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case 53:
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_rooms->_goToRoom = 17; // Go to St. Pancras Station
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_rooms->_bigPos = Common::Point(0, 0); // Overland scroll position
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_rooms->_overPos = Common::Point(32500 - 600, 3000 + 900); // Overland position
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_rooms->_oldCharPoint = 17;
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break;
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default:
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_rooms->_goToRoom = 4; // Back to Baker st.
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_rooms->_bigPos = Common::Point(0, 0); // Overland scroll position
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_rooms->_overPos = Common::Point(14500 - 600, 8400 + 900); // Overland position
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_rooms->_oldCharPoint = 4;
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break;
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}
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// Free any song from the previous scene
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_sound->freeSong();
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break;
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case 55:
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// Exit game
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_screen->fadeToBlack(3);
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quitGame();
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return;
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default:
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break;
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}
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_events->loadCursors("rmouse.vgs");
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_events->changeCursor(0);
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if (_rooms->_goToRoom == 99) {
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// Chess Board
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playDarts();
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_chessResult = _rooms->_goToRoom = 19; // Go back to the bar
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}
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_chessResult = _rooms->_goToRoom;
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}
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2015-03-15 16:52:55 -04:00
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} // End of namespace Scalpel
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} // End of namespace Scalpel
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