SHERLOCK: Add some code for the interactive demo (still crashing)

This commit is contained in:
Strangerke 2015-05-10 19:14:55 +02:00
parent 6d110485bc
commit 1f81f61cf9
5 changed files with 25 additions and 6 deletions

View file

@ -122,6 +122,13 @@ bool Sherlock::SherlockEngine::hasFeature(EngineFeature f) const {
(f == kSupportsSavingDuringRuntime);
}
/**
* Returns whether the version is a demo
*/
bool Sherlock::SherlockEngine::getIsDemo() const {
return _gameDescription->desc.flags & ADGF_DEMO;
}
/**
* Return a list of savegames
*/

View file

@ -84,6 +84,7 @@ static const SherlockGameDescription gameDescriptions[] = {
{
// Case of the Rose Tattoo - English CD
// Provided by dreammaster
{
"rosetattoo",
"CD",

View file

@ -69,6 +69,7 @@ Map::Map(SherlockEngine *vm): _vm(vm), _topLine(SHERLOCK_SCREEN_WIDTH, 12) {
for (int idx = 0; idx < MAX_HOLMES_SEQUENCE; ++idx)
Common::fill(&_sequences[idx][0], &_sequences[idx][MAX_FRAME], 0);
if (!_vm->getIsDemo())
loadData();
}

View file

@ -215,9 +215,11 @@ void ScalpelEngine::initialize() {
_flags[3] = true; // Turn on Alley
_flags[39] = true; // Turn on Baker Street
if (!getIsDemo()) {
// 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();
@ -226,6 +228,9 @@ void ScalpelEngine::initialize() {
_talk->setSequences(&TALK_SEQUENCES[0][0], &STILL_SEQUENCES[0][0], MAX_PEOPLE);
// Starting scene
if (getIsDemo())
_scene->_goToScene = 3;
else
_scene->_goToScene = 4;
}
@ -233,6 +238,9 @@ void ScalpelEngine::initialize() {
* Show the opening sequence
*/
void ScalpelEngine::showOpening() {
if (getIsDemo())
return;
if (!showCityCutscene())
return;
if (!showAlleyCutscene())

View file

@ -457,10 +457,12 @@ bool Scene::loadScene(const Common::String &filename) {
_walkedInScene = false;
saves._justLoaded = false;
if (!_vm->getIsDemo()) {
// Reset the previous map location and position on overhead map
map._oldCharPoint = _currentScene;
map._overPos.x = map[_currentScene].x * 100 - 600;
map._overPos.y = map[_currentScene].y * 100 + 900;
}
events.clearEvents();
return flag;