Merge branch 'sherlock_logo'

This commit is contained in:
Paul Gilbert 2015-05-30 10:01:33 -04:00
commit c3712f9a73
10 changed files with 473 additions and 6 deletions

View File

@ -1521,7 +1521,7 @@ void ScenePalette::changeBackground(const Rect &bounds, FadeMode fadeMode) {
}
Rect tempRect = bounds;
if (g_vm->getGameID() != GType_Ringworld)
if (g_vm->getGameID() != GType_Ringworld && g_vm->getGameID() != GType_Sherlock1)
tempRect.setHeight(T2_GLOBALS._interfaceY);
g_globals->_screenSurface.copyFrom(g_globals->_sceneManager._scene->_backSurface,
@ -2806,7 +2806,7 @@ void SceneObject::updateScreen() {
srcRect.right = ((srcRect.right + 3) / 4) * 4;
srcRect.clip(g_globals->_sceneManager._scene->_sceneBounds);
if (g_vm->getGameID() != GType_Ringworld) {
if (g_vm->getGameID() != GType_Ringworld && g_vm->getGameID() != GType_Sherlock1) {
if (T2_GLOBALS._uiElements._visible)
srcRect.bottom = MIN<int16>(srcRect.bottom, T2_GLOBALS._interfaceY);
}

View File

@ -62,6 +62,7 @@ static const PlainGameDescriptor tSageGameTitles[] = {
{ "ringworld", "Ringworld: Revenge of the Patriarch" },
{ "blueforce", "Blue Force" },
{ "ringworld2", "Return to Ringworld" },
{ "sherlock-logo", "The Lost Files of Sherlock Holmes (Logo)" },
{ 0, 0 }
};

View File

@ -185,6 +185,22 @@ static const tSageGameDescription gameDescriptions[] = {
GType_Ringworld2,
GF_CD | GF_ALT_REGIONS | GF_DEMO
},
// The Lost Files of Sherlock Holmes - The Case of the Serrated Scalpel (Logo)
{
{
"sherlock-logo",
"",
AD_ENTRY1s("sf3.rlb", "153f9b93eda4e95578e31be30e69b5e5", 50419),
Common::EN_ANY,
Common::kPlatformDOS,
ADGF_NO_FLAGS,
GUIO0()
},
GType_Sherlock1,
GF_FLOPPY
},
{ AD_TABLE_END_MARKER, 0, 0 }
};

View File

@ -27,6 +27,7 @@
#include "tsage/ringworld/ringworld_logic.h"
#include "tsage/ringworld2/ringworld2_logic.h"
#include "tsage/ringworld2/ringworld2_scenes0.h"
#include "tsage/sherlock/sherlock_logo.h"
#include "tsage/staticres.h"
namespace TsAGE {
@ -156,6 +157,12 @@ Globals::Globals() : _dialogCenter(160, 140), _gfxManagerInstance(_screenSurface
_game = new Ringworld2::Ringworld2Game();
_sceneHandler = new Ringworld2::SceneHandlerExt();
break;
case GType_Sherlock1:
_inventory = nullptr;
_sceneHandler = new Sherlock::SherlockSceneHandler();
_game = new Sherlock::SherlockLogo();
break;
}
}

View File

@ -1289,7 +1289,8 @@ void GfxManager::setDefaults() {
_font._edgeSize = Common::Point(1, 1);
_font._colors = g_globals->_fontColors;
_font.setFontNumber(g_globals->_gfxFontNumber);
if (g_globals->_gfxFontNumber >= 0)
_font.setFontNumber(g_globals->_gfxFontNumber);
}
void GfxManager::activate() {

View File

@ -47,6 +47,7 @@ MODULE_OBJS := \
ringworld2/ringworld2_vampire.o \
saveload.o \
scenes.o \
sherlock/sherlock_logo.o \
sound.o \
staticres.o \
tsage.o \

View File

@ -0,0 +1,356 @@
/* 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 "tsage/sherlock/sherlock_logo.h"
#include "tsage/scenes.h"
#include "tsage/tsage.h"
namespace TsAGE {
namespace Sherlock {
void SherlockLogo::start() {
GLOBALS._gfxFontNumber = -1;
GLOBALS.gfxManager().setDefaults();
// Start the demo's single scene
g_globals->_sceneManager.changeScene(1);
g_globals->_events.setCursor(CURSOR_NONE);
}
Scene *SherlockLogo::createScene(int sceneNumber) {
// The demo only has a single scene, so ignore the scene number and always return it
return new SherlockLogoScene();
}
bool SherlockLogo::canLoadGameStateCurrently() {
return false;
}
bool SherlockLogo::canSaveGameStateCurrently() {
return false;
}
void SherlockLogo::processEvent(Event &event) {
if (event.eventType == EVENT_BUTTON_DOWN || (event.eventType == EVENT_KEYPRESS &&
event.kbd.keycode == Common::KEYCODE_ESCAPE))
quitGame();
}
void SherlockLogo::quitGame() {
g_vm->quitGame();
}
/*--------------------------------------------------------------------------*/
void SherlockSceneHandler::postInit(SceneObjectList *OwnerList) {
_delayTicks = 2;
GLOBALS._soundManager.postInit();
GLOBALS._soundManager.buildDriverList(true);
GLOBALS._soundManager.installConfigDrivers();
GLOBALS._sceneManager.setNewScene(10);
GLOBALS._game->start();
}
/*--------------------------------------------------------------------------*/
void Object::setVisage(const Common::String &name) {
int visageNum = atoi(name.c_str());
SceneObject::setVisage(visageNum);
}
/*--------------------------------------------------------------------------*/
void SherlockLogoScene::Action1::signal() {
SherlockLogoScene &scene = *(SherlockLogoScene *)GLOBALS._sceneManager._scene;
switch (_actionIndex++) {
case 0:
// Load scene palette
GLOBALS._scenePalette.loadPalette(1111);
GLOBALS._scenePalette.loadPalette(1);
GLOBALS._scenePalette.refresh();
setDelay(1);
break;
case 1:
// Fade in the spotlight background
GLOBALS._scenePalette.addFader(scene._palette1._palette, 256, 6, this);
break;
case 2:
// First half of square, circle, and triangle bouncing
scene._object1.postInit();
scene._object1.setVisage("0016.vis");
scene._object1._strip = 1;
scene._object1._frame = 1;
scene._object1.setPosition(Common::Point(169, 107));
scene._object1.changeZoom(100);
scene._object1._numFrames = 7;
scene._object1.animate(ANIM_MODE_5, this);
break;
case 3:
// Remainder of bouncing square, circle, and triangle coming to rest
scene._object1._strip = 2;
scene._object1._frame = 1;
scene._object1.changeZoom(100);
scene._object1.animate(ANIM_MODE_4, 11, 1, this);
break;
case 4:
// Fade out background without fading out the shapes
GLOBALS._scenePalette.addFader(scene._palette2._palette, 256, 6, this);
break;
case 5:
scene._backSurface.fillRect(scene._sceneBounds, 0);
scene._gfxManager2.activate();
scene._gfxManager2.fillRect(scene._sceneBounds, 0);
scene._gfxManager2.deactivate();
//word_2B4AA = 3;
setDelay(10);
break;
case 6:
GLOBALS._scenePalette.loadPalette(12);
GLOBALS._scenePalette.refresh();
setDelay(1);
break;
case 7:
// Animation of shapes expanding upwards to form larger EA logo
scene._object1.setVisage("0012.vis");
scene._object1._strip = 1;
scene._object1._frame = 1;
scene._object1.changeZoom(100);
scene._object1.setPosition(Common::Point(170, 142));
scene._object1._numFrames = 7;
scene._object1.animate(ANIM_MODE_5, nullptr);
ADD_MOVER(scene._object1, 158, 71);
break;
case 8:
GLOBALS._scenePalette.addFader(scene._palette3._palette, 256, 40, this);
break;
case 9:
// Show 'Electronic Arts' company name
scene._object2.postInit(nullptr);
scene._object2.setVisage("0014.vis");
scene._object2._strip = 1;
scene._object2._frame = 1;
scene._object2.setPosition(Common::Point(152, 98));
scene._object2.changeZoom(100);
scene._object2.animate(ANIM_MODE_NONE, nullptr);
setDelay(120);
break;
case 10:
// Remainder of steps is positioning and sizing hand cursorin an arc
scene._object3.postInit();
scene._object3.setVisage("0018.vis");
scene._object3._strip = 1;
scene._object3._frame = 1;
scene._object3.setPosition(Common::Point(33, 91));
scene._object3.changeZoom(100);
scene._object3.animate(ANIM_MODE_NONE, nullptr);
setDelay(5);
break;
case 11:
scene._object3._frame = 2;
scene._object3.setPosition(Common::Point(44, 124));
setDelay(5);
break;
case 12:
scene._object3._frame = 3;
scene._object3.setPosition(Common::Point(64, 153));
setDelay(5);
break;
case 13:
scene._object3._frame = 4;
scene._object3.setPosition(Common::Point(87, 174));
setDelay(5);
break;
case 14:
scene._object3._frame = 5;
scene._object3.setPosition(Common::Point(114, 191));
setDelay(5);
break;
case 15:
scene._object3._frame = 6;
scene._object3.setPosition(Common::Point(125, 184));
setDelay(5);
break;
case 16:
scene._object3._frame = 7;
scene._object3.setPosition(Common::Point(154, 187));
setDelay(5);
break;
case 17:
scene._object3._frame = 8;
scene._object3.setPosition(Common::Point(181, 182));
setDelay(5);
break;
case 18:
scene._object3._frame = 9;
scene._object3.setPosition(Common::Point(191, 167));
setDelay(5);
break;
case 19:
scene._object3._frame = 10;
scene._object3.setPosition(Common::Point(190, 150));
setDelay(5);
break;
case 20:
scene._object3._frame = 11;
scene._object3.setPosition(Common::Point(182, 139));
setDelay(5);
break;
case 21:
scene._object3._frame = 11;
scene._object3.setPosition(Common::Point(170, 130));
setDelay(5);
break;
case 22:
scene._object3._frame = 11;
scene._object3.setPosition(Common::Point(158, 121));
setDelay(8);
break;
case 23:
// Show a highlighting of the company name
scene._object3.hide();
scene._object4.show();
scene._object4.setPosition(Common::Point(155, 94));
setDelay(8);
break;
case 24:
scene._object4._frame = 2;
scene._object4.setPosition(Common::Point(155, 94));
setDelay(8);
break;
case 25:
scene._object2.remove();
setDelay(1);
break;
case 26:
scene._object4._frame = 3;
scene._object4.setPosition(Common::Point(155, 94));
setDelay(8);
break;
case 27:
scene._object4._frame = 4;
scene._object4.setPosition(Common::Point(155, 94));
setDelay(8);
break;
break;
case 28:
scene._object4._frame = 5;
scene._object4.setPosition(Common::Point(155, 94));
setDelay(8);
break;
break;
case 29:
scene._object4._frame = 6;
scene._object4.setPosition(Common::Point(155, 94));
setDelay(8);
break;
break;
case 30:
scene._object4._frame = 7;
scene._object4.setPosition(Common::Point(155, 94));
setDelay(8);
break;
break;
case 31:
scene._object4._frame = 8;
scene._object4.setPosition(Common::Point(155, 94));
setDelay(8);
break;
case 32:
setDelay(180);
break;
default:
scene.finish();
remove();
break;
}
}
/*--------------------------------------------------------------------------*/
void SherlockLogoScene::postInit(SceneObjectList *OwnerList) {
loadScene(10);
Scene::postInit(OwnerList);
_palette1.loadPalette(1111);
_palette1.loadPalette(10);
_palette2.loadPalette(1111);
_palette2.loadPalette(1);
_palette3.loadPalette(1111);
_palette3.loadPalette(14);
_object4.postInit();
_object4.setVisage("0019.vis");
_object4._strip = 1;
_object4._frame = 1;
_object4.setPosition(Common::Point(155, 94));
_object4.changeZoom(100);
_object4.animate(ANIM_MODE_NONE, nullptr);
_object4.hide();
setAction(&_action1);
}
void SherlockLogoScene::finish() {
g_vm->quitGame();
}
} // End of namespace Sherlock
} // End of namespace TsAGE

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@ -0,0 +1,78 @@
/* 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.
*
*/
#ifndef TSAGE_SHERLOCK_LOGO_H
#define TSAGE_SHERLOCK_LOGO_H
#include "common/scummsys.h"
#include "tsage/events.h"
#include "tsage/core.h"
#include "tsage/scenes.h"
#include "tsage/globals.h"
#include "tsage/sound.h"
namespace TsAGE {
namespace Sherlock {
using namespace TsAGE;
class Object : public SceneObject {
public:
void setVisage(const Common::String &name);
};
class SherlockLogo: public Game {
public:
virtual void start();
virtual Scene *createScene(int sceneNumber);
virtual void quitGame();
virtual void processEvent(Event &event);
virtual bool canSaveGameStateCurrently();
virtual bool canLoadGameStateCurrently();
};
class SherlockSceneHandler : public SceneHandler {
public:
virtual void postInit(SceneObjectList *OwnerList);
};
class SherlockLogoScene: public Scene {
class Action1 : public Action {
public:
virtual void signal();
};
public:
ScenePalette _palette1, _palette2, _palette3;
Object _object1, _object2, _object3, _object4;
Action1 _action1;
GfxManager _gfxManager2;
virtual void postInit(SceneObjectList *OwnerList = NULL);
void finish();
};
} // End of namespace Sherlock
} // End of namespace TsAGE
#endif

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@ -44,11 +44,12 @@ TSageEngine::TSageEngine(OSystem *system, const tSageGameDescription *gameDesc)
_debugger = new DemoDebugger();
else
_debugger = new RingworldDebugger();
}
else if (g_vm->getGameID() == GType_BlueForce)
} else if (g_vm->getGameID() == GType_BlueForce)
_debugger = new BlueForceDebugger();
else if (g_vm->getGameID() == GType_Ringworld2)
_debugger = new Ringworld2Debugger();
else if (g_vm->getGameID() == GType_Sherlock1)
_debugger = new DemoDebugger();
}
Common::Error TSageEngine::init() {
@ -110,6 +111,11 @@ void TSageEngine::initialize() {
// Reset all global variables
R2_GLOBALS.reset();
} else if (g_vm->getGameID() == GType_Sherlock1) {
g_resourceManager->addLib("SF3.RLB");
g_globals = new Globals();
return;
}
g_globals->gfxManager().setDefaults();

View File

@ -42,7 +42,8 @@ namespace TsAGE {
enum {
GType_Ringworld = 0,
GType_BlueForce = 1,
GType_Ringworld2 = 2
GType_Ringworld2 = 2,
GType_Sherlock1 = 5
};
enum {