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358
engines/tsage/sherlock/sherlock_logo.cpp
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358
engines/tsage/sherlock/sherlock_logo.cpp
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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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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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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*
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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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifdef TSAGE_SHERLOCK_ENABLED
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#include "tsage/sherlock/sherlock_logo.h"
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#include "tsage/scenes.h"
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#include "tsage/tsage.h"
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namespace TsAGE {
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namespace Sherlock {
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void SherlockLogo::start() {
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GLOBALS._gfxFontNumber = -1;
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GLOBALS.gfxManager().setDefaults();
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// Start the demo's single scene
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g_globals->_sceneManager.changeScene(1);
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g_globals->_events.setCursor(CURSOR_NONE);
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}
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Scene *SherlockLogo::createScene(int sceneNumber) {
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// The demo only has a single scene, so ignore the scene number and always return it
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return new SherlockLogoScene();
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}
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bool SherlockLogo::canLoadGameStateCurrently() {
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return false;
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}
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bool SherlockLogo::canSaveGameStateCurrently() {
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return false;
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}
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void SherlockLogo::processEvent(Event &event) {
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if (event.eventType == EVENT_BUTTON_DOWN || (event.eventType == EVENT_KEYPRESS &&
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event.kbd.keycode == Common::KEYCODE_ESCAPE))
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quitGame();
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}
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void SherlockLogo::quitGame() {
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g_vm->quitGame();
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}
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/*--------------------------------------------------------------------------*/
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void SherlockSceneHandler::postInit(SceneObjectList *OwnerList) {
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_delayTicks = 2;
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GLOBALS._soundManager.postInit();
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GLOBALS._soundManager.buildDriverList(true);
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GLOBALS._soundManager.installConfigDrivers();
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GLOBALS._sceneManager.setNewScene(10);
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GLOBALS._game->start();
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}
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/*--------------------------------------------------------------------------*/
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void Object::setVisage(const Common::String &name) {
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int visageNum = atoi(name.c_str());
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SceneObject::setVisage(visageNum);
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}
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/*--------------------------------------------------------------------------*/
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void SherlockLogoScene::Action1::signal() {
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SherlockLogoScene &scene = *(SherlockLogoScene *)GLOBALS._sceneManager._scene;
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switch (_actionIndex++) {
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case 0:
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// Load scene palette
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GLOBALS._scenePalette.loadPalette(1111);
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GLOBALS._scenePalette.loadPalette(1);
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GLOBALS._scenePalette.refresh();
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setDelay(1);
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break;
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case 1:
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// Fade in the spotlight background
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GLOBALS._scenePalette.addFader(scene._palette1._palette, 256, 6, this);
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break;
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case 2:
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// First half of square, circle, and triangle bouncing
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scene._object1.postInit();
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scene._object1.setVisage("0016.vis");
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scene._object1._strip = 1;
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scene._object1._frame = 1;
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scene._object1.setPosition(Common::Point(169, 107));
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scene._object1.changeZoom(100);
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scene._object1._numFrames = 7;
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scene._object1.animate(ANIM_MODE_5, this);
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break;
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case 3:
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// Remainder of bouncing square, circle, and triangle coming to rest
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scene._object1._strip = 2;
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scene._object1._frame = 1;
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scene._object1.changeZoom(100);
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scene._object1.animate(ANIM_MODE_4, 11, 1, this);
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break;
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case 4:
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// Fade out background without fading out the shapes
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GLOBALS._scenePalette.addFader(scene._palette2._palette, 256, 6, this);
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break;
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case 5:
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scene._backSurface.fillRect(scene._sceneBounds, 0);
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scene._gfxManager2.activate();
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scene._gfxManager2.fillRect(scene._sceneBounds, 0);
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scene._gfxManager2.deactivate();
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//word_2B4AA = 3;
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setDelay(10);
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break;
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case 6:
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GLOBALS._scenePalette.loadPalette(12);
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GLOBALS._scenePalette.refresh();
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setDelay(1);
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break;
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case 7:
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// Animation of shapes expanding upwards to form larger EA logo
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scene._object1.setVisage("0012.vis");
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scene._object1._strip = 1;
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scene._object1._frame = 1;
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scene._object1.changeZoom(100);
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scene._object1.setPosition(Common::Point(170, 142));
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scene._object1._numFrames = 7;
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scene._object1.animate(ANIM_MODE_5, (const void *)nullptr);
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ADD_MOVER(scene._object1, 158, 71);
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break;
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case 8:
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GLOBALS._scenePalette.addFader(scene._palette3._palette, 256, 40, this);
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break;
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case 9:
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// Show 'Electronic Arts' company name
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scene._object2.postInit(nullptr);
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scene._object2.setVisage("0014.vis");
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scene._object2._strip = 1;
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scene._object2._frame = 1;
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scene._object2.setPosition(Common::Point(152, 98));
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scene._object2.changeZoom(100);
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scene._object2.animate(ANIM_MODE_NONE, (const void *)nullptr);
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setDelay(120);
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break;
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case 10:
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// Remainder of steps is positioning and sizing hand cursorin an arc
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scene._object3.postInit();
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scene._object3.setVisage("0018.vis");
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scene._object3._strip = 1;
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scene._object3._frame = 1;
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scene._object3.setPosition(Common::Point(33, 91));
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scene._object3.changeZoom(100);
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scene._object3.animate(ANIM_MODE_NONE, (const void *)nullptr);
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setDelay(5);
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break;
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case 11:
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scene._object3._frame = 2;
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scene._object3.setPosition(Common::Point(44, 124));
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setDelay(5);
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break;
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case 12:
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scene._object3._frame = 3;
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scene._object3.setPosition(Common::Point(64, 153));
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setDelay(5);
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break;
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case 13:
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scene._object3._frame = 4;
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scene._object3.setPosition(Common::Point(87, 174));
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setDelay(5);
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break;
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case 14:
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scene._object3._frame = 5;
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scene._object3.setPosition(Common::Point(114, 191));
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setDelay(5);
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break;
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case 15:
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scene._object3._frame = 6;
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scene._object3.setPosition(Common::Point(125, 184));
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setDelay(5);
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break;
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case 16:
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scene._object3._frame = 7;
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scene._object3.setPosition(Common::Point(154, 187));
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setDelay(5);
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break;
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case 17:
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scene._object3._frame = 8;
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scene._object3.setPosition(Common::Point(181, 182));
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setDelay(5);
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break;
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case 18:
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scene._object3._frame = 9;
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scene._object3.setPosition(Common::Point(191, 167));
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setDelay(5);
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break;
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case 19:
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scene._object3._frame = 10;
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scene._object3.setPosition(Common::Point(190, 150));
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setDelay(5);
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break;
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case 20:
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scene._object3._frame = 11;
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scene._object3.setPosition(Common::Point(182, 139));
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setDelay(5);
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break;
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case 21:
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scene._object3._frame = 11;
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scene._object3.setPosition(Common::Point(170, 130));
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setDelay(5);
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break;
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case 22:
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scene._object3._frame = 11;
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scene._object3.setPosition(Common::Point(158, 121));
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setDelay(8);
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break;
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case 23:
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// Show a highlighting of the company name
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scene._object3.hide();
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scene._object4.show();
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scene._object4.setPosition(Common::Point(155, 94));
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setDelay(8);
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break;
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case 24:
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scene._object4._frame = 2;
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scene._object4.setPosition(Common::Point(155, 94));
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setDelay(8);
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break;
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case 25:
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scene._object2.remove();
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setDelay(1);
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break;
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case 26:
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scene._object4._frame = 3;
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scene._object4.setPosition(Common::Point(155, 94));
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setDelay(8);
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break;
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case 27:
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scene._object4._frame = 4;
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scene._object4.setPosition(Common::Point(155, 94));
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setDelay(8);
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break;
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break;
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case 28:
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scene._object4._frame = 5;
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scene._object4.setPosition(Common::Point(155, 94));
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setDelay(8);
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break;
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break;
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case 29:
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scene._object4._frame = 6;
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scene._object4.setPosition(Common::Point(155, 94));
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setDelay(8);
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break;
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break;
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case 30:
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scene._object4._frame = 7;
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scene._object4.setPosition(Common::Point(155, 94));
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setDelay(8);
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break;
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break;
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case 31:
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scene._object4._frame = 8;
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scene._object4.setPosition(Common::Point(155, 94));
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setDelay(8);
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break;
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case 32:
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setDelay(180);
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break;
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default:
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scene.finish();
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remove();
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break;
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}
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}
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/*--------------------------------------------------------------------------*/
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void SherlockLogoScene::postInit(SceneObjectList *OwnerList) {
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loadScene(10);
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Scene::postInit(OwnerList);
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_palette1.loadPalette(1111);
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_palette1.loadPalette(10);
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_palette2.loadPalette(1111);
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_palette2.loadPalette(1);
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_palette3.loadPalette(1111);
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_palette3.loadPalette(14);
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_object4.postInit();
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_object4.setVisage("0019.vis");
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_object4._strip = 1;
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_object4._frame = 1;
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_object4.setPosition(Common::Point(155, 94));
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_object4.changeZoom(100);
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_object4.animate(ANIM_MODE_NONE, (const void *)nullptr);
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_object4.hide();
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setAction(&_action1);
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}
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void SherlockLogoScene::finish() {
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g_vm->quitGame();
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}
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} // End of namespace Sherlock
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} // End of namespace TsAGE
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#endif
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79
engines/tsage/sherlock/sherlock_logo.h
Normal file
79
engines/tsage/sherlock/sherlock_logo.h
Normal file
@@ -0,0 +1,79 @@
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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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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||||
*
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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
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifdef TSAGE_SHERLOCK_ENABLED
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#ifndef TSAGE_SHERLOCK_LOGO_H
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#define TSAGE_SHERLOCK_LOGO_H
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#include "common/scummsys.h"
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#include "tsage/events.h"
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#include "tsage/core.h"
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#include "tsage/scenes.h"
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#include "tsage/globals.h"
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#include "tsage/sound.h"
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namespace TsAGE {
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namespace Sherlock {
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using namespace TsAGE;
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class Object : public SceneObject {
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public:
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void setVisage(const Common::String &name);
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};
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class SherlockLogo: public Game {
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public:
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virtual void start();
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virtual Scene *createScene(int sceneNumber);
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virtual void quitGame();
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virtual void processEvent(Event &event);
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virtual bool canSaveGameStateCurrently();
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virtual bool canLoadGameStateCurrently();
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};
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class SherlockSceneHandler : public SceneHandler {
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public:
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virtual void postInit(SceneObjectList *OwnerList);
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};
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class SherlockLogoScene: public Scene {
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class Action1 : public Action {
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public:
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virtual void signal();
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};
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public:
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ScenePalette _palette1, _palette2, _palette3;
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Object _object1, _object2, _object3, _object4;
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Action1 _action1;
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GfxManager _gfxManager2;
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virtual void postInit(SceneObjectList *OwnerList = NULL);
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void finish();
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};
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} // End of namespace Sherlock
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} // End of namespace TsAGE
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#endif
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#endif
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Reference in New Issue
Block a user