MOHAWK: Add initial support for the Riven credits sequence

The credits start too early for a few of the end game sequences, but otherwise works well (minus missing fade support, but that is throughout the game anyway).
This commit is contained in:
Matthew Hoops 2011-03-09 13:54:15 -05:00
parent cd816b24d7
commit 8743838f47
3 changed files with 104 additions and 4 deletions

@ -246,6 +246,13 @@ void GraphicsManager::copyAnimImageSectionToScreen(MohawkSurface *image, Common:
getVM()->_system->unlockScreen();
}
void GraphicsManager::addImageToCache(uint16 id, MohawkSurface *surface) {
if (_cache.contains(id))
error("Image %d already in cache", id);
_cache[id] = surface;
}
MystGraphics::MystGraphics(MohawkEngine_Myst* vm) : GraphicsManager(), _vm(vm) {
_bmpDecoder = new MystBitmap();
@ -630,6 +637,9 @@ RivenGraphics::RivenGraphics(MohawkEngine_Riven* vm) : GraphicsManager(), _vm(vm
_scheduledTransition = -1; // no transition
_dirtyScreen = false;
_inventoryDrawn = false;
_creditsImage = 302;
_creditsPos = 0;
}
RivenGraphics::~RivenGraphics() {
@ -840,6 +850,17 @@ void RivenGraphics::runScheduledTransition() {
_scheduledTransition = -1; // Clear scheduled transition
}
void RivenGraphics::clearMainScreen() {
_mainScreen->fillRect(Common::Rect(0, 0, 608, 392), _pixelFormat.RGBToColor(0, 0, 0));
}
void RivenGraphics::fadeToBlack() {
// Self-explanatory
scheduleTransition(16);
clearMainScreen();
runScheduledTransition();
}
void RivenGraphics::showInventory() {
// Don't redraw the inventory
if (_inventoryDrawn)
@ -955,6 +976,60 @@ void RivenGraphics::drawExtrasImage(uint16 id, Common::Rect dstRect) {
_dirtyScreen = true;
}
void RivenGraphics::beginCredits() {
// Clear the old cache
clearCache();
// Now cache all the credits images
for (uint16 i = 302; i <= 320; i++) {
MohawkSurface *surface = _bitmapDecoder->decodeImage(_vm->getExtrasResource(ID_TBMP, i));
surface->convertToTrueColor();
addImageToCache(i, surface);
}
// And clear our screen too
clearMainScreen();
}
void RivenGraphics::updateCredits() {
if ((_creditsImage == 303 || _creditsImage == 304) && _creditsPos == 0)
fadeToBlack();
if (_creditsImage < 304) {
// For the first two credit images, they are faded from black to the image and then out again
scheduleTransition(16);
Graphics::Surface *frame = findImage(_creditsImage++)->getSurface();
for (int y = 0; y < frame->h; y++)
memcpy(_mainScreen->getBasePtr(124, y), frame->getBasePtr(0, y), frame->pitch);
runScheduledTransition();
} else {
// Otheriwse, we're scrolling
// Move the screen up one row
memmove(_mainScreen->pixels, _mainScreen->getBasePtr(0, 1), _mainScreen->pitch * (_mainScreen->h - 1));
// Only update as long as we're not before the last frame
// Otherwise, we're just moving up a row (which we already did)
if (_creditsImage <= 320) {
// Copy the next row to the bottom of the screen
Graphics::Surface *frame = findImage(_creditsImage)->getSurface();
memcpy(_mainScreen->getBasePtr(124, _mainScreen->h - 1), frame->getBasePtr(0, _creditsPos), frame->pitch);
_creditsPos++;
if (_creditsPos == _mainScreen->h) {
_creditsImage++;
_creditsPos = 0;
}
}
// Now flush the new screen
_vm->_system->copyRectToScreen((byte *)_mainScreen->pixels, _mainScreen->pitch, 0, 0, _mainScreen->w, _mainScreen->h);
_vm->_system->updateScreen();
}
}
LBGraphics::LBGraphics(MohawkEngine_LivingBooks *vm, uint16 width, uint16 height) : GraphicsManager(), _vm(vm) {
_bmpDecoder = _vm->isPreMohawk() ? new OldMohawkBitmap() : new MohawkBitmap();

@ -110,6 +110,7 @@ protected:
virtual Common::Array<MohawkSurface *> decodeImages(uint16 id);
virtual MohawkEngine *getVM() = 0;
void addImageToCache(uint16 id, MohawkSurface *surface);
private:
// An image cache that stores images until clearCache() is called
@ -195,11 +196,17 @@ public:
// Transitions
void scheduleTransition(uint16 id, Common::Rect rect = Common::Rect(0, 0, 608, 392));
void runScheduledTransition();
void fadeToBlack();
// Inventory
void showInventory();
void hideInventory();
// Credits
void beginCredits();
void updateCredits();
uint getCurCreditsImage() { return _creditsImage; }
protected:
MohawkSurface *decodeImage(uint16 id);
MohawkEngine *getVM() { return (MohawkEngine *)_vm; }
@ -224,6 +231,10 @@ private:
Graphics::Surface *_mainScreen;
bool _dirtyScreen;
Graphics::PixelFormat _pixelFormat;
void clearMainScreen();
// Credits
uint _creditsImage, _creditsPos;
};
class LBGraphics : public GraphicsManager {

@ -223,13 +223,27 @@ void RivenExternal::runEndGame(uint16 video) {
}
void RivenExternal::runCredits(uint16 video) {
// TODO: Play until the last frame and then run the credits
// Initialize our credits state
_vm->_cursor->hideCursor();
_vm->_gfx->beginCredits();
uint nextCreditsFrameStart = 0;
VideoHandle videoHandle = _vm->_video->findVideoHandleRiven(video);
while (!_vm->_video->endOfVideo(videoHandle) && !_vm->shouldQuit()) {
if (_vm->_video->updateMovies())
_vm->_system->updateScreen();
while (!_vm->shouldQuit() && _vm->_gfx->getCurCreditsImage() <= 320) {
if (_vm->_video->getCurFrame(videoHandle) >= (int32)_vm->_video->getFrameCount(videoHandle) - 1) {
if (_vm->_system->getMillis() >= nextCreditsFrameStart) {
// the first two frames stay on for 5 seconds
// the rest of the scroll updates happen at 30Hz
if (_vm->_gfx->getCurCreditsImage() < 304)
nextCreditsFrameStart = _vm->_system->getMillis() + 5000;
else
nextCreditsFrameStart = _vm->_system->getMillis() + 1000 / 30;
_vm->_gfx->updateCredits();
}
} else if (_vm->_video->updateMovies())
_vm->_system->updateScreen();
Common::Event event;
while (_vm->_system->getEventManager()->pollEvent(event))