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https://github.com/libretro/scummvm.git
synced 2025-04-07 09:14:11 +00:00
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:
parent
cd816b24d7
commit
8743838f47
engines/mohawk
@ -246,6 +246,13 @@ void GraphicsManager::copyAnimImageSectionToScreen(MohawkSurface *image, Common:
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getVM()->_system->unlockScreen();
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}
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void GraphicsManager::addImageToCache(uint16 id, MohawkSurface *surface) {
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if (_cache.contains(id))
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error("Image %d already in cache", id);
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_cache[id] = surface;
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}
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MystGraphics::MystGraphics(MohawkEngine_Myst* vm) : GraphicsManager(), _vm(vm) {
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_bmpDecoder = new MystBitmap();
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@ -630,6 +637,9 @@ RivenGraphics::RivenGraphics(MohawkEngine_Riven* vm) : GraphicsManager(), _vm(vm
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_scheduledTransition = -1; // no transition
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_dirtyScreen = false;
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_inventoryDrawn = false;
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_creditsImage = 302;
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_creditsPos = 0;
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}
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RivenGraphics::~RivenGraphics() {
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@ -840,6 +850,17 @@ void RivenGraphics::runScheduledTransition() {
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_scheduledTransition = -1; // Clear scheduled transition
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}
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void RivenGraphics::clearMainScreen() {
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_mainScreen->fillRect(Common::Rect(0, 0, 608, 392), _pixelFormat.RGBToColor(0, 0, 0));
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}
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void RivenGraphics::fadeToBlack() {
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// Self-explanatory
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scheduleTransition(16);
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clearMainScreen();
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runScheduledTransition();
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}
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void RivenGraphics::showInventory() {
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// Don't redraw the inventory
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if (_inventoryDrawn)
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@ -955,6 +976,60 @@ void RivenGraphics::drawExtrasImage(uint16 id, Common::Rect dstRect) {
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_dirtyScreen = true;
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}
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void RivenGraphics::beginCredits() {
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// Clear the old cache
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clearCache();
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// Now cache all the credits images
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for (uint16 i = 302; i <= 320; i++) {
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MohawkSurface *surface = _bitmapDecoder->decodeImage(_vm->getExtrasResource(ID_TBMP, i));
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surface->convertToTrueColor();
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addImageToCache(i, surface);
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}
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// And clear our screen too
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clearMainScreen();
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}
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void RivenGraphics::updateCredits() {
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if ((_creditsImage == 303 || _creditsImage == 304) && _creditsPos == 0)
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fadeToBlack();
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if (_creditsImage < 304) {
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// For the first two credit images, they are faded from black to the image and then out again
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scheduleTransition(16);
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Graphics::Surface *frame = findImage(_creditsImage++)->getSurface();
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for (int y = 0; y < frame->h; y++)
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memcpy(_mainScreen->getBasePtr(124, y), frame->getBasePtr(0, y), frame->pitch);
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runScheduledTransition();
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} else {
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// Otheriwse, we're scrolling
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// Move the screen up one row
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memmove(_mainScreen->pixels, _mainScreen->getBasePtr(0, 1), _mainScreen->pitch * (_mainScreen->h - 1));
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// Only update as long as we're not before the last frame
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// Otherwise, we're just moving up a row (which we already did)
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if (_creditsImage <= 320) {
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// Copy the next row to the bottom of the screen
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Graphics::Surface *frame = findImage(_creditsImage)->getSurface();
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memcpy(_mainScreen->getBasePtr(124, _mainScreen->h - 1), frame->getBasePtr(0, _creditsPos), frame->pitch);
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_creditsPos++;
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if (_creditsPos == _mainScreen->h) {
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_creditsImage++;
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_creditsPos = 0;
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}
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}
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// Now flush the new screen
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_vm->_system->copyRectToScreen((byte *)_mainScreen->pixels, _mainScreen->pitch, 0, 0, _mainScreen->w, _mainScreen->h);
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_vm->_system->updateScreen();
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}
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}
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LBGraphics::LBGraphics(MohawkEngine_LivingBooks *vm, uint16 width, uint16 height) : GraphicsManager(), _vm(vm) {
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_bmpDecoder = _vm->isPreMohawk() ? new OldMohawkBitmap() : new MohawkBitmap();
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@ -110,6 +110,7 @@ protected:
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virtual Common::Array<MohawkSurface *> decodeImages(uint16 id);
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virtual MohawkEngine *getVM() = 0;
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void addImageToCache(uint16 id, MohawkSurface *surface);
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private:
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// An image cache that stores images until clearCache() is called
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@ -195,11 +196,17 @@ public:
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// Transitions
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void scheduleTransition(uint16 id, Common::Rect rect = Common::Rect(0, 0, 608, 392));
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void runScheduledTransition();
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void fadeToBlack();
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// Inventory
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void showInventory();
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void hideInventory();
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// Credits
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void beginCredits();
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void updateCredits();
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uint getCurCreditsImage() { return _creditsImage; }
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protected:
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MohawkSurface *decodeImage(uint16 id);
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MohawkEngine *getVM() { return (MohawkEngine *)_vm; }
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@ -224,6 +231,10 @@ private:
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Graphics::Surface *_mainScreen;
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bool _dirtyScreen;
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Graphics::PixelFormat _pixelFormat;
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void clearMainScreen();
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// Credits
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uint _creditsImage, _creditsPos;
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};
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class LBGraphics : public GraphicsManager {
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@ -223,13 +223,27 @@ void RivenExternal::runEndGame(uint16 video) {
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}
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void RivenExternal::runCredits(uint16 video) {
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// TODO: Play until the last frame and then run the credits
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// Initialize our credits state
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_vm->_cursor->hideCursor();
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_vm->_gfx->beginCredits();
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uint nextCreditsFrameStart = 0;
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VideoHandle videoHandle = _vm->_video->findVideoHandleRiven(video);
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while (!_vm->_video->endOfVideo(videoHandle) && !_vm->shouldQuit()) {
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if (_vm->_video->updateMovies())
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_vm->_system->updateScreen();
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while (!_vm->shouldQuit() && _vm->_gfx->getCurCreditsImage() <= 320) {
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if (_vm->_video->getCurFrame(videoHandle) >= (int32)_vm->_video->getFrameCount(videoHandle) - 1) {
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if (_vm->_system->getMillis() >= nextCreditsFrameStart) {
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// the first two frames stay on for 5 seconds
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// the rest of the scroll updates happen at 30Hz
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if (_vm->_gfx->getCurCreditsImage() < 304)
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nextCreditsFrameStart = _vm->_system->getMillis() + 5000;
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else
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nextCreditsFrameStart = _vm->_system->getMillis() + 1000 / 30;
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_vm->_gfx->updateCredits();
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}
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} else if (_vm->_video->updateMovies())
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_vm->_system->updateScreen();
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Common::Event event;
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while (_vm->_system->getEventManager()->pollEvent(event))
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