/* 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 3 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, see . * */ #include "lure/lure.h" #include "lure/intro.h" #include "lure/animseq.h" #include "lure/events.h" #include "lure/sound.h" namespace Lure { struct AnimRecord { // The resource ID of the animation uint16 resourceId; // The index of the palette to use uint8 paletteIndex; // The time that should pass before starting the animation uint16 initialPause; // The time that should pass at the last screen of the animation uint16 endingPause; // The number of the sound that should play during the animation uint8 soundNumber; // True if the sound should fade out before the transition bool fadeOutSound; // The time that should pass on the last animation screen before the // next sound is played uint16 soundTransitionPause; // The number of the sound that should be played on the last screen // (0xFF for none) uint8 soundNumber2; }; static const uint16 start_screens[] = {0x18, 0x1A, 0x1E, 0x1C, 0}; static const AnimRecord anim_screens[] = { // Note that the ending pause of the first anim is about 8 seconds in the // original interpreter vs about 14 seconds here. 8 seconds is quite short // to read the screen, so I kept it at 14. Conveniently, the first music // track is much longer than what was actually used in the game. {0x40, 0, 0x314, 0x2BE, 0x00, true, 0x1F4, 0x01}, // The kingdom was at peace {0x42, 1, 0, 0x5FA, 0x01, false, 0, 0xFF}, // Cliff overhang {0x44, 2, 0, 0, 0x02, false, 0, 0xFF}, // Siluette in moonlight {0x24, 3, 0, 0x62C + 0x24, 0xFF, false, 0x328, 0x03}, // Exposition of reaching town {0x46, 3, 0, 0, 0x03, false, 0, 0xFF}, // Skorl approaches {0, 0, 0, 0, 0xFF, false, 0, 0xFF}}; // showScreen // Shows a screen by loading it from the given resource, and then fading it in // with a palette in the following resource. Returns true if the introduction // should be aborted bool Introduction::showScreen(uint16 screenId, uint16 paletteId, uint16 delaySize, bool fadeOut) { Screen &screen = Screen::getReference(); bool isEGA = LureEngine::getReference().isEGA(); screen.screen().loadScreen(screenId); screen.update(); Palette p(paletteId); if (LureEngine::getReference().shouldQuit()) return true; if (isEGA) screen.setPalette(&p); else screen.paletteFadeIn(&p); bool result = interruptableDelay(delaySize); if (LureEngine::getReference().shouldQuit()) return true; if (fadeOut && !isEGA) screen.paletteFadeOut(); return result; } // interruptableDelay // Delays for a given number of milliseconds. If it returns true, it indicates that // the Escape has been pressed to abort whatever sequence is being displayed bool Introduction::interruptableDelay(uint32 milliseconds) { Events &events = Events::getReference(); if (events.interruptableDelay(milliseconds)) { if (events.type() == Common::EVENT_KEYDOWN) return events.event().kbd.keycode == 27; else if (LureEngine::getReference().shouldQuit()) return true; else if (events.type() == Common::EVENT_LBUTTONDOWN) return false; } return false; } // show // Main method for the introduction sequence bool Introduction::show() { Screen &screen = Screen::getReference(); bool isEGA = LureEngine::getReference().isEGA(); screen.setPaletteEmpty(); // Initial game company and then game screen for (int ctr = 0; ctr < 3; ++ctr) if (showScreen(start_screens[ctr], start_screens[ctr] + 1, 5000)) return true; // Title screen if (showScreen(start_screens[3], start_screens[3] + 1, 5000, false)) return true; bool result = Sound.initCustomTimbres(true); if (result) return true; // Fade out title screen if (!isEGA) screen.paletteFadeOut(); PaletteCollection coll(0x32); Palette EgaPalette(0x1D); // Animated screens AnimationSequence *anim; _currentSound = 0xFF; const AnimRecord *curr_anim = anim_screens; for (; curr_anim->resourceId; ++curr_anim) { // Handle sound selection playMusic(curr_anim->soundNumber, false); bool fadeIn = curr_anim == anim_screens; anim = new AnimationSequence(curr_anim->resourceId, isEGA ? EgaPalette : coll.getPalette(curr_anim->paletteIndex), fadeIn, (curr_anim->resourceId == 0x44) ? 4 : 7); if (curr_anim->initialPause != 0) { if (interruptableDelay(curr_anim->initialPause * 1000 / 50)) { delete anim; return true; } } result = false; switch (anim->show()) { case ABORT_NONE: if (curr_anim->endingPause != 0) { if (curr_anim->soundTransitionPause != 0) { uint16 pause = curr_anim->soundTransitionPause * 1000 / 50; if (curr_anim->fadeOutSound) { pause -= 3500; } // Wait before transitioning to the next track result = interruptableDelay(pause); } if (!result) result = playMusic(curr_anim->soundNumber2, curr_anim->fadeOutSound); if (!result) // Wait remaining time before the next animation result = interruptableDelay((curr_anim->endingPause - curr_anim->soundTransitionPause) * 1000 / 50); } break; case ABORT_END_INTRO: result = true; break; case ABORT_NEXT_SCENE: default: break; } delete anim; if (result) { Sound.musicInterface_KillAll(); return true; } } // Fade out last cutscene screen if (!isEGA) screen.paletteFadeOut(); // Show battle pictures one frame at a time result = false; anim = new AnimationSequence(0x48, isEGA ? EgaPalette : coll.getPalette(4), false); do { result = interruptableDelay(2000); if (isEGA) { screen.empty(); } else { screen.paletteFadeOut(); } if (!result) result = interruptableDelay(500); if (result) break; } while (anim->step()); delete anim; if (!result) { // Show final introduction animation if (!isEGA) showScreen(0x22, 0x21, 33300); else { Palette finalPalette(0x21); anim = new AnimationSequence(0x22, finalPalette, false); delete anim; interruptableDelay(34000); } } Sound.musicInterface_KillAll(); return false; } bool Introduction::playMusic(uint8 soundNumber, bool fadeOut) { bool result = false; if (soundNumber != 0xFF && _currentSound != soundNumber) { // Stop the previous sound if (fadeOut) { result = Sound.fadeOut(); if (!result) result = interruptableDelay(500); } else { Sound.musicInterface_KillAll(); } if (!result) { _currentSound = soundNumber; Sound.musicInterface_Play(_currentSound, true); } } return result; } } // End of namespace Lure