mirror of
https://github.com/libretro/scummvm.git
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b2e97060ad
svn-id: r28917
153 lines
4.1 KiB
C++
153 lines
4.1 KiB
C++
/* 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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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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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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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*/
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#include "lure/intro.h"
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#include "lure/animseq.h"
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#include "lure/events.h"
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#include "lure/sound.h"
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namespace Lure {
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struct AnimRecord {
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uint16 resourceId;
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uint8 paletteIndex;
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uint16 initialPause;
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uint16 endingPause;
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uint8 soundNumber;
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};
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static const uint16 start_screens[] = {0x18, 0x1A, 0x1E, 0x1C, 0};
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static const AnimRecord anim_screens[] = {
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{0x40, 0, 0x35A, 0xC8, 0}, // The kingdom was at peace
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{0x42, 1, 0, 0x5FA, 1}, // Cliff overhang
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{0x44, 2, 0, 0, 2}, // Siluette in moonlight
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{0x24, 3, 0, 0x328 + 0x24, 0xff}, // Exposition of reaching town
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{0x46, 3, 0, 0, 3}, // Skorl approaches
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{0, 0, 0, 0, 0xff}};
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// showScreen
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// Shows a screen by loading it from the given resource, and then fading it in
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// with a palette in the following resource. Returns true if the introduction
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// should be aborted
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bool Introduction::showScreen(uint16 screenId, uint16 paletteId, uint16 delaySize) {
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Events &events = Events::getReference();
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_screen.screen().loadScreen(screenId);
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_screen.update();
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Palette p(paletteId);
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_screen.paletteFadeIn(&p);
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bool result = events.interruptableDelay(delaySize);
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if (events.quitFlag) return true;
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_screen.paletteFadeOut();
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return result;
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}
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// show
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// Main method for the introduction sequence
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bool Introduction::show() {
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Events &events = Events::getReference();
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_screen.setPaletteEmpty();
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// Initial game company and then game screen
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for (int ctr = 0; start_screens[ctr]; ++ctr)
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if (showScreen(start_screens[ctr], start_screens[ctr] + 1, 5000))
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return true;
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// Animated screens
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AnimationSequence *anim;
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bool result;
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uint8 currentSound = 0xff;
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PaletteCollection coll(0x32);
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const AnimRecord *curr_anim = anim_screens;
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for (; curr_anim->resourceId; ++curr_anim) {
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// Handle sound selection
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if (curr_anim->soundNumber != 0xff) {
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if (currentSound != 0xff)
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// Fade out the previous sound
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Sound.fadeOut();
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currentSound = curr_anim->soundNumber;
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Sound.musicInterface_Play(currentSound, 0);
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// DEBUG TEST
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// g_system->delayMillis(1000);
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// Sound.musicInterface_Play(1, 1);
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}
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bool fadeIn = curr_anim == anim_screens;
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anim = new AnimationSequence(_screen, _system, curr_anim->resourceId,
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coll.getPalette(curr_anim->paletteIndex), fadeIn);
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if (curr_anim->initialPause != 0)
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if (events.interruptableDelay(curr_anim->initialPause * 1000 / 50)) return true;
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result = false;
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switch (anim->show()) {
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case ABORT_NONE:
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if (curr_anim->endingPause != 0) {
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result = events.interruptableDelay(curr_anim->endingPause * 1000 / 50);
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}
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break;
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case ABORT_END_INTRO:
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result = true;
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break;
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case ABORT_NEXT_SCENE:
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break;
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}
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delete anim;
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if (result) {
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Sound.musicInterface_KillAll();
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return true;
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}
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}
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// Show battle pictures one frame at a time
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result = false;
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anim = new AnimationSequence(_screen, _system, 0x48, coll.getPalette(4), false);
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do {
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result = events.interruptableDelay(2000);
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_screen.paletteFadeOut();
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if (!result) result = events.interruptableDelay(500);
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if (result) break;
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} while (anim->step());
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delete anim;
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if (!result)
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// Show final introduction screen
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showScreen(0x22, 0x21, 10000);
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Sound.musicInterface_KillAll();
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return false;
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}
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} // end of namespace Lure
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