scummvm/engines/lure/intro.cpp
Paul Gilbert b2e97060ad Initial sound implementation
svn-id: r28917
2007-09-16 04:06:49 +00:00

153 lines
4.1 KiB
C++

/* 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*
*/
#include "lure/intro.h"
#include "lure/animseq.h"
#include "lure/events.h"
#include "lure/sound.h"
namespace Lure {
struct AnimRecord {
uint16 resourceId;
uint8 paletteIndex;
uint16 initialPause;
uint16 endingPause;
uint8 soundNumber;
};
static const uint16 start_screens[] = {0x18, 0x1A, 0x1E, 0x1C, 0};
static const AnimRecord anim_screens[] = {
{0x40, 0, 0x35A, 0xC8, 0}, // The kingdom was at peace
{0x42, 1, 0, 0x5FA, 1}, // Cliff overhang
{0x44, 2, 0, 0, 2}, // Siluette in moonlight
{0x24, 3, 0, 0x328 + 0x24, 0xff}, // Exposition of reaching town
{0x46, 3, 0, 0, 3}, // Skorl approaches
{0, 0, 0, 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) {
Events &events = Events::getReference();
_screen.screen().loadScreen(screenId);
_screen.update();
Palette p(paletteId);
_screen.paletteFadeIn(&p);
bool result = events.interruptableDelay(delaySize);
if (events.quitFlag) return true;
_screen.paletteFadeOut();
return result;
}
// show
// Main method for the introduction sequence
bool Introduction::show() {
Events &events = Events::getReference();
_screen.setPaletteEmpty();
// Initial game company and then game screen
for (int ctr = 0; start_screens[ctr]; ++ctr)
if (showScreen(start_screens[ctr], start_screens[ctr] + 1, 5000))
return true;
// Animated screens
AnimationSequence *anim;
bool result;
uint8 currentSound = 0xff;
PaletteCollection coll(0x32);
const AnimRecord *curr_anim = anim_screens;
for (; curr_anim->resourceId; ++curr_anim) {
// Handle sound selection
if (curr_anim->soundNumber != 0xff) {
if (currentSound != 0xff)
// Fade out the previous sound
Sound.fadeOut();
currentSound = curr_anim->soundNumber;
Sound.musicInterface_Play(currentSound, 0);
// DEBUG TEST
// g_system->delayMillis(1000);
// Sound.musicInterface_Play(1, 1);
}
bool fadeIn = curr_anim == anim_screens;
anim = new AnimationSequence(_screen, _system, curr_anim->resourceId,
coll.getPalette(curr_anim->paletteIndex), fadeIn);
if (curr_anim->initialPause != 0)
if (events.interruptableDelay(curr_anim->initialPause * 1000 / 50)) return true;
result = false;
switch (anim->show()) {
case ABORT_NONE:
if (curr_anim->endingPause != 0) {
result = events.interruptableDelay(curr_anim->endingPause * 1000 / 50);
}
break;
case ABORT_END_INTRO:
result = true;
break;
case ABORT_NEXT_SCENE:
break;
}
delete anim;
if (result) {
Sound.musicInterface_KillAll();
return true;
}
}
// Show battle pictures one frame at a time
result = false;
anim = new AnimationSequence(_screen, _system, 0x48, coll.getPalette(4), false);
do {
result = events.interruptableDelay(2000);
_screen.paletteFadeOut();
if (!result) result = events.interruptableDelay(500);
if (result) break;
} while (anim->step());
delete anim;
if (!result)
// Show final introduction screen
showScreen(0x22, 0x21, 10000);
Sound.musicInterface_KillAll();
return false;
}
} // end of namespace Lure