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d173491acc
but I can't be absolutely sure. I'm also not sure if I'm using the correct music data. I'm fairly sure that the MUSICGM.RES file is the appropriate choice for "General MIDI", but I have no way of verifying that the MUSICFM.RES is really the right choice for MT-32. (Is either of them a good choice for Adlib, or are they both equally bad?) svn-id: r15831
311 lines
7.5 KiB
C++
311 lines
7.5 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2004 The ScummVM project
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*
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* The ReInherit Engine is (C)2000-2003 by Daniel Balsom.
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*
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*/
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// "I Have No Mouth" Intro sequence scene procedures
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#include "saga/saga.h"
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#include "saga/yslib.h"
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#include "saga/gfx.h"
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#include "saga/animation.h"
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#include "saga/cvar_mod.h"
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#include "saga/events.h"
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#include "saga/rscfile_mod.h"
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#include "saga/scene.h"
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namespace Saga {
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SCENE_RESLIST IHNM_IntroMovie1RL[] = {
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{30, SAGA_BG_IMAGE, 0, 0} ,
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{31, SAGA_ANIM_1, 0, 0}
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};
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SCENE_DESC IHNM_IntroMovie1Desc = {
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0, 0, 0, 0, 0, 0, 0, 0,
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IHNM_IntroMovie1RL,
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ARRAYSIZE(IHNM_IntroMovie1RL)
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};
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SCENE_RESLIST IHNM_IntroMovie2RL[] = {
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{32, SAGA_BG_IMAGE, 0, 0} ,
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{33, SAGA_ANIM_1, 0, 0}
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};
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SCENE_DESC IHNM_IntroMovie2Desc = {
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0, 0, 0, 0, 0, 0, 0, 0,
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IHNM_IntroMovie2RL,
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ARRAYSIZE(IHNM_IntroMovie2RL)
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};
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SCENE_RESLIST IHNM_IntroMovie3RL[] = {
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{34, SAGA_BG_IMAGE, 0, 0},
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{35, SAGA_ANIM_1, 0, 0}
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};
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SCENE_DESC IHNM_IntroMovie3Desc = {
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0, 0, 0, 0, 0, 0, 0, 0,
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IHNM_IntroMovie3RL,
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ARRAYSIZE(IHNM_IntroMovie3RL)
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};
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SCENE_RESLIST IHNM_IntroMovie4RL[] = {
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{1227, SAGA_BG_IMAGE, 0, 0},
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{1226, SAGA_ANIM_1, 0, 0}
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};
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SCENE_DESC IHNM_IntroMovie4Desc = {
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0, 0, 0, 0, 0, 0, 0, 0,
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IHNM_IntroMovie4RL,
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ARRAYSIZE(IHNM_IntroMovie4RL)
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};
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SCENE_QUEUE IHNM_IntroList[] = {
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{0, &IHNM_IntroMovie1Desc, BY_DESC, Scene::SC_IHNMIntroMovieProc1, 0, SCENE_NOFADE},
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{0, &IHNM_IntroMovie2Desc, BY_DESC, Scene::SC_IHNMIntroMovieProc2, 0, SCENE_NOFADE},
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{0, &IHNM_IntroMovie3Desc, BY_DESC, Scene::SC_IHNMIntroMovieProc3, 0, SCENE_NOFADE},
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{0, &IHNM_IntroMovie4Desc, BY_DESC, Scene::SC_IHNMHateProc, 0, SCENE_NOFADE}
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};
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int Scene::IHNMStartProc() {
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size_t n_introscenes;
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size_t i;
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n_introscenes = ARRAYSIZE(IHNM_IntroList);
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for (i = 0; i < n_introscenes; i++) {
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_vm->_scene->queueScene(&IHNM_IntroList[i]);
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}
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return SUCCESS;
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}
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int Scene::SC_IHNMIntroMovieProc1(int param, SCENE_INFO *scene_info, void *refCon) {
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return ((Scene *)refCon)->IHNMIntroMovieProc1(param, scene_info);
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}
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int Scene::IHNMIntroMovieProc1(int param, SCENE_INFO *scene_info) {
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EVENT event;
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switch (param) {
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case SCENE_BEGIN:
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// Background for intro scene is the first frame of the
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// intro animation; display it and set the palette
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event.type = ONESHOT_EVENT;
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event.code = BG_EVENT;
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event.op = EVENT_DISPLAY;
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event.param = SET_PALETTE;
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event.time = 0;
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_vm->_events->queue(&event);
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_vm->_anim->setFrameTime(0, IHNM_INTRO_FRAMETIME);
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_vm->_anim->setFlag(0, ANIM_ENDSCENE);
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_vm->_anim->play(0, 0);
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break;
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default:
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break;
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}
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return 0;
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}
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int Scene::SC_IHNMIntroMovieProc2(int param, SCENE_INFO *scene_info, void *refCon) {
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return ((Scene *)refCon)->IHNMIntroMovieProc2(param, scene_info);
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}
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int Scene::IHNMIntroMovieProc2(int param, SCENE_INFO *scene_info) {
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EVENT event;
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EVENT *q_event;
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PALENTRY *pal;
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static PALENTRY current_pal[PAL_ENTRIES];
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switch (param) {
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case SCENE_BEGIN:
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// Fade to black out of the intro CyberDreams logo anim
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_vm->_gfx->getCurrentPal(current_pal);
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event.type = CONTINUOUS_EVENT;
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event.code = PAL_EVENT;
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event.op = EVENT_PALTOBLACK;
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event.time = 0;
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event.duration = IHNM_PALFADE_TIME;
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event.data = current_pal;
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q_event = _vm->_events->queue(&event);
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// Background for intro scene is the first frame of the
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// intro animation; display it but don't set palette
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event.type = ONESHOT_EVENT;
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event.code = BG_EVENT;
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event.op = EVENT_DISPLAY;
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event.param = NO_SET_PALETTE;
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event.time = 0;
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q_event = _vm->_events->chain(q_event, &event);
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// Fade in from black to the scene background palette
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_vm->_scene->getBGPal(&pal);
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event.type = CONTINUOUS_EVENT;
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event.code = PAL_EVENT;
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event.op = EVENT_BLACKTOPAL;
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event.time = 0;
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event.duration = IHNM_PALFADE_TIME;
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event.data = pal;
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q_event = _vm->_events->chain(q_event, &event);
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_vm->_anim->setFlag(0, ANIM_LOOP);
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_vm->_anim->play(0, IHNM_PALFADE_TIME * 2);
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// Queue end of scene after looping animation for a while
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event.type = ONESHOT_EVENT;
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event.code = SCENE_EVENT;
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event.op = EVENT_END;
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event.time = IHNM_DGLOGO_TIME;
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q_event = _vm->_events->chain(q_event, &event);
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break;
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default:
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break;
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}
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return 0;
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}
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int Scene::SC_IHNMIntroMovieProc3(int param, SCENE_INFO *scene_info, void *refCon) {
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return ((Scene *)refCon)->IHNMIntroMovieProc3(param, scene_info);
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}
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int Scene::IHNMIntroMovieProc3(int param, SCENE_INFO *scene_info) {
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EVENT event;
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EVENT *q_event;
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PALENTRY *pal;
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static PALENTRY current_pal[PAL_ENTRIES];
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switch (param) {
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case SCENE_BEGIN:
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// Fade to black out of the intro DG logo anim
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_vm->_gfx->getCurrentPal(current_pal);
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event.type = CONTINUOUS_EVENT;
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event.code = PAL_EVENT;
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event.op = EVENT_PALTOBLACK;
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event.time = 0;
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event.duration = IHNM_PALFADE_TIME;
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event.data = current_pal;
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q_event = _vm->_events->queue(&event);
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// Music, maestro
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event.type = ONESHOT_EVENT;
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event.code = MUSIC_EVENT;
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event.param = 1;
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event.param2 = 0;
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event.op = EVENT_PLAY;
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event.time = 0;
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q_event = _vm->_events->queue(&event);
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// Background for intro scene is the first frame of the
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// intro animation; display it but don't set palette
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event.type = ONESHOT_EVENT;
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event.code = BG_EVENT;
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event.op = EVENT_DISPLAY;
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event.param = NO_SET_PALETTE;
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event.time = 0;
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q_event = _vm->_events->chain(q_event, &event);
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// Fade in from black to the scene background palette
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_vm->_scene->getBGPal(&pal);
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event.type = CONTINUOUS_EVENT;
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event.code = PAL_EVENT;
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event.op = EVENT_BLACKTOPAL;
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event.time = 0;
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event.duration = IHNM_PALFADE_TIME;
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event.data = pal;
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q_event = _vm->_events->chain(q_event, &event);
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_vm->_anim->play(0, 0);
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// Queue end of scene after a while
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// TODO: I've increased the delay so the speech won't start
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// until the music has ended. Could someone verify if that's
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// the correct behaviour?
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event.type = ONESHOT_EVENT;
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event.code = SCENE_EVENT;
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event.op = EVENT_END;
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event.time = IHNM_TITLE_TIME;
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q_event = _vm->_events->chain(q_event, &event);
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break;
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default:
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break;
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}
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return 0;
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}
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int Scene::SC_IHNMHateProc(int param, SCENE_INFO *scene_info, void *refCon) {
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return ((Scene *)refCon)->IHNMHateProc(param, scene_info);
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}
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int Scene::IHNMHateProc(int param, SCENE_INFO *scene_info) {
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EVENT event;
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EVENT *q_event;
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switch (param) {
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case SCENE_BEGIN:
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// Background for intro scene is the first frame of the
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// intro animation; display it and set the palette
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event.type = ONESHOT_EVENT;
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event.code = BG_EVENT;
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event.op = EVENT_DISPLAY;
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event.param = SET_PALETTE;
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event.time = 0;
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q_event = _vm->_events->queue(&event);
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event.type = ONESHOT_EVENT;
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event.code = VOICE_EVENT;
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event.op = EVENT_PLAY;
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event.param = 0;
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event.time = 0;
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q_event = _vm->_events->queue(&event);
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_vm->_anim->setFlag(0, ANIM_LOOP);
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_vm->_anim->play(0, 0);
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break;
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default:
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break;
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}
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return 0;
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}
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} // End of namespace Saga
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