scummvm/saga/ihnm_introproc.cpp
Torbjörn Andersson d8a96c3032 Allowed IHNM to use the opSpeak opcode. Aborting that code path early meant
that the instruction wasn't fully read, so the next opcode would be wrong.
This is what caused it to crash.

To keep the game from hanging, I also allowed the engine to call the
_actors->direct() function for IHNM. This allows AM's intro speech to be
played in its entirety.

Since this includes the "hate" speech, I've removed that part from the
hard-coded intro. To get the right music playing, I've enabled the
sfPlayMusic() function for IHNM. This is pure guesswork, though. Once the
scene changes, the wrong music plays again. However, this is scene music,
i.e. not scripted.

It doesn't play the background sound. Looks like _fxTable[] isn't generated
for IHNM. More noticeably, until the scene changes it doesn't show any
graphics apart from the subtitles, which are drawn in the wrong colour and
(I believe) the wrong font.

svn-id: r18712
2005-08-26 12:07:31 +00:00

325 lines
7.9 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2004-2005 The ScummVM project
*
* The ReInherit Engine is (C)2000-2003 by Daniel Balsom.
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
// "I Have No Mouth" Intro sequence scene procedures
#include "saga/saga.h"
#include "saga/gfx.h"
#include "saga/animation.h"
#include "saga/events.h"
#include "saga/sndres.h"
#include "saga/music.h"
#include "saga/scene.h"
namespace Saga {
SceneResourceData IHNM_IntroMovie1RL[] = {
{30, 2, 0, 0, false} ,
{31, 14, 0, 0, false}
};
SceneDescription IHNM_IntroMovie1Desc = {
0, 0, 0, 0, 0, 0, 0, 0,
IHNM_IntroMovie1RL,
ARRAYSIZE(IHNM_IntroMovie1RL)
};
SceneResourceData IHNM_IntroMovie2RL[] = {
{32, 2, 0, 0, false} ,
{33, 14, 0, 0, false}
};
SceneDescription IHNM_IntroMovie2Desc = {
0, 0, 0, 0, 0, 0, 0, 0,
IHNM_IntroMovie2RL,
ARRAYSIZE(IHNM_IntroMovie2RL)
};
SceneResourceData IHNM_IntroMovie3RL[] = {
{34, 2, 0, 0, false},
{35, 14, 0, 0, false}
};
SceneDescription IHNM_IntroMovie3Desc = {
0, 0, 0, 0, 0, 0, 0, 0,
IHNM_IntroMovie3RL,
ARRAYSIZE(IHNM_IntroMovie3RL)
};
SceneResourceData IHNM_IntroMovie4RL[] = {
{1227, 2, 0, 0, false},
{1226, 14, 0, 0, false}
};
SceneDescription IHNM_IntroMovie4Desc = {
0, 0, 0, 0, 0, 0, 0, 0,
IHNM_IntroMovie4RL,
ARRAYSIZE(IHNM_IntroMovie4RL)
};
LoadSceneParams IHNM_IntroList[] = {
{0, kLoadByDescription, &IHNM_IntroMovie1Desc, Scene::SC_IHNMIntroMovieProc1, false, kTransitionNoFade, 0, NO_CHAPTER_CHANGE},
{0, kLoadByDescription, &IHNM_IntroMovie2Desc, Scene::SC_IHNMIntroMovieProc2, false, kTransitionNoFade, 0, NO_CHAPTER_CHANGE},
{0, kLoadByDescription, &IHNM_IntroMovie3Desc, Scene::SC_IHNMIntroMovieProc3, false, kTransitionNoFade, 0, NO_CHAPTER_CHANGE},
};
int Scene::IHNMStartProc() {
size_t n_introscenes;
size_t i;
LoadSceneParams firstScene;
n_introscenes = ARRAYSIZE(IHNM_IntroList);
for (i = 0; i < n_introscenes; i++) {
_vm->_scene->queueScene(&IHNM_IntroList[i]);
}
firstScene.loadFlag = kLoadBySceneNumber;
firstScene.sceneDescriptor = -1;
firstScene.sceneDescription = NULL;
firstScene.sceneSkipTarget = true;
firstScene.sceneProc = NULL;
firstScene.transitionType = kTransitionFade;
firstScene.actorsEntrance = 0;
firstScene.chapter = -1;
_vm->_scene->queueScene(&firstScene);
return SUCCESS;
}
int Scene::SC_IHNMIntroMovieProc1(int param, void *refCon) {
return ((Scene *)refCon)->IHNMIntroMovieProc1(param);
}
int Scene::IHNMIntroMovieProc1(int param) {
Event event;
Event *q_event;
switch (param) {
case SCENE_BEGIN:
// Background for intro scene is the first frame of the
// intro animation; display it and set the palette
event.type = kEvTOneshot;
event.code = kBgEvent;
event.op = kEventDisplay;
event.param = kEvPSetPalette;
event.time = 0;
q_event = _vm->_events->queue(&event);
_vm->_anim->setFrameTime(0, IHNM_INTRO_FRAMETIME);
_vm->_anim->setFlag(0, ANIM_ENDSCENE);
event.type = kEvTOneshot;
event.code = kAnimEvent;
event.op = kEventPlay;
event.param = 0;
event.time = 0;
q_event = _vm->_events->chain(q_event, &event);
break;
default:
break;
}
return 0;
}
int Scene::SC_IHNMIntroMovieProc2(int param, void *refCon) {
return ((Scene *)refCon)->IHNMIntroMovieProc2(param);
}
int Scene::IHNMIntroMovieProc2(int param) {
Event event;
Event *q_event;
PalEntry *pal;
static PalEntry current_pal[PAL_ENTRIES];
switch (param) {
case SCENE_BEGIN:
// Fade to black out of the intro CyberDreams logo anim
_vm->_gfx->getCurrentPal(current_pal);
event.type = kEvTContinuous;
event.code = kPalEvent;
event.op = kEventPalToBlack;
event.time = 0;
event.duration = IHNM_PALFADE_TIME;
event.data = current_pal;
q_event = _vm->_events->queue(&event);
// Background for intro scene is the first frame of the
// intro animation; display it but don't set palette
event.type = kEvTOneshot;
event.code = kBgEvent;
event.op = kEventDisplay;
event.param = kEvPNoSetPalette;
event.time = 0;
q_event = _vm->_events->chain(q_event, &event);
_vm->_anim->setCycles(0, -1);
// Unlike the original, we keep the logo spinning during the
// palette fades. We don't have to, but I think it looks better
// that way.
event.type = kEvTOneshot;
event.code = kAnimEvent;
event.op = kEventPlay;
event.param = 0;
event.time = 0;
q_event = _vm->_events->chain(q_event, &event);
// Fade in from black to the scene background palette
_vm->_scene->getBGPal(pal);
event.type = kEvTContinuous;
event.code = kPalEvent;
event.op = kEventBlackToPal;
event.time = 0;
event.duration = IHNM_PALFADE_TIME;
event.data = pal;
q_event = _vm->_events->chain(q_event, &event);
// Fade to black after looping animation for a while
event.type = kEvTContinuous;
event.code = kPalEvent;
event.op = kEventPalToBlack;
event.time = IHNM_DGLOGO_TIME;
event.duration = IHNM_PALFADE_TIME;
event.data = pal;
q_event = _vm->_events->chain(q_event, &event);
// Queue end of scene
event.type = kEvTOneshot;
event.code = kSceneEvent;
event.op = kEventEnd;
event.time = 0;
q_event = _vm->_events->chain(q_event, &event);
break;
default:
break;
}
return 0;
}
int Scene::SC_IHNMIntroMovieProc3(int param, void *refCon) {
return ((Scene *)refCon)->IHNMIntroMovieProc3(param);
}
int Scene::IHNMIntroMovieProc3(int param) {
Event event;
Event *q_event;
PalEntry *pal;
static PalEntry current_pal[PAL_ENTRIES];
switch (param) {
case SCENE_BEGIN:
// Fade to black out of the intro DG logo anim
_vm->_gfx->getCurrentPal(current_pal);
event.type = kEvTContinuous;
event.code = kPalEvent;
event.op = kEventPalToBlack;
event.time = 0;
event.duration = IHNM_PALFADE_TIME;
event.data = current_pal;
q_event = _vm->_events->queue(&event);
// Music, maestro
// In the GM file, this music also appears as tracks 7, 13, 19,
// 25 and 31, but only track 1 sounds right with the FM music.
event.type = kEvTOneshot;
event.code = kMusicEvent;
event.param = 1;
event.param2 = MUSIC_NORMAL;
event.op = kEventPlay;
event.time = 0;
q_event = _vm->_events->chain(q_event, &event);
// Background for intro scene is the first frame of the intro
// animation; display it but don't set palette
event.type = kEvTOneshot;
event.code = kBgEvent;
event.op = kEventDisplay;
event.param = kEvPNoSetPalette;
event.time = 0;
q_event = _vm->_events->chain(q_event, &event);
// Fade in from black to the scene background palette
_vm->_scene->getBGPal(pal);
event.type = kEvTContinuous;
event.code = kPalEvent;
event.op = kEventBlackToPal;
event.time = 0;
event.duration = IHNM_PALFADE_TIME;
event.data = pal;
q_event = _vm->_events->chain(q_event, &event);
event.type = kEvTOneshot;
event.code = kAnimEvent;
event.op = kEventPlay;
event.param = 0;
event.time = 0;
q_event = _vm->_events->chain(q_event, &event);
// Queue end of scene after a while
// TODO: I've increased the delay so the speech won't start
// until the music has ended. Could someone verify if that's
// the correct behaviour?
event.type = kEvTOneshot;
event.code = kSceneEvent;
event.op = kEventEnd;
event.time = _vm->_music->hasAdlib() ? IHNM_TITLE_TIME_FM : IHNM_TITLE_TIME_GM;
q_event = _vm->_events->chain(q_event, &event);
break;
default:
break;
}
return 0;
}
} // End of namespace Saga