mirror of
https://github.com/libretro/scummvm.git
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658 lines
16 KiB
C++
658 lines
16 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2004 The ScummVM project
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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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#include "common/stdafx.h"
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#include "common/file.h"
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#include "sound/vorbis.h"
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#include "sound/mp3.h"
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#include "sword2/sword2.h"
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#include "sword2/maketext.h"
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#include "sword2/driver/animation.h"
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#include "sword2/driver/d_draw.h"
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#include "sword2/driver/d_sound.h"
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#include "sword2/driver/menu.h"
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#include "sword2/driver/render.h"
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namespace Sword2 {
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AnimationState::AnimationState(Sword2Engine *vm)
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: BaseAnimationState(_vm->_mixer, _vm->_system, 640, 480), _vm(vm) {
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}
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AnimationState::~AnimationState() {
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}
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bool AnimationState::init(const char *name) {
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#ifdef USE_MPEG2
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char tempFile[512];
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decoder = NULL;
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mpgfile = NULL;
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sndfile = NULL;
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bgSoundStream = NULL;
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#ifdef BACKEND_8BIT
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uint i, p;
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// Load lookup palettes
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// TODO: Binary format so we can use File class
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sprintf(tempFile, "%s/%s.pal", _vm->getGameDataPath(), name);
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FILE *f = fopen(tempFile, "r");
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if (!f) {
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warning("Cutscene: %s.pal palette missing", name);
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return false;
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}
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p = 0;
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while (!feof(f)) {
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int end, cnt;
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if (fscanf(f, "%i %i", &end, &cnt) != 2)
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break;
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palettes[p].end = (uint) end;
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palettes[p].cnt = (uint) cnt;
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for (i = 0; i < palettes[p].cnt; i++) {
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int r, g, b;
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fscanf(f, "%i", &r);
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fscanf(f, "%i", &g);
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fscanf(f, "%i", &b);
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palettes[p].pal[4 * i] = r;
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palettes[p].pal[4 * i + 1] = g;
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palettes[p].pal[4 * i + 2] = b;
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palettes[p].pal[4 * i + 3] = 0;
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}
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for (; i < 256; i++) {
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palettes[p].pal[4 * i] = 0;
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palettes[p].pal[4 * i + 1] = 0;
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palettes[p].pal[4 * i + 2] = 0;
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palettes[p].pal[4 * i + 3] = 0;
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}
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p++;
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}
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fclose(f);
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palnum = 0;
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maxPalnum = p;
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setPalette(palettes[palnum].pal);
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lut = lut2 = lookup[0];
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curpal = -1;
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cr = 0;
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buildLookup(palnum, 256);
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lut2 = lookup[1];
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lutcalcnum = (BITDEPTH + palettes[palnum].end + 2) / (palettes[palnum].end + 2);
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#else
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buildLookup();
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overlay = (OverlayColor*)calloc(MOVIE_WIDTH * MOVIE_HEIGHT, sizeof(OverlayColor));
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_sys->show_overlay();
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#endif
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// Open MPEG2 stream
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mpgfile = new File();
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sprintf(tempFile, "%s.mp2", name);
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if (!mpgfile->open(tempFile)) {
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warning("Cutscene: Could not open %s", tempFile);
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return false;
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}
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// Load and configure decoder
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decoder = mpeg2_init();
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if (decoder == NULL) {
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warning("Cutscene: Could not allocate an MPEG2 decoder");
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return false;
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}
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info = mpeg2_info(decoder);
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framenum = 0;
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frameskipped = 0;
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ticks = _sys->get_msecs();
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// Play audio
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sndfile = new File();
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bgSoundStream = AudioStream::openStreamFile(name, sndfile);
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if (bgSoundStream != NULL) {
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_snd->playInputStream(&bgSound, bgSoundStream, false, 255, 0, -1, false);
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} else {
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warning("Cutscene: Could not open Audio Track for %s", name);
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}
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return true;
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#else /* USE_MPEG2 */
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return false;
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#endif
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}
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#ifdef BACKEND_8BIT
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void AnimationState::setPalette(byte *pal) {
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_vm->_graphics->setPalette(0, 256, pal, RDPAL_INSTANT);
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}
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#else
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void AnimationState::drawTextObject(SpriteInfo *s, uint8 *src) {
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OverlayColor *dst = overlay + RENDERWIDE * (s->y) + s->x;
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// FIXME: These aren't the "right" colours, but look good to me.
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OverlayColor pen = _sys->RGBToColor(255, 255, 255);
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OverlayColor border = _sys->RGBToColor(0, 0, 0);
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for (int y = 0; y < s->h; y++) {
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for (int x = 0; x < s->w; x++) {
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switch (src[x]) {
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case 1:
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dst[x] = border;
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break;
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case 255:
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dst[x] = pen;
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break;
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default:
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break;
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}
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}
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dst += RENDERWIDE;
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src += s->w;
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}
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}
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void AnimationState::clearDisplay(void) {
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OverlayColor black = _sys->RGBToColor(0, 0, 0);
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for (int i = 0; i < MOVIE_WIDTH * MOVIE_HEIGHT; i++)
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overlay[i] = black;
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}
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void AnimationState::updateDisplay(void) {
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_sys->copy_rect_overlay(overlay, MOVIE_WIDTH, 0, 0, MOVIE_WIDTH, MOVIE_HEIGHT);
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}
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#endif
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bool AnimationState::decodeFrame() {
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#ifdef USE_MPEG2
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mpeg2_state_t state;
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const mpeg2_sequence_t *sequence_i;
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size_t size = (size_t) -1;
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do {
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state = mpeg2_parse(decoder);
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sequence_i = info->sequence;
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switch (state) {
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case STATE_BUFFER:
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size = mpgfile->read(buffer, BUFFER_SIZE);
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mpeg2_buffer(decoder, buffer, buffer + size);
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break;
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case STATE_SLICE:
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case STATE_END:
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if (info->display_fbuf) {
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/* simple audio video sync code:
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* we calculate the actual frame by taking the elapsed audio time and try
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* to stay inside +- 1 frame of this calculated frame number by dropping
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* frames if we run behind and delaying if we are too fast
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*/
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/* Avoid deadlock is sound was too far ahead */
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if (bgSoundStream && !bgSound.isActive())
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return false;
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#ifdef BACKEND_8BIT
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if (checkPaletteSwitch() || (bgSoundStream == NULL) ||
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((_snd->getChannelElapsedTime(bgSound) * 12) / 1000 < framenum + 1) || frameskipped > 10) {
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if (frameskipped > 10) {
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warning("force frame %i redraw", framenum);
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frameskipped = 0;
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}
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_vm->_graphics->plotYUV(lut, sequence_i->width, sequence_i->height, info->display_fbuf->buf);
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if (bgSoundStream) {
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while ((_snd->getChannelElapsedTime(bgSound) * 12) / 1000 < framenum)
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_sys->delay_msecs(10);
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} else {
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ticks += 83;
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_vm->sleepUntil(ticks);
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}
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_vm->_graphics->setNeedFullRedraw();
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} else {
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warning("dropped frame %i", framenum);
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frameskipped++;
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}
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buildLookup(palnum + 1, lutcalcnum);
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#else
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if ((bgSoundStream == NULL) ||
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((_snd->getChannelElapsedTime(bgSound) * 12) / 1000 < framenum + 1) || frameskipped > 10) {
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if (frameskipped > 10) {
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warning("force frame %i redraw", framenum);
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frameskipped = 0;
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}
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plotYUV(lookup, sequence_i->width, sequence_i->height, info->display_fbuf->buf);
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if (bgSoundStream) {
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while ((_snd->getChannelElapsedTime(bgSound) * 12) / 1000 < framenum)
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_sys->delay_msecs(10);
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} else {
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ticks += 83;
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_vm->sleepUntil(ticks);
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}
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} else {
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warning("dropped frame %i", framenum);
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frameskipped++;
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}
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#endif
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framenum++;
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return true;
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}
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break;
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default:
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break;
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}
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} while (size);
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#endif
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return false;
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}
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MovieInfo MoviePlayer::_movies[] = {
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{ "carib", 222 },
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{ "escape", 187 },
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{ "eye", 248 },
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{ "finale", 1485 },
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{ "guard", 75 },
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{ "intro", 1800 },
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{ "jungle", 186 },
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{ "museum", 167 },
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{ "pablo", 75 },
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{ "pyramid", 60 },
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{ "quaram", 184 },
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{ "river", 656 },
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{ "sailing", 138 },
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{ "shaman", 788 },
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{ "stone1", 34 },
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{ "stone2", 282 },
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{ "stone3", 65 },
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{ "demo", 60 },
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{ "enddemo", 110 }
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};
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MoviePlayer::MoviePlayer(Sword2Engine *vm)
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: _vm(vm), _snd(_vm->_mixer), _sys(_vm->_system), _textSurface(NULL) {
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}
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void MoviePlayer::openTextObject(MovieTextObject *obj) {
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if (obj->textSprite)
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_vm->_graphics->createSurface(obj->textSprite, &_textSurface);
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}
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void MoviePlayer::closeTextObject(MovieTextObject *obj) {
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if (_textSurface) {
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_vm->_graphics->deleteSurface(_textSurface);
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_textSurface = NULL;
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}
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}
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void MoviePlayer::drawTextObject(AnimationState *anim, MovieTextObject *obj) {
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if (obj->textSprite && _textSurface) {
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#ifdef BACKEND_8BIT
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_vm->_graphics->drawSurface(obj->textSprite, _textSurface);
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#else
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if (anim)
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anim->drawTextObject(obj->textSprite, _textSurface);
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else
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_vm->_graphics->drawSurface(obj->textSprite, _textSurface);
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#endif
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}
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}
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/**
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* Plays an animated cutscene.
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* @param filename the file name of the cutscene file
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* @param text the subtitles and voiceovers for the cutscene
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* @param musicOut lead-out music
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*/
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int32 MoviePlayer::play(const char *filename, MovieTextObject *text[], uint8 *musicOut) {
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#ifdef USE_MPEG2
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uint frameCounter = 0, textCounter = 0;
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PlayingSoundHandle handle;
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bool skipCutscene = false, textVisible = false;
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uint32 flags = SoundMixer::FLAG_16BITS;
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bool startNextText = false;
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uint8 oldPal[1024];
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memcpy(oldPal, _vm->_graphics->_palCopy, 1024);
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AnimationState *anim = new AnimationState(_vm);
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if (!anim->init(filename)) {
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delete anim;
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// Missing Files? Use the old 'Narration Only' hack
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playDummy(filename, text, musicOut);
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return RD_OK;
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}
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_vm->_graphics->clearScene();
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#ifndef SCUMM_BIG_ENDIAN
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flags |= SoundMixer::FLAG_LITTLE_ENDIAN;
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#endif
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int i;
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uint leadOutFrame = (uint) -1;
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for (i = 0; i < ARRAYSIZE(_movies); i++) {
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if (scumm_stricmp(filename, _movies[i].name) == 0) {
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if (_movies[i].frames >= 60)
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leadOutFrame = _movies[i].frames - 60;
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else
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leadOutFrame = 0;
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break;
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}
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}
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if (i == ARRAYSIZE(_movies))
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warning("Unknown movie, '%s'", filename);
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while (anim->decodeFrame()) {
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if (text && text[textCounter]) {
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if (frameCounter == text[textCounter]->startFrame) {
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openTextObject(text[textCounter]);
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textVisible = true;
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if (text[textCounter]->speech) {
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startNextText = true;
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}
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}
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if (startNextText && !handle.isActive()) {
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_snd->playRaw(&handle, text[textCounter]->speech, text[textCounter]->speechBufferSize, 22050, flags);
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startNextText = false;
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}
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if (frameCounter == text[textCounter]->endFrame) {
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closeTextObject(text[textCounter]);
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textCounter++;
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textVisible = false;
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}
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if (textVisible)
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drawTextObject(anim, text[textCounter]);
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}
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frameCounter++;
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if (frameCounter == leadOutFrame && musicOut)
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_vm->_sound->playFx(0, musicOut, 0, 0, RDSE_FXLEADOUT);
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#ifdef BACKEND_8BIT
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_vm->_graphics->updateDisplay(true);
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#else
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anim->updateDisplay();
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_vm->_graphics->updateDisplay(false);
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#endif
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KeyboardEvent ke;
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if ((_vm->_input->readKey(&ke) == RD_OK && ke.keycode == 27) || _vm->_quit) {
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_snd->stopHandle(handle);
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skipCutscene = true;
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break;
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}
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}
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if (!skipCutscene) {
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// Sleep for one frame so that the last frame is displayed.
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_sys->delay_msecs(1000 / 12);
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}
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#ifndef BACKEND_8BIT
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// Most movies fade to black on their own, but not all of them. Since
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// we may be hanging around in the cutscene player for a while longer,
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// waiting for the lead-out sound to finish, paint the overlay black.
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anim->clearDisplay();
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#else
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_vm->_graphics->clearScene();
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_vm->_graphics->setNeedFullRedraw();
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#endif
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// If the speech is still playing, redraw the subtitles. At least in
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// the English version this is most noticeable in the "carib" cutscene.
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if (textVisible && handle.isActive())
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drawTextObject(anim, text[textCounter]);
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if (text)
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closeTextObject(text[textCounter]);
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#ifndef BACKEND_8BIT
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anim->updateDisplay();
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#else
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_vm->_graphics->updateDisplay(true);
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#endif
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// Wait for the voice to stop playing. This is to make sure
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// that we don't cut off the speech in mid-sentence, and - even
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// more importantly - that we don't free the sound buffer while
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// it's in use.
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while (handle.isActive()) {
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_vm->_graphics->updateDisplay(false);
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_sys->delay_msecs(100);
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}
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// Clear the screen again
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#ifndef BACKEND_8BIT
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anim->clearDisplay();
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anim->updateDisplay();
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#endif
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_vm->_graphics->clearScene();
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_vm->_graphics->setNeedFullRedraw();
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_vm->_graphics->setPalette(0, 256, oldPal, RDPAL_INSTANT);
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delete anim;
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// Wait for the lead-out to stop, if there is any.
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_vm->_sound->waitForLeadOut();
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// Lead-in and lead-out music are, as far as I can tell, only used for
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// the animated cut-scenes, so this seems like a good place to close
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// both of them.
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_vm->_sound->closeFx(-1);
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_vm->_sound->closeFx(-2);
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return RD_OK;
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#else
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// No MPEG2? Use the old 'Narration Only' hack
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playDummy(filename, text, musicOut);
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return RD_OK;
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#endif
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}
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/**
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* This just plays the cutscene with voiceovers / subtitles, in case the files
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* are missing.
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*/
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int32 MoviePlayer::playDummy(const char *filename, MovieTextObject *text[], uint8 *musicOut) {
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int frameCounter = 0, textCounter = 0;
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if (text) {
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uint8 oldPal[1024];
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uint8 tmpPal[1024];
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_vm->_graphics->clearScene();
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// HACK: Draw instructions
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//
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// I'm using the the menu area, because that's unlikely to be
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// touched by anything else during the cutscene.
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memset(_vm->_graphics->_buffer, 0, _vm->_graphics->_screenWide * MENUDEEP);
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uint8 msg[] = "Cutscene - Narration Only: Press ESC to exit, or visit www.scummvm.org to download cutscene videos";
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Memory *data = _vm->_fontRenderer->makeTextSprite(msg, RENDERWIDE, 255, _vm->_speechFontId);
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FrameHeader *frame = (FrameHeader *) data->ad;
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SpriteInfo msgSprite;
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uint8 *msgSurface;
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msgSprite.x = _vm->_graphics->_screenWide / 2 - frame->width / 2;
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msgSprite.y = RDMENU_MENUDEEP / 2 - frame->height / 2;
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msgSprite.w = frame->width;
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msgSprite.h = frame->height;
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msgSprite.type = RDSPR_NOCOMPRESSION;
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msgSprite.data = data->ad + sizeof(FrameHeader);
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_vm->_graphics->createSurface(&msgSprite, &msgSurface);
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_vm->_graphics->drawSurface(&msgSprite, msgSurface);
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_vm->_graphics->deleteSurface(msgSurface);
|
|
_vm->_memory->freeMemory(data);
|
|
|
|
// In case the cutscene has a long lead-in, start just before
|
|
// the first line of text.
|
|
|
|
frameCounter = text[0]->startFrame - 12;
|
|
|
|
// Fake a palette that will hopefully make the text visible.
|
|
// In the opening cutscene it seems to use colours 1 (black?)
|
|
// and 255 (white?).
|
|
|
|
memcpy(oldPal, _vm->_graphics->_palCopy, 1024);
|
|
memset(tmpPal, 0, 1024);
|
|
tmpPal[255 * 4 + 0] = 255;
|
|
tmpPal[255 * 4 + 1] = 255;
|
|
tmpPal[255 * 4 + 2] = 255;
|
|
_vm->_graphics->setPalette(0, 256, tmpPal, RDPAL_INSTANT);
|
|
|
|
PlayingSoundHandle handle;
|
|
|
|
bool skipCutscene = false;
|
|
|
|
uint32 flags = SoundMixer::FLAG_16BITS;
|
|
|
|
#ifndef SCUMM_BIG_ENDIAN
|
|
flags |= SoundMixer::FLAG_LITTLE_ENDIAN;
|
|
#endif
|
|
|
|
while (1) {
|
|
if (!text[textCounter])
|
|
break;
|
|
|
|
if (frameCounter == text[textCounter]->startFrame) {
|
|
_vm->_graphics->clearScene();
|
|
openTextObject(text[textCounter]);
|
|
drawTextObject(NULL, text[textCounter]);
|
|
if (text[textCounter]->speech) {
|
|
_snd->playRaw(&handle, text[textCounter]->speech, text[textCounter]->speechBufferSize, 22050, flags);
|
|
}
|
|
}
|
|
if (frameCounter == text[textCounter]->endFrame) {
|
|
closeTextObject(text[textCounter]);
|
|
_vm->_graphics->clearScene();
|
|
_vm->_graphics->setNeedFullRedraw();
|
|
textCounter++;
|
|
}
|
|
|
|
frameCounter++;
|
|
|
|
_vm->_graphics->updateDisplay();
|
|
|
|
KeyboardEvent ke;
|
|
|
|
if ((_vm->_input->readKey(&ke) == RD_OK && ke.keycode == 27) || _vm->_quit) {
|
|
_snd->stopHandle(handle);
|
|
skipCutscene = true;
|
|
break;
|
|
}
|
|
|
|
// Simulate ~12 frames per second. I don't know what
|
|
// frame rate the original movies had, or even if it
|
|
// was constant, but this seems to work reasonably.
|
|
|
|
_sys->delay_msecs(90);
|
|
}
|
|
|
|
// Wait for the voice to stop playing. This is to make sure
|
|
// that we don't cut off the speech in mid-sentence, and - even
|
|
// more importantly - that we don't free the sound buffer while
|
|
// it's in use.
|
|
|
|
while (handle.isActive()) {
|
|
_vm->_graphics->updateDisplay(false);
|
|
_sys->delay_msecs(100);
|
|
}
|
|
|
|
closeTextObject(text[textCounter]);
|
|
|
|
_vm->_graphics->clearScene();
|
|
_vm->_graphics->setNeedFullRedraw();
|
|
|
|
// HACK: Remove the instructions created above
|
|
Common::Rect r;
|
|
|
|
memset(_vm->_graphics->_buffer, 0, _vm->_graphics->_screenWide * MENUDEEP);
|
|
r.left = r.top = 0;
|
|
r.right = _vm->_graphics->_screenWide;
|
|
r.bottom = MENUDEEP;
|
|
_vm->_graphics->updateRect(&r);
|
|
|
|
// FIXME: For now, only play the lead-out music for cutscenes
|
|
// that have subtitles.
|
|
|
|
if (!skipCutscene && musicOut) {
|
|
_vm->_sound->playFx(0, musicOut, 0, 0, RDSE_FXLEADOUT);
|
|
_vm->_sound->waitForLeadOut();
|
|
}
|
|
|
|
_vm->_graphics->setPalette(0, 256, oldPal, RDPAL_INSTANT);
|
|
}
|
|
|
|
// Lead-in and lead-out music are, as far as I can tell, only used for
|
|
// the animated cut-scenes, so this seems like a good place to close
|
|
// both of them.
|
|
|
|
_vm->_sound->closeFx(-1);
|
|
_vm->_sound->closeFx(-2);
|
|
|
|
return RD_OK;
|
|
}
|
|
|
|
} // End of namespace Sword2
|