mirror of
https://github.com/libretro/scummvm.git
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50c2d8954d
-adds patch file support -global _vm removed cleanups svn-id: r18560
416 lines
10 KiB
C++
416 lines
10 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2004-2005 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/gfx.h"
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#include "saga/animation.h"
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#include "saga/events.h"
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#include "saga/sndres.h"
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#include "saga/music.h"
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#include "saga/scene.h"
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namespace Saga {
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SceneResourceData IHNM_IntroMovie1RL[] = {
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{30, SAGA_BG_IMAGE, 0, 0, false} ,
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{31, SAGA_ANIM_1, 0, 0, false}
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};
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SceneDescription 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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SceneResourceData IHNM_IntroMovie2RL[] = {
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{32, SAGA_BG_IMAGE, 0, 0, false} ,
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{33, SAGA_ANIM_1, 0, 0, false}
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};
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SceneDescription 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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SceneResourceData IHNM_IntroMovie3RL[] = {
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{34, SAGA_BG_IMAGE, 0, 0, false},
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{35, SAGA_ANIM_1, 0, 0, false}
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};
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SceneDescription 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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SceneResourceData IHNM_IntroMovie4RL[] = {
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{1227, SAGA_BG_IMAGE, 0, 0, false},
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{1226, SAGA_ANIM_1, 0, 0, false}
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};
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SceneDescription 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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LoadSceneParams IHNM_IntroList[] = {
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{0, kLoadByDescription, &IHNM_IntroMovie1Desc, Scene::SC_IHNMIntroMovieProc1, false, kTransitionNoFade, 0},
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{0, kLoadByDescription, &IHNM_IntroMovie2Desc, Scene::SC_IHNMIntroMovieProc2, false, kTransitionNoFade, 0},
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{0, kLoadByDescription, &IHNM_IntroMovie3Desc, Scene::SC_IHNMIntroMovieProc3, false, kTransitionNoFade, 0},
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{0, kLoadByDescription, &IHNM_IntroMovie4Desc, Scene::SC_IHNMHateProc, false, kTransitionNoFade, 0}
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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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LoadSceneParams firstScene;
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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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// FIXME: I suspect the "hate" speech is actually scripted and that we
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// start at the wrong scene, but the one I think is correct (151
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// instead of 152) currently doesn't work. Probably partly because
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// actors - in particularly actor speech - isn't implemented for
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// IHNM yet. Also, the end titles music to plays over the scene, which
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// is wrong. (But hey, it's a nice piece of music!)
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firstScene.loadFlag = kLoadBySceneNumber;
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firstScene.sceneDescriptor = _vm->getStartSceneNumber();
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firstScene.sceneDescription = NULL;
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firstScene.sceneSkipTarget = true;
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firstScene.sceneProc = NULL;
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firstScene.transitionType = kTransitionFade;
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firstScene.actorsEntrance = 0;
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_vm->_scene->queueScene(&firstScene);
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return SUCCESS;
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}
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int Scene::SC_IHNMIntroMovieProc1(int param, void *refCon) {
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return ((Scene *)refCon)->IHNMIntroMovieProc1(param);
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}
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int Scene::IHNMIntroMovieProc1(int param) {
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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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_vm->_anim->setFrameTime(0, IHNM_INTRO_FRAMETIME);
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_vm->_anim->setFlag(0, ANIM_ENDSCENE);
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event.type = ONESHOT_EVENT;
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event.code = ANIM_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->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_IHNMIntroMovieProc2(int param, void *refCon) {
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return ((Scene *)refCon)->IHNMIntroMovieProc2(param);
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}
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int Scene::IHNMIntroMovieProc2(int param) {
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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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_vm->_anim->setCycles(0, -1);
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// Unlike the original, we keep the logo spinning during the
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// palette fades. We don't have to, but I think it looks better
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// that way.
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event.type = ONESHOT_EVENT;
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event.code = ANIM_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->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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// Fade to black after looping animation for a while
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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 = IHNM_DGLOGO_TIME;
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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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// Queue end of scene
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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 = 0;
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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, void *refCon) {
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return ((Scene *)refCon)->IHNMIntroMovieProc3(param);
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}
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int Scene::IHNMIntroMovieProc3(int param) {
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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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// In the GM file, this music also appears as tracks 7, 13, 19,
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// 25 and 31, but only track 1 sounds right with the FM music.
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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 = MUSIC_NORMAL;
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event.op = EVENT_PLAY;
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event.time = 0;
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q_event = _vm->_events->chain(q_event, &event);
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// Background for intro scene is the first frame of the intro
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// 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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event.type = ONESHOT_EVENT;
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event.code = ANIM_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->chain(q_event, &event);
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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 = _vm->_music->hasAdlib() ? IHNM_TITLE_TIME_FM : IHNM_TITLE_TIME_GM;
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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, void *refCon) {
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return ((Scene *)refCon)->IHNMHateProc(param);
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}
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int Scene::IHNMHateProc(int param) {
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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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_vm->_anim->setCycles(0, -1);
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// Start "hate" animation
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event.type = ONESHOT_EVENT;
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event.code = ANIM_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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// More music
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event.type = ONESHOT_EVENT;
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event.code = MUSIC_EVENT;
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event.param = 32;
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event.param2 = MUSIC_LOOP;
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event.op = EVENT_PLAY;
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event.time = 0;
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q_event = _vm->_events->chain(q_event, &event);
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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->chain(q_event, &event);
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// Play voice
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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->chain(q_event, &event);
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// Background sound
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event.type = ONESHOT_EVENT;
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event.code = SOUND_EVENT;
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event.op = EVENT_PLAY;
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event.param = 260;
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event.param2 = 255; // FIXME: Verify volume
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event.param3 = SOUND_LOOP;
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event.time = 0;
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q_event = _vm->_events->chain(q_event, &event);
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// End background sound after the voice has finished
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event.type = ONESHOT_EVENT;
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event.code = SOUND_EVENT;
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event.op = EVENT_STOP;
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event.time = _vm->_sndRes->getVoiceLength(0);
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q_event = _vm->_events->chain(q_event, &event);
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// End scene after the voice has finished
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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 = 0;
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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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} // End of namespace Saga
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