scummvm/engines/saga/introproc_ite.cpp
2011-05-12 01:16:22 +02:00

1135 lines
30 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
// Intro sequence scene procedures
#include "saga/saga.h"
#include "saga/gfx.h"
#include "saga/animation.h"
#include "saga/events.h"
#include "saga/font.h"
#include "saga/sndres.h"
#include "saga/palanim.h"
#include "saga/music.h"
#include "saga/scene.h"
#include "saga/resource.h"
namespace Saga {
using Common::UNK_LANG;
using Common::EN_ANY;
using Common::DE_DEU;
using Common::IT_ITA;
// Intro scenes
#define RID_ITE_INTRO_ANIM_SCENE 1538
#define RID_ITE_CAVE_SCENE_1 1542
#define RID_ITE_CAVE_SCENE_2 1545
#define RID_ITE_CAVE_SCENE_3 1548
#define RID_ITE_CAVE_SCENE_4 1551
#define RID_ITE_VALLEY_SCENE 1556
#define RID_ITE_TREEHOUSE_SCENE 1560
#define RID_ITE_FAIREPATH_SCENE 1564
#define RID_ITE_FAIRETENT_SCENE 1567
// ITE intro music
#define MUSIC_1 9
#define MUSIC_2 10
LoadSceneParams ITE_IntroList[] = {
{RID_ITE_INTRO_ANIM_SCENE, kLoadByResourceId, Scene::SC_ITEIntroAnimProc, false, kTransitionNoFade, 0, NO_CHAPTER_CHANGE},
{RID_ITE_CAVE_SCENE_1, kLoadByResourceId, Scene::SC_ITEIntroCave1Proc, false, kTransitionFade, 0, NO_CHAPTER_CHANGE},
{RID_ITE_CAVE_SCENE_2, kLoadByResourceId, Scene::SC_ITEIntroCave2Proc, false, kTransitionNoFade, 0, NO_CHAPTER_CHANGE},
{RID_ITE_CAVE_SCENE_3, kLoadByResourceId, Scene::SC_ITEIntroCave3Proc, false, kTransitionNoFade, 0, NO_CHAPTER_CHANGE},
{RID_ITE_CAVE_SCENE_4, kLoadByResourceId, Scene::SC_ITEIntroCave4Proc, false, kTransitionNoFade, 0, NO_CHAPTER_CHANGE},
{RID_ITE_VALLEY_SCENE, kLoadByResourceId, Scene::SC_ITEIntroValleyProc, false, kTransitionFade, 0, NO_CHAPTER_CHANGE},
{RID_ITE_TREEHOUSE_SCENE, kLoadByResourceId, Scene::SC_ITEIntroTreeHouseProc, false, kTransitionNoFade, 0, NO_CHAPTER_CHANGE},
{RID_ITE_FAIREPATH_SCENE, kLoadByResourceId, Scene::SC_ITEIntroFairePathProc, false, kTransitionNoFade, 0, NO_CHAPTER_CHANGE},
{RID_ITE_FAIRETENT_SCENE, kLoadByResourceId, Scene::SC_ITEIntroFaireTentProc, false, kTransitionNoFade, 0, NO_CHAPTER_CHANGE}
};
int Scene::ITEStartProc() {
size_t scenesCount;
size_t i;
LoadSceneParams firstScene;
LoadSceneParams tempScene;
scenesCount = ARRAYSIZE(ITE_IntroList);
for (i = 0; i < scenesCount; i++) {
tempScene = ITE_IntroList[i];
tempScene.sceneDescriptor = _vm->_resource->convertResourceId(tempScene.sceneDescriptor);
_vm->_scene->queueScene(tempScene);
}
firstScene.loadFlag = kLoadBySceneNumber;
firstScene.sceneDescriptor = _vm->getStartSceneNumber();
firstScene.sceneSkipTarget = true;
firstScene.sceneProc = NULL;
firstScene.transitionType = kTransitionFade;
firstScene.actorsEntrance = 0;
firstScene.chapter = -1;
_vm->_scene->queueScene(firstScene);
return SUCCESS;
}
EventColumns *Scene::ITEQueueDialogue(EventColumns *eventColumns, int n_dialogues, const IntroDialogue dialogue[]) {
TextListEntry textEntry;
TextListEntry *entry;
Event event;
int voice_len;
int i;
// Queue narrator dialogue list
textEntry.knownColor = kKnownColorSubtitleTextColor;
textEntry.effectKnownColor = kKnownColorTransparent;
textEntry.useRect = true;
textEntry.rect.left = 0;
textEntry.rect.right = _vm->getDisplayInfo().width;
if (_vm->getLanguage() == Common::DE_DEU) {
textEntry.rect.top = INTRO_DE_CAPTION_Y;
} else if (_vm->getLanguage() == Common::IT_ITA) {
textEntry.rect.top = INTRO_IT_CAPTION_Y;
} else {
textEntry.rect.top = INTRO_CAPTION_Y;
}
textEntry.rect.bottom = _vm->getDisplayInfo().height;
textEntry.font = kKnownFontMedium;
textEntry.flags = (FontEffectFlags)(kFontOutline | kFontCentered);
for (i = 0; i < n_dialogues; i++) {
textEntry.text = dialogue[i].i_str;
entry = _vm->_scene->_textList.addEntry(textEntry);
// Display text
event.type = kEvTOneshot;
event.code = kTextEvent;
event.op = kEventDisplay;
event.data = entry;
event.time = (i == 0) ? 0 : VOICE_PAD;
eventColumns = _vm->_events->chain(eventColumns, event);
// Play voice
event.type = kEvTOneshot;
event.code = kVoiceEvent;
event.op = kEventPlay;
event.param = dialogue[i].i_voice_rn;
event.time = 0;
_vm->_events->chain(eventColumns, event);
voice_len = _vm->_sndRes->getVoiceLength(dialogue[i].i_voice_rn);
if (voice_len < 0) {
voice_len = strlen(dialogue[i].i_str) * VOICE_LETTERLEN;
}
// Remove text
event.type = kEvTOneshot;
event.code = kTextEvent;
event.op = kEventRemove;
event.data = entry;
event.time = voice_len;
_vm->_events->chain(eventColumns, event);
}
return eventColumns;
}
enum {
kCHeader,
kCText
};
enum {
kITEPC = (1 << 0),
kITEPCCD = (1 << 1),
kITEMac = (1 << 2),
kITEWyrmKeep = (1 << 3),
kITEAny = 0xffff,
kITENotWyrmKeep = kITEAny & ~kITEWyrmKeep
};
// Queue a page of credits text. The original interpreter did word-wrapping
// automatically. We currently don't.
EventColumns *Scene::ITEQueueCredits(int delta_time, int duration, int n_credits, const IntroCredit credits[]) {
int game;
Common::Language lang;
// The assumption here is that all WyrmKeep versions have the same
// credits, regardless of which operating system they're for.
lang = _vm->getLanguage();
if (_vm->getFeatures() & GF_WYRMKEEP) {
game = kITEWyrmKeep;
} else if (_vm->getPlatform() == Common::kPlatformMacintosh) {
game = kITEMac;
} else if (_vm->getFeatures() & GF_EXTRA_ITE_CREDITS) {
game = kITEPCCD;
} else {
game = kITEPC;
}
int line_spacing = 0;
int paragraph_spacing;
KnownFont font = kKnownFontSmall;
int i;
int n_paragraphs = 0;
int credits_height = 0;
for (i = 0; i < n_credits; i++) {
if (credits[i].lang != lang && credits[i].lang != UNK_LANG) {
continue;
}
if (!(credits[i].game & game)) {
continue;
}
switch (credits[i].type) {
case kCHeader:
font = kKnownFontSmall;
line_spacing = 4;
n_paragraphs++;
break;
case kCText:
font = kKnownFontMedium;
line_spacing = 2;
break;
default:
error("Unknown credit type");
}
credits_height += (_vm->_font->getHeight(font) + line_spacing);
}
paragraph_spacing = (200 - credits_height) / (n_paragraphs + 3);
credits_height += (n_paragraphs * paragraph_spacing);
int y = paragraph_spacing;
TextListEntry textEntry;
TextListEntry *entry;
Event event;
EventColumns *eventColumns = NULL;
textEntry.knownColor = kKnownColorSubtitleTextColor;
textEntry.effectKnownColor = kKnownColorTransparent;
textEntry.flags = (FontEffectFlags)(kFontOutline | kFontCentered);
textEntry.point.x = 160;
for (i = 0; i < n_credits; i++) {
if (credits[i].lang != lang && credits[i].lang != UNK_LANG) {
continue;
}
if (!(credits[i].game & game)) {
continue;
}
switch (credits[i].type) {
case kCHeader:
font = kKnownFontSmall;
line_spacing = 4;
y += paragraph_spacing;
break;
case kCText:
font = kKnownFontMedium;
line_spacing = 2;
break;
default:
break;
}
textEntry.text = credits[i].string;
textEntry.font = font;
textEntry.point.y = y;
entry = _vm->_scene->_textList.addEntry(textEntry);
// Display text
event.type = kEvTOneshot;
event.code = kTextEvent;
event.op = kEventDisplay;
event.data = entry;
event.time = delta_time;
eventColumns = _vm->_events->queue(event);
// Remove text
event.type = kEvTOneshot;
event.code = kTextEvent;
event.op = kEventRemove;
event.data = entry;
event.time = duration;
_vm->_events->chain(eventColumns, event);
y += (_vm->_font->getHeight(font) + line_spacing);
}
return eventColumns;
}
int Scene::SC_ITEIntroAnimProc(int param, void *refCon) {
return ((Scene *)refCon)->ITEIntroAnimProc(param);
}
// Handles the introductory Dreamer's Guild / NWC logo animation scene.
int Scene::ITEIntroAnimProc(int param) {
Event event;
EventColumns *eventColumns;
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;
eventColumns = _vm->_events->queue(event);
debug(3, "Intro animation procedure started.");
debug(3, "Linking animation resources...");
_vm->_anim->setFrameTime(0, ITE_INTRO_FRAMETIME);
// Link this scene's animation resources for continuous
// playback
int lastAnim;
if (_vm->getFeatures() & GF_WYRMKEEP) {
if (_vm->getPlatform() == Common::kPlatformMacintosh) {
lastAnim = 3;
} else {
lastAnim = 2;
}
} else {
if (_vm->getPlatform() == Common::kPlatformMacintosh) {
lastAnim = 4;
} else {
lastAnim = 5;
}
}
for (int i = 0; i < lastAnim; i++)
_vm->_anim->link(i, i+1);
_vm->_anim->setFlag(lastAnim, ANIM_FLAG_ENDSCENE);
debug(3, "Beginning animation playback.");
// Begin the animation
event.type = kEvTOneshot;
event.code = kAnimEvent;
event.op = kEventPlay;
event.param = 0;
event.time = 0;
_vm->_events->chain(eventColumns, event);
// Queue intro music playback
event.type = kEvTOneshot;
event.code = kMusicEvent;
event.param = MUSIC_1;
event.param2 = MUSIC_LOOP;
event.op = kEventPlay;
event.time = 0;
_vm->_events->chain(eventColumns, event);
}
break;
case SCENE_END:
break;
default:
warning("Illegal scene procedure parameter");
break;
}
return 0;
}
int Scene::SC_ITEIntroCave1Proc(int param, void *refCon) {
return ((Scene *)refCon)->ITEIntroCave1Proc(param);
}
// Handles first introductory cave painting scene
int Scene::ITEIntroCave1Proc(int param) {
Event event;
EventColumns *eventColumns;
int lang = 0;
if (_vm->getLanguage() == Common::DE_DEU)
lang = 1;
else if (_vm->getLanguage() == Common::IT_ITA)
lang = 2;
static const IntroDialogue dialogue[][4] = {
{ { // English
0, // cave voice 0
"We see the sky, we see the land, we see the water, "
"and we wonder: Are we the only ones?"
},
{
1, // cave voice 1
"Long before we came to exist, the humans ruled the "
"Earth."
},
{
2, // cave voice 2
"They made marvelous things, and moved whole "
"mountains."
},
{
3, // cave voice 3
"They knew the Secret of Flight, the Secret of "
"Happiness, and other secrets beyond our imagining."
} },
// -----------------------------------------------------
{ { // German
0, // cave voice 0
"Um uns sind der Himmel, das Land und die Seen; und "
"wir fragen uns - sind wir die einzigen?"
},
{
1, // cave voice 1
"Lange vor unserer Zeit herrschten die Menschen "
"\201ber die Erde."
},
{
2, // cave voice 2
"Sie taten wundersame Dinge und versetzten ganze "
"Berge."
},
{
3, // cave voice 3
"Sie kannten das Geheimnis des Fluges, das Geheimnis "
"der Fr\224hlichkeit und andere Geheimnisse, die "
"unsere Vorstellungskraft \201bersteigen."
} },
// -----------------------------------------------------
{ { // Italian fan translation
0, // cave voice 0
"Guardiamo il cielo, guardiamo la terra, guardiamo "
"l'acqua, e ci chiediamo: Siamo forse soli?"
},
{
1, // cave voice 1
"Molto tempo prima che noi esistessimo, gli Umani "
"dominavano la terra."
},
{
2, // cave voice 2
"Fecero cose meravigliose, e mossero intere "
"montagne."
},
{
3, // cave voice 3
"Conoscevano il Segreto del Volo, il Segreto della "
"Felicit\205, ed altri segreti oltre ogni nostra "
"immaginazione."
} }
};
int n_dialogues = ARRAYSIZE(dialogue[lang]);
switch (param) {
case SCENE_BEGIN:
// Begin palette cycling animation for candles
event.type = kEvTOneshot;
event.code = kPalAnimEvent;
event.op = kEventCycleStart;
event.time = 0;
eventColumns = _vm->_events->queue(event);
// Queue narrator dialogue list
ITEQueueDialogue(eventColumns, n_dialogues, dialogue[lang]);
// End scene after last dialogue over
event.type = kEvTOneshot;
event.code = kSceneEvent;
event.op = kEventEnd;
event.time = VOICE_PAD;
_vm->_events->chain(eventColumns, event);
break;
case SCENE_END:
break;
default:
warning("Illegal scene procedure parameter");
break;
}
return 0;
}
int Scene::SC_ITEIntroCave2Proc(int param, void *refCon) {
return ((Scene *)refCon)->ITEIntroCave2Proc(param);
}
// Handles second introductory cave painting scene
int Scene::ITEIntroCave2Proc(int param) {
Event event;
EventColumns *eventColumns;
int lang = 0;
if (_vm->getLanguage() == Common::DE_DEU)
lang = 1;
else if (_vm->getLanguage() == Common::IT_ITA)
lang = 2;
static const IntroDialogue dialogue[][3] = {
{ { // English
4, // cave voice 4
"The humans also knew the Secret of Life, and they "
"used it to give us the Four Great Gifts:"
},
{
5, // cave voice 5
"Thinking minds, feeling hearts, speaking mouths, and "
"reaching hands."
},
{
6, // cave voice 6
"We are their children."
} },
// -----------------------------------------------------
{ { // German
4, // cave voice 4
"Au$erdem kannten die Menschen das Geheimnis des "
"Lebens. Und sie nutzten es, um uns die vier gro$en "
"Geschenke zu geben -"
},
{
5, // cave voice 5
"den denkenden Geist, das f\201hlende Herz, den "
"sprechenden Mund und die greifende Hand."
},
{
6, // cave voice 6
"Wir sind ihre Kinder."
} },
// -----------------------------------------------------
{ { // Italian fan translation
4, // cave voice 4
"Gli Umani conoscevano anche il Segreto della Vita, "
"e lo usarono per darci i Quattro Grandi Doni:"
},
{
5, // cave voice 5
"Il pensiero, le emozioni, la parola e la manualit\205."
},
{
6, // cave voice 6
"Siamo i loro figli."
} }
};
int n_dialogues = ARRAYSIZE(dialogue[lang]);
switch (param) {
case SCENE_BEGIN:
// Start 'dissolve' transition to new scene background
event.type = kEvTContinuous;
event.code = kTransitionEvent;
event.op = kEventDissolve;
event.time = 0;
event.duration = DISSOLVE_DURATION;
eventColumns = _vm->_events->queue(event);
// Begin palette cycling animation for candles
event.type = kEvTOneshot;
event.code = kPalAnimEvent;
event.op = kEventCycleStart;
event.time = 0;
_vm->_events->chain(eventColumns, event);
// Queue narrator dialogue list
ITEQueueDialogue(eventColumns, n_dialogues, dialogue[lang]);
// End scene after last dialogue over
event.type = kEvTOneshot;
event.code = kSceneEvent;
event.op = kEventEnd;
event.time = VOICE_PAD;
_vm->_events->chain(eventColumns, event);
break;
case SCENE_END:
break;
default:
warning("Illegal scene procedure parameter");
break;
}
return 0;
}
int Scene::SC_ITEIntroCave3Proc(int param, void *refCon) {
return ((Scene *)refCon)->ITEIntroCave3Proc(param);
}
// Handles third introductory cave painting scene
int Scene::ITEIntroCave3Proc(int param) {
Event event;
EventColumns *eventColumns;
int lang = 0;
if (_vm->getLanguage() == Common::DE_DEU)
lang = 1;
else if (_vm->getLanguage() == Common::IT_ITA)
lang = 2;
static const IntroDialogue dialogue[][3] = {
{ { // English
7, // cave voice 7
"They taught us how to use our hands, and how to "
"speak."
},
{
8, // cave voice 8
"They showed us the joy of using our minds."
},
{
9, // cave voice 9
"They loved us, and when we were ready, they surely "
"would have given us the Secret of Happiness."
} },
// -----------------------------------------------------
{ { // German
7, // cave voice 7
"Sie lehrten uns zu sprechen und unsere H\204nde zu "
"benutzen."
},
{
8, // cave voice 8
"Sie zeigten uns die Freude am Denken."
},
{
9, // cave voice 9
"Sie liebten uns, und w\204ren wir bereit gewesen, "
"h\204tten sie uns sicherlich das Geheimnis der "
"Fr\224hlichkeit offenbart."
} },
// -----------------------------------------------------
{ { // Italian fan translation
7, // cave voice 7
"Ci insegnarono come usare le mani e come parlare. "
},
{
8, // cave voice 8
"Ci mostrarono le gioie che l'uso della mente "
"pu\225 dare. "
},
{
9, // cave voice 9
"Ci amarono, ed una volta pronti, ci avrebbero "
"sicuramente svelato il Segreto della Felicit\205."
} }
};
int n_dialogues = ARRAYSIZE(dialogue[lang]);
switch (param) {
case SCENE_BEGIN:
// Start 'dissolve' transition to new scene background
event.type = kEvTContinuous;
event.code = kTransitionEvent;
event.op = kEventDissolve;
event.time = 0;
event.duration = DISSOLVE_DURATION;
eventColumns = _vm->_events->queue(event);
// Begin palette cycling animation for candles
event.type = kEvTOneshot;
event.code = kPalAnimEvent;
event.op = kEventCycleStart;
event.time = 0;
_vm->_events->chain(eventColumns, event);
// Queue narrator dialogue list
ITEQueueDialogue(eventColumns, n_dialogues, dialogue[lang]);
// End scene after last dialogue over
event.type = kEvTOneshot;
event.code = kSceneEvent;
event.op = kEventEnd;
event.time = VOICE_PAD;
_vm->_events->chain(eventColumns, event);
break;
case SCENE_END:
break;
default:
warning("Illegal scene procedure parameter");
break;
}
return 0;
}
int Scene::SC_ITEIntroCave4Proc(int param, void *refCon) {
return ((Scene *)refCon)->ITEIntroCave4Proc(param);
}
// Handles fourth introductory cave painting scene
int Scene::ITEIntroCave4Proc(int param) {
Event event;
EventColumns *eventColumns;
int lang = 0;
if (_vm->getLanguage() == Common::DE_DEU)
lang = 1;
else if (_vm->getLanguage() == Common::IT_ITA)
lang = 2;
static const IntroDialogue dialogue[][4] = {
{ { // English
10, // cave voice 10
"And now we see the sky, the land, and the water that "
"we are heirs to, and we wonder: why did they leave?"
},
{
11, // cave voice 11
"Do they live still, in the stars? In the oceans "
"depths? In the wind?"
},
{
12, // cave voice 12
"We wonder, was their fate good or evil?"
},
{
13, // cave voice 13
"And will we also share the same fate one day?"
} },
// -----------------------------------------------------
{ { // German
10, // cave voice 10
"Und nun sehen wir den Himmel, das Land und die "
"Seen - unser Erbe. Und wir fragen uns - warum "
"verschwanden sie?"
},
{
11, // cave voice 11
"Leben sie noch in den Sternen? In den Tiefen des "
"Ozeans? Im Wind?"
},
{
12, // cave voice 12
"Wir fragen uns - war ihr Schicksal gut oder b\224se?"
},
{
13, // cave voice 13
"Und wird uns eines Tages das gleiche Schicksal "
"ereilen?"
} },
// -----------------------------------------------------
{ { // Italian fan translation
10, // cave voice 10
"Ed ora che guardiamo il cielo, la terra e l'acqua "
"che abbiamo ereditato, pensiamo: Perch\202 partirono?"
},
{
11, // cave voice 11
"Vivono ancora, nelle stelle? Nelle profondit\205 "
"dell'oceano? Nel vento?"
},
{
12, // cave voice 12
"Ci domandiamo, il loro destino fu felice o nefasto?"
},
{
13, // cave voice 13
"E un giorno, condivideremo anche noi lo stesso "
"destino?"
} }
};
int n_dialogues = ARRAYSIZE(dialogue[lang]);
switch (param) {
case SCENE_BEGIN:
// Start 'dissolve' transition to new scene background
event.type = kEvTContinuous;
event.code = kTransitionEvent;
event.op = kEventDissolve;
event.time = 0;
event.duration = DISSOLVE_DURATION;
eventColumns = _vm->_events->queue(event);
// Begin palette cycling animation for candles
event.type = kEvTOneshot;
event.code = kPalAnimEvent;
event.op = kEventCycleStart;
event.time = 0;
_vm->_events->chain(eventColumns, event);
// Queue narrator dialogue list
ITEQueueDialogue(eventColumns, n_dialogues, dialogue[lang]);
// End scene after last dialogue over
event.type = kEvTOneshot;
event.code = kSceneEvent;
event.op = kEventEnd;
event.time = VOICE_PAD;
_vm->_events->chain(eventColumns, event);
break;
case SCENE_END:
break;
default:
warning("Illegal scene procedure parameter");
break;
}
return 0;
}
int Scene::SC_ITEIntroValleyProc(int param, void *refCon) {
return ((Scene *)refCon)->ITEIntroValleyProc(param);
}
// Handles intro title scene (valley overlook)
int Scene::ITEIntroValleyProc(int param) {
Event event;
EventColumns *eventColumns;
static const IntroCredit credits[] = {
{EN_ANY, kITEAny, kCHeader, "Producer"},
{DE_DEU, kITEAny, kCHeader, "Produzent"},
{IT_ITA, kITEAny, kCHeader, "Produttore"},
{UNK_LANG, kITEAny, kCText, "Walter Hochbrueckner"},
{EN_ANY, kITEAny, kCHeader, "Executive Producer"},
{DE_DEU, kITEAny, kCHeader, "Ausf\201hrender Produzent"},
{IT_ITA, kITEAny, kCHeader, "Produttore Esecutivo"},
{UNK_LANG, kITEAny, kCText, "Robert McNally"},
{UNK_LANG, kITEWyrmKeep, kCHeader, "2nd Executive Producer"},
{EN_ANY, kITENotWyrmKeep, kCHeader, "Publisher"},
{DE_DEU, kITENotWyrmKeep, kCHeader, "Herausgeber"},
{IT_ITA, kITENotWyrmKeep, kCHeader, "Editore"},
{UNK_LANG, kITEAny, kCText, "Jon Van Caneghem"}
};
int n_credits = ARRAYSIZE(credits);
switch (param) {
case SCENE_BEGIN:
// Begin title screen background animation
_vm->_anim->setCycles(0, -1);
event.type = kEvTOneshot;
event.code = kAnimEvent;
event.op = kEventPlay;
event.param = 0;
event.time = 0;
eventColumns = _vm->_events->queue(event);
// Begin ITE title theme music
_vm->_music->stop();
event.type = kEvTOneshot;
event.code = kMusicEvent;
event.param = MUSIC_2;
event.param2 = MUSIC_NORMAL;
event.op = kEventPlay;
event.time = 0;
_vm->_events->chain(eventColumns, event);
// Pause animation before logo
event.type = kEvTOneshot;
event.code = kAnimEvent;
event.op = kEventStop;
event.param = 0;
event.time = 3000;
_vm->_events->chain(eventColumns, event);
// Display logo
event.type = kEvTContinuous;
event.code = kTransitionEvent;
event.op = kEventDissolveBGMask;
event.time = 0;
event.duration = LOGO_DISSOLVE_DURATION;
_vm->_events->chain(eventColumns, event);
// Remove logo
event.type = kEvTContinuous;
event.code = kTransitionEvent;
event.op = kEventDissolve;
event.time = 3000;
event.duration = LOGO_DISSOLVE_DURATION;
_vm->_events->chain(eventColumns, event);
// Unpause animation before logo
event.type = kEvTOneshot;
event.code = kAnimEvent;
event.op = kEventPlay;
event.time = 0;
event.param = 0;
_vm->_events->chain(eventColumns, event);
// Queue game credits list
eventColumns = ITEQueueCredits(9000, CREDIT_DURATION1, n_credits, credits);
// End scene after credit display
event.type = kEvTOneshot;
event.code = kSceneEvent;
event.op = kEventEnd;
event.time = 1000;
_vm->_events->chain(eventColumns, event);
break;
case SCENE_END:
break;
default:
warning("Illegal scene procedure parameter");
break;
}
return 0;
}
int Scene::SC_ITEIntroTreeHouseProc(int param, void *refCon) {
return ((Scene *)refCon)->ITEIntroTreeHouseProc(param);
}
// Handles second intro credit screen (treehouse view)
int Scene::ITEIntroTreeHouseProc(int param) {
Event event;
EventColumns *eventColumns;
static const IntroCredit credits1[] = {
{EN_ANY, kITEAny, kCHeader, "Game Design"},
{DE_DEU, kITEAny, kCHeader, "Spielentwurf"},
{IT_ITA, kITEAny, kCHeader, "Progetto"},
{UNK_LANG, kITEAny, kCText, "Talin, Joe Pearce, Robert McNally"},
{EN_ANY, kITEAny, kCText, "and Carolly Hauksdottir"},
{DE_DEU, kITEAny, kCText, "und Carolly Hauksdottir"},
{IT_ITA, kITEAny, kCText, "e Carolly Hauksdottir"},
{EN_ANY, kITEAny, kCHeader, "Screenplay and Dialog"},
{EN_ANY, kITEAny, kCText, "Robert Leh, Len Wein, and Bill Rotsler"},
{DE_DEU, kITEAny, kCHeader, "Geschichte und Dialoge"},
{DE_DEU, kITEAny, kCText, "Robert Leh, Len Wein und Bill Rotsler"},
{IT_ITA, kITEAny, kCHeader, "Sceneggiatura e Dialoghi"},
{IT_ITA, kITEAny, kCText, "Robert Leh, Len Wein e Bill Rotsler"}
};
int n_credits1 = ARRAYSIZE(credits1);
static const IntroCredit credits2[] = {
{UNK_LANG, kITEWyrmKeep, kCHeader, "Art Direction"},
{UNK_LANG, kITEWyrmKeep, kCText, "Allison Hershey"},
{EN_ANY, kITEAny, kCHeader, "Art"},
{DE_DEU, kITEAny, kCHeader, "Grafiken"},
{IT_ITA, kITEAny, kCHeader, "Grafica"},
{UNK_LANG, kITEWyrmKeep, kCText, "Ed Lacabanne, Glenn Price, April Lee,"},
{UNK_LANG, kITENotWyrmKeep, kCText, "Edward Lacabanne, Glenn Price, April Lee,"},
{UNK_LANG, kITEWyrmKeep, kCText, "Lisa Sample, Brian Dowrick, Reed Waller,"},
{EN_ANY, kITEWyrmKeep, kCText, "Allison Hershey and Talin"},
{DE_DEU, kITEWyrmKeep, kCText, "Allison Hershey und Talin"},
{IT_ITA, kITEWyrmKeep, kCText, "Allison Hershey e Talin"},
{EN_ANY, kITENotWyrmKeep, kCText, "Lisa Iennaco, Brian Dowrick, Reed"},
{EN_ANY, kITENotWyrmKeep, kCText, "Waller, Allison Hershey and Talin"},
{DE_DEU, kITEAny, kCText, "Waller, Allison Hershey und Talin"},
{IT_ITA, kITEAny, kCText, "Waller, Allison Hershey e Talin"},
{EN_ANY, kITENotWyrmKeep, kCHeader, "Art Direction"},
{DE_DEU, kITENotWyrmKeep, kCHeader, "Grafische Leitung"},
{IT_ITA, kITENotWyrmKeep, kCHeader, "Direzione Grafica"},
{UNK_LANG, kITENotWyrmKeep, kCText, "Allison Hershey"}
};
int n_credits2 = ARRAYSIZE(credits2);
switch (param) {
case SCENE_BEGIN:
// Start 'dissolve' transition to new scene background
event.type = kEvTContinuous;
event.code = kTransitionEvent;
event.op = kEventDissolve;
event.time = 0;
event.duration = DISSOLVE_DURATION;
eventColumns = _vm->_events->queue(event);
if (_vm->_anim->hasAnimation(0)) {
// Begin title screen background animation
_vm->_anim->setFrameTime(0, 100);
event.type = kEvTOneshot;
event.code = kAnimEvent;
event.op = kEventPlay;
event.param = 0;
event.time = 0;
_vm->_events->chain(eventColumns, event);
}
// Queue game credits list
eventColumns = ITEQueueCredits(DISSOLVE_DURATION + 2000, CREDIT_DURATION1, n_credits1, credits1);
eventColumns = ITEQueueCredits(DISSOLVE_DURATION + 7000, CREDIT_DURATION1, n_credits2, credits2);
// End scene after credit display
event.type = kEvTOneshot;
event.code = kSceneEvent;
event.op = kEventEnd;
event.time = 1000;
_vm->_events->chain(eventColumns, event);
break;
case SCENE_END:
break;
default:
warning("Illegal scene procedure parameter");
break;
}
return 0;
}
int Scene::SC_ITEIntroFairePathProc(int param, void *refCon) {
return ((Scene *)refCon)->ITEIntroFairePathProc(param);
}
// Handles third intro credit screen (path to puzzle tent)
int Scene::ITEIntroFairePathProc(int param) {
Event event;
EventColumns *eventColumns;
static const IntroCredit credits1[] = {
{EN_ANY, kITEAny, kCHeader, "Programming"},
{DE_DEU, kITEAny, kCHeader, "Programmiert von"},
{IT_ITA, kITEAny, kCHeader, "Programmazione"},
{UNK_LANG, kITEAny, kCText, "Talin, Walter Hochbrueckner,"},
{EN_ANY, kITEAny, kCText, "Joe Burks and Robert Wiggins"},
{DE_DEU, kITEAny, kCText, "Joe Burks und Robert Wiggins"},
{IT_ITA, kITEAny, kCText, "Joe Burks e Robert Wiggins"},
{EN_ANY, kITEPCCD | kITEWyrmKeep, kCHeader, "Additional Programming"},
{EN_ANY, kITEPCCD | kITEWyrmKeep, kCText, "John Bolton"},
{UNK_LANG, kITEMac, kCHeader, "Macintosh Version"},
{UNK_LANG, kITEMac, kCText, "Michael McNally and Robert McNally"},
{EN_ANY, kITEAny, kCHeader, "Music and Sound"},
{DE_DEU, kITEAny, kCHeader, "Musik und Sound"},
{IT_ITA, kITEAny, kCHeader, "Musica e Sonoro"},
{UNK_LANG, kITEAny, kCText, "Matt Nathan"}
};
int n_credits1 = ARRAYSIZE(credits1);
static const IntroCredit credits2[] = {
{EN_ANY, kITEAny, kCHeader, "Directed by"},
{DE_DEU, kITEAny, kCHeader, "Regie"},
{IT_ITA, kITEAny, kCHeader, "Regia"},
{UNK_LANG, kITEAny, kCText, "Talin"}
};
int n_credits2 = ARRAYSIZE(credits2);
switch (param) {
case SCENE_BEGIN:
// Start 'dissolve' transition to new scene background
event.type = kEvTContinuous;
event.code = kTransitionEvent;
event.op = kEventDissolve;
event.time = 0;
event.duration = DISSOLVE_DURATION;
eventColumns = _vm->_events->queue(event);
// Begin title screen background animation
_vm->_anim->setCycles(0, -1);
event.type = kEvTOneshot;
event.code = kAnimEvent;
event.op = kEventPlay;
event.param = 0;
event.time = 0;
_vm->_events->chain(eventColumns, event);
// Queue game credits list
eventColumns = ITEQueueCredits(DISSOLVE_DURATION + 2000, CREDIT_DURATION1, n_credits1, credits1);
eventColumns = ITEQueueCredits(DISSOLVE_DURATION + 7000, CREDIT_DURATION1, n_credits2, credits2);
// End scene after credit display
event.type = kEvTOneshot;
event.code = kSceneEvent;
event.op = kEventEnd;
event.time = 1000;
_vm->_events->chain(eventColumns, event);
break;
case SCENE_END:
break;
default:
warning("Illegal scene procedure parameter");
break;
}
return 0;
}
int Scene::SC_ITEIntroFaireTentProc(int param, void *refCon) {
return ((Scene *)refCon)->ITEIntroFaireTentProc(param);
}
// Handles fourth intro credit screen (treehouse view)
int Scene::ITEIntroFaireTentProc(int param) {
Event event;
EventColumns *eventColumns;
switch (param) {
case SCENE_BEGIN:
// Start 'dissolve' transition to new scene background
event.type = kEvTContinuous;
event.code = kTransitionEvent;
event.op = kEventDissolve;
event.time = 0;
event.duration = DISSOLVE_DURATION;
eventColumns = _vm->_events->queue(event);
// End scene after momentary pause
event.type = kEvTOneshot;
event.code = kSceneEvent;
event.op = kEventEnd;
event.time = 5000;
_vm->_events->chain(eventColumns, event);
break;
case SCENE_END:
break;
default:
warning("Illegal scene procedure parameter");
break;
}
return 0;
}
} // End of namespace Saga