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https://github.com/libretro/scummvm.git
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f45a55d809
When sending SysEx data to the MT-32, the game blinks an icon in the lower left corner of the screen. This change adds that icon. It is stored in the executable, so I added code to create_lure_dat to extract the icon and add it to the ScummVM data file. The new version of this file is now required to run the game.
202 lines
5.3 KiB
C++
202 lines
5.3 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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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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*
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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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*
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "lure/lure.h"
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#include "lure/intro.h"
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#include "lure/animseq.h"
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#include "lure/events.h"
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#include "lure/sound.h"
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namespace Lure {
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struct AnimRecord {
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uint16 resourceId;
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uint8 paletteIndex;
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uint16 initialPause;
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uint16 endingPause;
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uint8 soundNumber;
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};
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static const uint16 start_screens[] = {0x18, 0x1A, 0x1E, 0x1C, 0};
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static const AnimRecord anim_screens[] = {
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{0x40, 0, 0x35A, 0x2C8, 0x00}, // The kingdom was at peace
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{0x42, 1, 0, 0x5FA, 0x01}, // Cliff overhang
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{0x44, 2, 0, 0, 0x02}, // Siluette in moonlight
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{0x24, 3, 0, 0x328 + 0x24, 0xff}, // Exposition of reaching town
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{0x46, 3, 0, 0, 0x03}, // Skorl approaches
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{0, 0, 0, 0, 0xff}};
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// showScreen
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// Shows a screen by loading it from the given resource, and then fading it in
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// with a palette in the following resource. Returns true if the introduction
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// should be aborted
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bool Introduction::showScreen(uint16 screenId, uint16 paletteId, uint16 delaySize, bool fadeOut) {
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Screen &screen = Screen::getReference();
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bool isEGA = LureEngine::getReference().isEGA();
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screen.screen().loadScreen(screenId);
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screen.update();
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Palette p(paletteId);
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if (LureEngine::getReference().shouldQuit()) return true;
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if (isEGA) screen.setPalette(&p);
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else screen.paletteFadeIn(&p);
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bool result = interruptableDelay(delaySize);
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if (LureEngine::getReference().shouldQuit()) return true;
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if (fadeOut && !isEGA)
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screen.paletteFadeOut();
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return result;
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}
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// interruptableDelay
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// Delays for a given number of milliseconds. If it returns true, it indicates that
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// the Escape has been pressed to abort whatever sequence is being displayed
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bool Introduction::interruptableDelay(uint32 milliseconds) {
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Events &events = Events::getReference();
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if (events.interruptableDelay(milliseconds)) {
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if (events.type() == Common::EVENT_KEYDOWN)
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return events.event().kbd.keycode == 27;
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else if (LureEngine::getReference().shouldQuit())
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return true;
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else if (events.type() == Common::EVENT_LBUTTONDOWN)
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return false;
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}
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return false;
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}
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// show
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// Main method for the introduction sequence
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bool Introduction::show() {
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Screen &screen = Screen::getReference();
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bool isEGA = LureEngine::getReference().isEGA();
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screen.setPaletteEmpty();
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// Initial game company and then game screen
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for (int ctr = 0; ctr < 3; ++ctr)
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if (showScreen(start_screens[ctr], start_screens[ctr] + 1, 5000))
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return true;
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// Title screen
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if (showScreen(start_screens[3], start_screens[3] + 1, 5000, false))
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return true;
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Sound.initCustomTimbres();
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// Fade out title screen
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if (!isEGA)
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screen.paletteFadeOut();
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PaletteCollection coll(0x32);
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Palette EgaPalette(0x1D);
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// Animated screens
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AnimationSequence *anim;
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bool result;
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uint8 currentSound = 0xff;
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const AnimRecord *curr_anim = anim_screens;
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for (; curr_anim->resourceId; ++curr_anim) {
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// Handle sound selection
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if (curr_anim->soundNumber != 0xff) {
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if (currentSound != 0xff)
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// Stop the previous sound
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Sound.musicInterface_KillAll();
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currentSound = curr_anim->soundNumber;
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Sound.musicInterface_Play(currentSound, 0, true);
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}
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bool fadeIn = curr_anim == anim_screens;
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anim = new AnimationSequence(curr_anim->resourceId,
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isEGA ? EgaPalette : coll.getPalette(curr_anim->paletteIndex), fadeIn,
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(curr_anim->resourceId == 0x44) ? 4 : 7);
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if (curr_anim->initialPause != 0) {
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if (interruptableDelay(curr_anim->initialPause * 1000 / 50)) {
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delete anim;
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return true;
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}
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}
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result = false;
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switch (anim->show()) {
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case ABORT_NONE:
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if (curr_anim->endingPause != 0) {
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result = interruptableDelay(curr_anim->endingPause * 1000 / 50);
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}
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break;
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case ABORT_END_INTRO:
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result = true;
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break;
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case ABORT_NEXT_SCENE:
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default:
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break;
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}
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delete anim;
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if (result) {
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Sound.musicInterface_KillAll();
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return true;
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}
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}
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// Show battle pictures one frame at a time
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result = false;
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anim = new AnimationSequence(0x48, isEGA ? EgaPalette : coll.getPalette(4), false);
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do {
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result = interruptableDelay(2000);
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screen.paletteFadeOut();
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if (!result) result = interruptableDelay(500);
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if (result) break;
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} while (anim->step());
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delete anim;
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if (!result) {
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// Show final introduction animation
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if (!isEGA)
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showScreen(0x22, 0x21, 10000);
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else {
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Palette finalPalette(0x21);
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anim = new AnimationSequence(0x22, finalPalette, false);
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delete anim;
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interruptableDelay(10000);
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}
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}
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Sound.musicInterface_KillAll();
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return false;
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}
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} // End of namespace Lure
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