scummvm/sky/intro.cpp

523 lines
11 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2003 The ScummVM project
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
#include "stdafx.h"
#include <string.h>
#include "common/scummsys.h"
#include "sky/skydefs.h"
#include "sky/sky.h"
#define FREE_IF_NOT_0(ptr) if (ptr != NULL) { free (ptr); ptr = 0; }
#define REMOVE_INTRO commandPtr = (uint32 *)zeroCommands; \
FREE_IF_NOT_0(_introTextSpace) \
FREE_IF_NOT_0(_introTextSave) \
_mixer->stopAll();
#define CHECK_ESC if (_key_pressed == 27) { _skyScreen->stopSequence(); REMOVE_INTRO return false; }
#define WAIT_SEQUENCE while (_skyScreen->sequenceRunning()) { checkCommands(commandPtr); delay(50); CHECK_ESC }
#define WAIT_MUSIC while (_skyMusic->musicIsPlaying()) { delay(50); CHECK_ESC }
#define INTRO_TEXT_WIDTH 128
#define FN_A_PAL 60080
#define FN_1A_LOG 60081
#define FN_1A 60082
#define FN_1B 60083
#define FN_1C 60084
#define FN_1D 60085
#define FN_1E 60086
#define FN_4A 60087
#define FN_4B_LOG 60088
#define FN_4B 60089
#define FN_4C_LOG 60090
#define FN_4C 60091
#define FN_5_PAL 60092
#define FN_5_LOG 60093
#define FN_5 60094
#define FN_6_PAL 60095
#define FN_6_LOG 60096
#define FN_6A 60097
#define FN_6B 60098
#define IC_PREPARE_TEXT 0
#define IC_SHOW_TEXT 1
#define IC_REMOVE_TEXT 2
#define IC_MAKE_SOUND 3
#define IC_FX_VOLUME 4
uint32 cockpitCommands[] = {
1000, //do straight away
IC_PREPARE_TEXT,
77,
220,
IC_SHOW_TEXT, //radar detects jamming signal
20,
160,
105,
IC_REMOVE_TEXT,
105,
IC_PREPARE_TEXT,
81,
105,
IC_SHOW_TEXT, //well switch to override you fool
170,
86,
35,
IC_REMOVE_TEXT,
35,
IC_PREPARE_TEXT,
477,
35,
IC_SHOW_TEXT,
30,
160,
3,
IC_REMOVE_TEXT,
0
};
uint32 zeroCommands[] = { 0 };
uint32 anim5Commands[] = {
31,
IC_MAKE_SOUND,
2,
127,
0
};
uint32 anim4aCommands[] = {
136,
IC_MAKE_SOUND,
1,
70,
90,
IC_FX_VOLUME,
80,
50,
IC_FX_VOLUME,
90,
5,
IC_FX_VOLUME,
100,
0
};
uint32 anim4cCommands[] = {
1000,
IC_FX_VOLUME,
100,
25,
IC_FX_VOLUME,
110,
15,
IC_FX_VOLUME,
120,
4,
IC_FX_VOLUME,
127,
0
};
uint32 anim6aCommands[] = {
1000,
IC_PREPARE_TEXT,
478,
13,
IC_SHOW_TEXT,
175,
155,
0
};
uint32 anim6bCommands[] = {
131,
IC_REMOVE_TEXT,
131,
IC_PREPARE_TEXT,
479,
74,
IC_SHOW_TEXT,
175,
155,
45,
IC_REMOVE_TEXT,
45,
IC_PREPARE_TEXT,
162,
44,
IC_SHOW_TEXT,
175,
155,
4,
IC_REMOVE_TEXT,
0
};
typedef void (SkyState::*commandRoutinesProc)(uint32 *&cmdPtr);
static const commandRoutinesProc commandRoutines[] = {
&SkyState::prepareText,
&SkyState::showIntroText,
&SkyState::removeText,
&SkyState::introFx,
&SkyState::introVol,
};
void SkyState::initVirgin() {
_skyScreen->setPalette(60111);
_skyScreen->showScreen(60110);
}
void SkyState::escDelay(uint32 pDelay) {
pDelay /= 500;
while (pDelay) {
delay(500);
if (_key_pressed == 27) pDelay = 0;
else pDelay--;
}
}
bool SkyState::intro(void) {
uint32 *commandPtr = (uint32 *)zeroCommands;
if (!isCDVersion())
_floppyIntro = true;
_skyDisk->prefetchFile(60112); // revolution screen
_skyDisk->prefetchFile(60113); // revolution palette
_skyMusic->loadSection(0);
_skySound->loadSection(0);
escDelay(3000); //keep virgin screen up for 3 seconds
CHECK_ESC
if (_floppyIntro)
_skyMusic->startMusic(1);
escDelay(3000); //and another 3 seconds.
CHECK_ESC
_skyScreen->fnFadeDown(0); //remove virgin screen
_skyScreen->showScreen(60112);
_skyScreen->paletteFadeUp(60113);
//while rev is up, load gibbons screen
_skyDisk->prefetchFile(60114); // gibbo screen
_skyDisk->prefetchFile(60115); // gibbo palette
_introTextSpace = (uint8 *)calloc(10000, 1);
_introTextSave = (uint8 *)calloc(10000, 1);
_skyText->getText(77);
escDelay(8000); // keep revolution up for 8 seconds
CHECK_ESC
_skyScreen->fnFadeDown(0);
_skyScreen->showScreen(60114);
_skyScreen->paletteFadeUp(60115);
if (!_floppyIntro) {
return doCDIntro();
} else {
_skyDisk->prefetchFile(FN_A_PAL);
_skyDisk->prefetchFile(FN_1A_LOG);
_skyDisk->prefetchFile(FN_1A);
//keep gibbo up for 2 seconds
escDelay(2000);
CHECK_ESC
_skyScreen->fnFadeDown(0);
_skyScreen->showScreen(FN_1A_LOG);
_skyScreen->paletteFadeUp(FN_A_PAL);
_skyScreen->startSequence(FN_1A);
_skyDisk->prefetchFile(FN_1B);
WAIT_SEQUENCE;
_skyScreen->startSequence(FN_1B);
_skyDisk->prefetchFile(FN_1C);
WAIT_SEQUENCE;
_skyScreen->startSequence(FN_1C);
_skyDisk->prefetchFile(FN_1D);
WAIT_SEQUENCE;
_skyScreen->startSequence(FN_1D);
_skyDisk->prefetchFile(FN_1E);
WAIT_SEQUENCE;
_skyScreen->startSequence(FN_1E);
uint8 *vgaData, *diffData, *vgaPointer, *diffPointer, *scrollData;
uint8 *currScreenPos;
vgaData = _skyDisk->loadFile(60100, NULL);
vgaPointer = vgaData;
diffData = _skyDisk->loadFile(60101, NULL);
diffPointer = diffData + 2;
uint16 noFrames = READ_LE_UINT16(diffData);
_skyDisk->prefetchFile(FN_4A);
WAIT_SEQUENCE;
//set up the scrolling intro
scrollData = (byte *)malloc(GAME_SCREEN_WIDTH * GAME_SCREEN_HEIGHT * 2);
//clear the base
memset(scrollData, 0, GAME_SCREEN_WIDTH * GAME_SCREEN_HEIGHT);
memcpy(scrollData + (GAME_SCREEN_WIDTH * GAME_SCREEN_HEIGHT), _skyScreen->giveCurrent(), GAME_SCREEN_WIDTH * GAME_SCREEN_HEIGHT);
currScreenPos = scrollData + (GAME_SCREEN_WIDTH * GAME_SCREEN_HEIGHT);
byte scrollByte;
for (uint16 frameCounter = 1; frameCounter < noFrames; frameCounter++) {
scrollByte = *diffPointer++;
if (scrollByte)
currScreenPos -= scrollByte * GAME_SCREEN_WIDTH;
delay(40);
if (_key_pressed == 27) {
REMOVE_INTRO;
return false;
}
//non-scrolling frame update
introFrame(&diffPointer, &vgaPointer, currScreenPos);
_skyScreen->showScreen(currScreenPos);
}
memcpy(_skyScreen->giveCurrent(), currScreenPos, GAME_SCREEN_HEIGHT * GAME_SCREEN_WIDTH);
_skyScreen->startSequence(FN_4A);
free(scrollData);
free(vgaData);
free(diffData);
commandPtr = (uint32 *)anim4aCommands;
_skyDisk->prefetchFile(FN_4B);
_skyDisk->prefetchFile(FN_4B_LOG);
WAIT_SEQUENCE;
_skyScreen->showScreen(FN_4B_LOG);
commandPtr = (uint32 *)cockpitCommands;
_skyScreen->startSequence(FN_4B);
checkCommands(commandPtr);
checkCommands(commandPtr);
_skyDisk->prefetchFile(FN_4C);
WAIT_SEQUENCE; //4b
_skyScreen->showScreen(FN_4C_LOG);
_skyScreen->startSequence(FN_4C);
commandPtr = (uint32 *)anim4cCommands;
WAIT_SEQUENCE; //4c
_skyDisk->prefetchFile(FN_5_PAL);
_skyDisk->prefetchFile(FN_5_LOG);
_skyDisk->prefetchFile(FN_5);
_skyScreen->fnFadeDown(0);
_skyScreen->showScreen(FN_5_LOG);
_skyScreen->paletteFadeUp(FN_5_PAL);
_skyScreen->startSequence(FN_5);
commandPtr = (uint32 *)anim5Commands;
_skyDisk->prefetchFile(FN_6_PAL);
_skyDisk->prefetchFile(FN_6_LOG);
_skyDisk->prefetchFile(FN_6A);
WAIT_SEQUENCE;
// There is no synchronization mechanism between the music and
// the graphics. Which means that there is no guarantee that
// they both end at the same time. So just to be safe, wait
// for the music to stop before continuing with the final part.
//
// This part of the intro looks pretty nice even as a static
// image, so it makes sense to do the waiting before fading
// down the palette.
WAIT_MUSIC;
_skyScreen->fnFadeDown(0);
_skyScreen->showScreen(FN_6_LOG);
_skyMusic->startMusic(2);
_skyScreen->paletteFadeUp(FN_6_PAL);
_skyScreen->startSequence(FN_6A);
_skyDisk->prefetchFile(FN_6B);
commandPtr = (uint32 *)anim6aCommands;
WAIT_SEQUENCE; //6a
_skyScreen->startSequence(FN_6B);
commandPtr = (uint32 *)anim6bCommands;
WAIT_SEQUENCE; //6b
}
return true;
}
void SkyState::introFrame(uint8 **diffPtr, uint8 **vgaPtr, uint8 *screenData) {
uint32 scrPos = 0;
uint8 nrToSkip, nrToDo;
do {
do {
nrToSkip = **diffPtr;
(*diffPtr)++;
scrPos += nrToSkip;
} while (nrToSkip == 255);
do {
nrToDo = **diffPtr;
(*diffPtr)++;
memcpy(screenData + scrPos, *vgaPtr, nrToDo);
scrPos += nrToDo;
*vgaPtr += nrToDo;
} while (nrToDo == 255);
} while (scrPos < GAME_SCREEN_WIDTH * GAME_SCREEN_HEIGHT);
}
void SkyState::checkCommands(uint32 *&cmdPtr) {
//check for sequence commands
assert (cmdPtr != NULL);
uint32 afterFrame = *(cmdPtr);
if (afterFrame >= _skyScreen->seqFramesLeft()) {
//do a command
uint32 command = *(cmdPtr + 1);
(this->*commandRoutines[command])(cmdPtr);
}
}
void SkyState::prepareText(uint32 *&cmdPtr) {
uint32 textNum = *(cmdPtr + 2);
_skyText->getText(textNum);
_skyText->displayText(_introTextSpace, true, INTRO_TEXT_WIDTH, 255);
cmdPtr += 3;
}
#define _workScreen _skyScreen->giveCurrent()
void SkyState::showIntroText(uint32 *&cmdPtr) {
uint32 xPos = *(cmdPtr + 2);
uint32 yPos = *(cmdPtr + 3);
uint32 startPos = (yPos * FULL_SCREEN_WIDTH) + xPos;
byte *destBuf = _introTextSpace;
byte *saveBuf = _introTextSave;
uint16 width = ((struct dataFileHeader *)destBuf)->s_width;
uint16 height = ((struct dataFileHeader *)destBuf)->s_height;
*(uint32 *)saveBuf = TO_LE_32(startPos);
*(uint32 *)(saveBuf + 4) = TO_LE_32(height);
*(uint32 *)(saveBuf + 8) = TO_LE_32(width);
saveBuf += 12;
//save current screen contents
byte *savePtr = (byte *)_workScreen + startPos;
uint i, j;
for (i = 0; i < height; i++) {
memcpy(saveBuf, savePtr, width);
saveBuf += width;
savePtr += GAME_SCREEN_WIDTH;
}
//now print the text
byte *textBuf = _introTextSpace + sizeof(struct dataFileHeader);
byte *curPos = (byte *)_workScreen + startPos;
for (i = 0; i < height; i++) {
byte *prevPos = curPos;
for (j = 0; j < width; j++) {
uint8 pixel = *textBuf++;
if (pixel)
*curPos = pixel;
curPos++;
}
curPos = prevPos + GAME_SCREEN_WIDTH;
}
cmdPtr += 4;
_system->copy_rect(_workScreen + startPos, GAME_SCREEN_WIDTH, xPos, yPos, width, height);
_system->update_screen();
}
void SkyState::removeText(uint32 *&cmdPtr) {
byte *saveBuf = _introTextSave;
uint32 startPos = READ_LE_UINT32(saveBuf);
uint32 height = READ_LE_UINT32(saveBuf + 4);
uint32 width = READ_LE_UINT32(saveBuf + 8);
byte *dest = _workScreen + startPos;
saveBuf += 12;
for (unsigned int i = 0; i < height; i++) {
memcpy(dest, saveBuf, width);
saveBuf += width;
dest += FULL_SCREEN_WIDTH;
}
cmdPtr += 2;
_system->copy_rect(_workScreen + startPos, GAME_SCREEN_WIDTH, startPos % GAME_SCREEN_WIDTH, startPos / GAME_SCREEN_WIDTH, width, height);
_system->update_screen();
}
#undef _workScreen
void SkyState::introFx(uint32 *&cmdPtr) {
_mixer->stopAll();
_skySound->playSound((uint16)cmdPtr[2], (uint16)cmdPtr[3], 0);
cmdPtr += 4;
}
void SkyState::introVol(uint32 *&cmdPtr) {
// HACK: for some reason, the mixer will only stop playing
// looping sounds if you do it using SoundMixer::stopAll();
_mixer->stopAll();
_skySound->playSound(1, (uint16)(cmdPtr[2] & 0x7F), 0);
cmdPtr += 3;
}