scummvm/engines/saga/ihnm_introproc.cpp
Filippos Karapetis 2b2af8ab5e Music works now in the IHNM demo
svn-id: r28332
2007-07-30 18:26:56 +00:00

434 lines
11 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.
*
* $URL$
* $Id$
*
*/
// "I Have No Mouth" Intro sequence scene procedures
#include "saga/saga.h"
#include "saga/gfx.h"
#include "saga/animation.h"
#include "saga/events.h"
#include "saga/interface.h"
#include "saga/rscfile.h"
#include "saga/sndres.h"
#include "saga/music.h"
#include "saga/scene.h"
namespace Saga {
SceneResourceData IHNM_IntroMovie1RL[] = {
{30, 2, 0, 0, false},
{31, 14, 0, 0, false}
};
SceneDescription IHNM_IntroMovie1Desc = {
0, 0, 0, 0, 0, 0, 0, 0,
IHNM_IntroMovie1RL,
ARRAYSIZE(IHNM_IntroMovie1RL)
};
SceneResourceData IHNM_IntroMovie2RL[] = {
{32, 2, 0, 0, false},
{33, 14, 0, 0, false}
};
SceneDescription IHNM_IntroMovie2Desc = {
0, 0, 0, 0, 0, 0, 0, 0,
IHNM_IntroMovie2RL,
ARRAYSIZE(IHNM_IntroMovie2RL)
};
SceneResourceData IHNM_IntroMovie3RL[] = {
{34, 2, 0, 0, false},
{35, 14, 0, 0, false}
};
SceneDescription IHNM_IntroMovie3Desc = {
0, 0, 0, 0, 0, 0, 0, 0,
IHNM_IntroMovie3RL,
ARRAYSIZE(IHNM_IntroMovie3RL)
};
SceneResourceData IHNM_IntroMovie4RL[] = {
{1227, 2, 0, 0, false},
{1226, 14, 0, 0, false}
};
SceneDescription IHNM_IntroMovie4Desc = {
0, 0, 0, 0, 0, 0, 0, 0,
IHNM_IntroMovie4RL,
ARRAYSIZE(IHNM_IntroMovie4RL)
};
// Demo
SceneResourceData IHNMDEMO_IntroMovie1RL[] = {
{19, 2, 0, 0, false} // this scene doesn't have an animation
};
SceneDescription IHNMDEMO_IntroMovie1Desc = {
0, 0, 0, 0, 0, 0, 0, 0,
IHNMDEMO_IntroMovie1RL,
ARRAYSIZE(IHNMDEMO_IntroMovie1RL)
};
SceneResourceData IHNMDEMO_IntroMovie2RL[] = {
{22, 2, 0, 0, false},
{23, 14, 0, 0, false}
};
SceneDescription IHNMDEMO_IntroMovie2Desc = {
0, 0, 0, 0, 0, 0, 0, 0,
IHNMDEMO_IntroMovie2RL,
ARRAYSIZE(IHNMDEMO_IntroMovie2RL)
};
LoadSceneParams IHNM_IntroList[] = {
{0, kLoadByDescription, &IHNM_IntroMovie1Desc, Scene::SC_IHNMIntroMovieProc1, false, kTransitionNoFade, 0, NO_CHAPTER_CHANGE},
{0, kLoadByDescription, &IHNM_IntroMovie2Desc, Scene::SC_IHNMIntroMovieProc2, false, kTransitionNoFade, 0, NO_CHAPTER_CHANGE},
{0, kLoadByDescription, &IHNM_IntroMovie3Desc, Scene::SC_IHNMIntroMovieProc3, false, kTransitionNoFade, 0, NO_CHAPTER_CHANGE},
};
LoadSceneParams IHNMDEMO_IntroList[] = {
{0, kLoadByDescription, &IHNMDEMO_IntroMovie1Desc, Scene::SC_IHNMIntroMovieProc1, false, kTransitionNoFade, 0, NO_CHAPTER_CHANGE},
{0, kLoadByDescription, &IHNMDEMO_IntroMovie2Desc, Scene::SC_IHNMIntroMovieProc3, false, kTransitionNoFade, 0, NO_CHAPTER_CHANGE},
};
// IHNM cutaway intro resource IDs
#define RID_IHNM_INTRO_CUTAWAYS 39
#define RID_IHNMDEMO_INTRO_CUTAWAYS 25
int Scene::IHNMStartProc() {
size_t n_introscenes;
size_t i;
LoadSceneParams firstScene;
/*
// Test code - uses loadCutawayList to load the intro cutaways, like the original
ResourceContext *resourceContext;
//ResourceContext *soundContext;
byte *resourcePointer;
size_t resourceLength;
resourceContext = _vm->_resource->getContext(GAME_RESOURCEFILE);
if (resourceContext == NULL) {
error("Scene::IHNMStartProc() resource context not found");
}
if (_vm->getGameId() != GID_IHNM_DEMO)
_vm->_resource->loadResource(resourceContext, RID_IHNM_INTRO_CUTAWAYS, resourcePointer, resourceLength);
else
_vm->_resource->loadResource(resourceContext, RID_IHNMDEMO_INTRO_CUTAWAYS, resourcePointer, resourceLength);
if (resourceLength == 0) {
error("Scene::IHNMStartProc() Can't load cutaway list");
}
// Load the cutaways for the title screens
_vm->_anim->loadCutawayList(resourcePointer, resourceLength);
// Note that the resource ID needed is the returned ID minus one
printf("%i\n", _vm->_anim->cutawayResourceID(0));
printf("%i\n", _vm->_anim->cutawayResourceID(1));
printf("%i\n", _vm->_anim->cutawayResourceID(2));
*/
// The original used the "play video" mechanism for the first part of
// the intro. We just use that panel mode.
_vm->_anim->setCutAwayMode(kPanelVideo);
_vm->_interface->setMode(kPanelVideo);
if (_vm->getGameId() != GID_IHNM_DEMO)
n_introscenes = ARRAYSIZE(IHNM_IntroList);
else
n_introscenes = ARRAYSIZE(IHNMDEMO_IntroList);
// Queue the company and title videos
if (_vm->getGameId() != GID_IHNM_DEMO) {
for (i = 0; i < n_introscenes; i++) {
_vm->_scene->queueScene(&IHNM_IntroList[i]);
}
} else {
for (i = 0; i < n_introscenes; i++) {
_vm->_scene->queueScene(&IHNMDEMO_IntroList[i]);
}
}
firstScene.loadFlag = kLoadBySceneNumber;
firstScene.sceneDescriptor = -1;
firstScene.sceneDescription = NULL;
firstScene.sceneSkipTarget = true;
firstScene.sceneProc = NULL;
firstScene.transitionType = kTransitionFade;
firstScene.actorsEntrance = 0;
firstScene.chapter = -1;
_vm->_scene->queueScene(&firstScene);
return SUCCESS;
}
int Scene::SC_IHNMIntroMovieProc1(int param, void *refCon) {
return ((Scene *)refCon)->IHNMIntroMovieProc1(param);
}
int Scene::IHNMIntroMovieProc1(int param) {
Event event;
Event *q_event;
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;
q_event = _vm->_events->queue(&event);
if (_vm->getGameId() != GID_IHNM_DEMO) {
_vm->_anim->setFrameTime(0, IHNM_INTRO_FRAMETIME);
_vm->_anim->setFlag(0, ANIM_FLAG_ENDSCENE);
event.type = kEvTOneshot;
event.code = kAnimEvent;
event.op = kEventPlay;
event.param = 0;
event.time = 0;
q_event = _vm->_events->chain(q_event, &event);
} else {
// Start playing the intro music for the demo version
event.type = kEvTOneshot;
event.code = kMusicEvent;
event.param = 1;
event.param2 = MUSIC_NORMAL;
event.op = kEventPlay;
event.time = 0;
q_event = _vm->_events->chain(q_event, &event);
// The IHNM demo doesn't have an animation at the
// Cyberdreans logo screen
// Queue end of scene after a while
event.type = kEvTOneshot;
event.code = kSceneEvent;
event.op = kEventEnd;
event.time = 8000;
q_event = _vm->_events->chain(q_event, &event);
}
break;
default:
break;
}
return 0;
}
int Scene::SC_IHNMIntroMovieProc2(int param, void *refCon) {
return ((Scene *)refCon)->IHNMIntroMovieProc2(param);
}
int Scene::IHNMIntroMovieProc2(int param) {
Event event;
Event *q_event;
PalEntry *pal;
static PalEntry current_pal[PAL_ENTRIES];
switch (param) {
case SCENE_BEGIN:
// Fade to black out of the intro CyberDreams logo anim
_vm->_gfx->getCurrentPal(current_pal);
event.type = kEvTContinuous;
event.code = kPalEvent;
event.op = kEventPalToBlack;
event.time = 0;
event.duration = IHNM_PALFADE_TIME;
event.data = current_pal;
q_event = _vm->_events->queue(&event);
// Background for intro scene is the first frame of the
// intro animation; display it but don't set palette
event.type = kEvTOneshot;
event.code = kBgEvent;
event.op = kEventDisplay;
event.param = kEvPNoSetPalette;
event.time = 0;
q_event = _vm->_events->chain(q_event, &event);
_vm->_anim->setCycles(0, -1);
// Unlike the original, we keep the logo spinning during the
// palette fades. We don't have to, but I think it looks better
// that way.
event.type = kEvTOneshot;
event.code = kAnimEvent;
event.op = kEventPlay;
event.param = 0;
event.time = 0;
q_event = _vm->_events->chain(q_event, &event);
// Fade in from black to the scene background palette
_vm->_scene->getBGPal(pal);
event.type = kEvTContinuous;
event.code = kPalEvent;
event.op = kEventBlackToPal;
event.time = 0;
event.duration = IHNM_PALFADE_TIME;
event.data = pal;
q_event = _vm->_events->chain(q_event, &event);
// Fade to black after looping animation for a while
event.type = kEvTContinuous;
event.code = kPalEvent;
event.op = kEventPalToBlack;
event.time = IHNM_DGLOGO_TIME;
event.duration = IHNM_PALFADE_TIME;
event.data = pal;
q_event = _vm->_events->chain(q_event, &event);
// Queue end of scene
event.type = kEvTOneshot;
event.code = kSceneEvent;
event.op = kEventEnd;
event.time = 0;
q_event = _vm->_events->chain(q_event, &event);
break;
default:
break;
}
return 0;
}
int Scene::SC_IHNMIntroMovieProc3(int param, void *refCon) {
return ((Scene *)refCon)->IHNMIntroMovieProc3(param);
}
int Scene::IHNMIntroMovieProc3(int param) {
Event event;
Event *q_event;
PalEntry *pal;
static PalEntry current_pal[PAL_ENTRIES];
switch (param) {
case SCENE_BEGIN:
// Fade to black out of the intro DG logo anim
_vm->_gfx->getCurrentPal(current_pal);
event.type = kEvTContinuous;
event.code = kPalEvent;
event.op = kEventPalToBlack;
event.time = 0;
event.duration = IHNM_PALFADE_TIME;
event.data = current_pal;
q_event = _vm->_events->queue(&event);
// Music, maestro
// In the GM file, this music also appears as tracks 7, 13, 19,
// 25 and 31, but only track 1 sounds right with the FM music.
if (_vm->getGameId() != GID_IHNM_DEMO) {
event.type = kEvTOneshot;
event.code = kMusicEvent;
event.param = 1;
event.param2 = MUSIC_NORMAL;
event.op = kEventPlay;
event.time = 0;
q_event = _vm->_events->chain(q_event, &event);
}
// Background for intro scene is the first frame of the intro
// animation; display it but don't set palette
event.type = kEvTOneshot;
event.code = kBgEvent;
event.op = kEventDisplay;
event.param = kEvPNoSetPalette;
event.time = 0;
q_event = _vm->_events->chain(q_event, &event);
// Fade in from black to the scene background palette
_vm->_scene->getBGPal(pal);
event.type = kEvTContinuous;
event.code = kPalEvent;
event.op = kEventBlackToPal;
event.time = 0;
event.duration = IHNM_PALFADE_TIME;
event.data = pal;
q_event = _vm->_events->chain(q_event, &event);
event.type = kEvTOneshot;
event.code = kAnimEvent;
event.op = kEventPlay;
event.param = 0;
event.time = 0;
q_event = _vm->_events->chain(q_event, &event);
// Queue end of scene after a while
// The delay has been increased so the speech won't start until the music has ended
event.type = kEvTOneshot;
event.code = kSceneEvent;
event.op = kEventEnd;
if (_vm->getGameId() != GID_IHNM_DEMO)
event.time = _vm->_music->hasAdlib() ? IHNM_TITLE_TIME_FM : IHNM_TITLE_TIME_GM;
else
event.time = 12000;
q_event = _vm->_events->chain(q_event, &event);
break;
default:
break;
}
return 0;
}
} // End of namespace Saga