mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-26 11:46:54 +00:00
2b2af8ab5e
svn-id: r28332
434 lines
11 KiB
C++
434 lines
11 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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* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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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/interface.h"
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#include "saga/rscfile.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, 2, 0, 0, false},
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{31, 14, 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, 2, 0, 0, false},
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{33, 14, 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, 2, 0, 0, false},
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{35, 14, 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, 2, 0, 0, false},
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{1226, 14, 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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// Demo
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SceneResourceData IHNMDEMO_IntroMovie1RL[] = {
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{19, 2, 0, 0, false} // this scene doesn't have an animation
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};
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SceneDescription IHNMDEMO_IntroMovie1Desc = {
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0, 0, 0, 0, 0, 0, 0, 0,
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IHNMDEMO_IntroMovie1RL,
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ARRAYSIZE(IHNMDEMO_IntroMovie1RL)
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};
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SceneResourceData IHNMDEMO_IntroMovie2RL[] = {
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{22, 2, 0, 0, false},
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{23, 14, 0, 0, false}
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};
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SceneDescription IHNMDEMO_IntroMovie2Desc = {
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0, 0, 0, 0, 0, 0, 0, 0,
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IHNMDEMO_IntroMovie2RL,
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ARRAYSIZE(IHNMDEMO_IntroMovie2RL)
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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, NO_CHAPTER_CHANGE},
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{0, kLoadByDescription, &IHNM_IntroMovie2Desc, Scene::SC_IHNMIntroMovieProc2, false, kTransitionNoFade, 0, NO_CHAPTER_CHANGE},
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{0, kLoadByDescription, &IHNM_IntroMovie3Desc, Scene::SC_IHNMIntroMovieProc3, false, kTransitionNoFade, 0, NO_CHAPTER_CHANGE},
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};
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LoadSceneParams IHNMDEMO_IntroList[] = {
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{0, kLoadByDescription, &IHNMDEMO_IntroMovie1Desc, Scene::SC_IHNMIntroMovieProc1, false, kTransitionNoFade, 0, NO_CHAPTER_CHANGE},
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{0, kLoadByDescription, &IHNMDEMO_IntroMovie2Desc, Scene::SC_IHNMIntroMovieProc3, false, kTransitionNoFade, 0, NO_CHAPTER_CHANGE},
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};
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// IHNM cutaway intro resource IDs
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#define RID_IHNM_INTRO_CUTAWAYS 39
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#define RID_IHNMDEMO_INTRO_CUTAWAYS 25
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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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/*
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// Test code - uses loadCutawayList to load the intro cutaways, like the original
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ResourceContext *resourceContext;
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//ResourceContext *soundContext;
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byte *resourcePointer;
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size_t resourceLength;
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resourceContext = _vm->_resource->getContext(GAME_RESOURCEFILE);
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if (resourceContext == NULL) {
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error("Scene::IHNMStartProc() resource context not found");
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}
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if (_vm->getGameId() != GID_IHNM_DEMO)
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_vm->_resource->loadResource(resourceContext, RID_IHNM_INTRO_CUTAWAYS, resourcePointer, resourceLength);
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else
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_vm->_resource->loadResource(resourceContext, RID_IHNMDEMO_INTRO_CUTAWAYS, resourcePointer, resourceLength);
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if (resourceLength == 0) {
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error("Scene::IHNMStartProc() Can't load cutaway list");
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}
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// Load the cutaways for the title screens
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_vm->_anim->loadCutawayList(resourcePointer, resourceLength);
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// Note that the resource ID needed is the returned ID minus one
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printf("%i\n", _vm->_anim->cutawayResourceID(0));
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printf("%i\n", _vm->_anim->cutawayResourceID(1));
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printf("%i\n", _vm->_anim->cutawayResourceID(2));
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*/
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// The original used the "play video" mechanism for the first part of
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// the intro. We just use that panel mode.
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_vm->_anim->setCutAwayMode(kPanelVideo);
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_vm->_interface->setMode(kPanelVideo);
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if (_vm->getGameId() != GID_IHNM_DEMO)
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n_introscenes = ARRAYSIZE(IHNM_IntroList);
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else
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n_introscenes = ARRAYSIZE(IHNMDEMO_IntroList);
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// Queue the company and title videos
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if (_vm->getGameId() != GID_IHNM_DEMO) {
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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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} else {
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for (i = 0; i < n_introscenes; i++) {
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_vm->_scene->queueScene(&IHNMDEMO_IntroList[i]);
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}
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}
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firstScene.loadFlag = kLoadBySceneNumber;
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firstScene.sceneDescriptor = -1;
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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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firstScene.chapter = -1;
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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 = kEvTOneshot;
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event.code = kBgEvent;
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event.op = kEventDisplay;
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event.param = kEvPSetPalette;
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event.time = 0;
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q_event = _vm->_events->queue(&event);
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if (_vm->getGameId() != GID_IHNM_DEMO) {
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_vm->_anim->setFrameTime(0, IHNM_INTRO_FRAMETIME);
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_vm->_anim->setFlag(0, ANIM_FLAG_ENDSCENE);
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event.type = kEvTOneshot;
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event.code = kAnimEvent;
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event.op = kEventPlay;
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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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} else {
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// Start playing the intro music for the demo version
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event.type = kEvTOneshot;
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event.code = kMusicEvent;
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event.param = 1;
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event.param2 = MUSIC_NORMAL;
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event.op = kEventPlay;
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event.time = 0;
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q_event = _vm->_events->chain(q_event, &event);
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// The IHNM demo doesn't have an animation at the
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// Cyberdreans logo screen
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// Queue end of scene after a while
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event.type = kEvTOneshot;
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event.code = kSceneEvent;
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event.op = kEventEnd;
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event.time = 8000;
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q_event = _vm->_events->chain(q_event, &event);
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}
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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 = kEvTContinuous;
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event.code = kPalEvent;
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event.op = kEventPalToBlack;
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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 = kEvTOneshot;
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event.code = kBgEvent;
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event.op = kEventDisplay;
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event.param = kEvPNoSetPalette;
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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 = kEvTOneshot;
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event.code = kAnimEvent;
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event.op = kEventPlay;
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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 = kEvTContinuous;
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event.code = kPalEvent;
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event.op = kEventBlackToPal;
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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 = kEvTContinuous;
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event.code = kPalEvent;
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event.op = kEventPalToBlack;
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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 = kEvTOneshot;
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event.code = kSceneEvent;
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event.op = kEventEnd;
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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 = kEvTContinuous;
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event.code = kPalEvent;
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event.op = kEventPalToBlack;
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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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if (_vm->getGameId() != GID_IHNM_DEMO) {
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event.type = kEvTOneshot;
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event.code = kMusicEvent;
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event.param = 1;
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event.param2 = MUSIC_NORMAL;
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event.op = kEventPlay;
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event.time = 0;
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q_event = _vm->_events->chain(q_event, &event);
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}
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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 = kEvTOneshot;
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event.code = kBgEvent;
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event.op = kEventDisplay;
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event.param = kEvPNoSetPalette;
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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 = kEvTContinuous;
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event.code = kPalEvent;
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event.op = kEventBlackToPal;
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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 = kEvTOneshot;
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event.code = kAnimEvent;
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event.op = kEventPlay;
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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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// The delay has been increased so the speech won't start until the music has ended
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event.type = kEvTOneshot;
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event.code = kSceneEvent;
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event.op = kEventEnd;
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if (_vm->getGameId() != GID_IHNM_DEMO)
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event.time = _vm->_music->hasAdlib() ? IHNM_TITLE_TIME_FM : IHNM_TITLE_TIME_GM;
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else
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event.time = 12000;
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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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