scummvm/engines/lure/intro.cpp
Torbjörn Andersson 72eb9ec9ea Fixed a bunch of cppcheck warnings. Mostly about checking if a pointer is null
before freeing it, which isn't necessary.

svn-id: r46941
2010-01-03 19:37:43 +00:00

194 lines
5.1 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.
*
* $URL$
* $Id$
*
*/
#include "lure/lure.h"
#include "lure/intro.h"
#include "lure/animseq.h"
#include "lure/events.h"
#include "lure/sound.h"
namespace Lure {
struct AnimRecord {
uint16 resourceId;
uint8 paletteIndex;
uint16 initialPause;
uint16 endingPause;
uint8 soundNumber;
};
static const uint16 start_screens[] = {0x18, 0x1A, 0x1E, 0x1C, 0};
static const AnimRecord anim_screens[] = {
{0x40, 0, 0x35A, 0x2C8, 0x80}, // The kingdom was at peace
{0x42, 1, 0, 0x5FA, 0x81}, // Cliff overhang
{0x44, 2, 0, 0, 0x82}, // Siluette in moonlight
{0x24, 3, 0, 0x328 + 0x24, 0xff}, // Exposition of reaching town
{0x46, 3, 0, 0, 0x83}, // Skorl approaches
{0, 0, 0, 0, 0xff}};
// showScreen
// Shows a screen by loading it from the given resource, and then fading it in
// with a palette in the following resource. Returns true if the introduction
// should be aborted
bool Introduction::showScreen(uint16 screenId, uint16 paletteId, uint16 delaySize) {
Screen &screen = Screen::getReference();
bool isEGA = LureEngine::getReference().isEGA();
screen.screen().loadScreen(screenId);
screen.update();
Palette p(paletteId);
if (LureEngine::getReference().shouldQuit()) return true;
if (isEGA) screen.setPalette(&p);
else screen.paletteFadeIn(&p);
bool result = interruptableDelay(delaySize);
if (LureEngine::getReference().shouldQuit()) return true;
if (!isEGA)
screen.paletteFadeOut();
return result;
}
// interruptableDelay
// Delays for a given number of milliseconds. If it returns true, it indicates that
// the Escape has been pressed to abort whatever sequence is being displayed
bool Introduction::interruptableDelay(uint32 milliseconds) {
Events &events = Events::getReference();
if (events.interruptableDelay(milliseconds)) {
if (events.type() == Common::EVENT_KEYDOWN)
return events.event().kbd.keycode == 27;
else if (LureEngine::getReference().shouldQuit())
return true;
else if (events.type() == Common::EVENT_LBUTTONDOWN)
return false;
}
return false;
}
// show
// Main method for the introduction sequence
bool Introduction::show() {
Screen &screen = Screen::getReference();
bool isEGA = LureEngine::getReference().isEGA();
screen.setPaletteEmpty();
// Initial game company and then game screen
for (int ctr = 0; start_screens[ctr]; ++ctr)
if (showScreen(start_screens[ctr], start_screens[ctr] + 1, 5000))
return true;
PaletteCollection coll(0x32);
Palette EgaPalette(0x1D);
// Animated screens
AnimationSequence *anim;
bool result;
uint8 currentSound = 0xff;
const AnimRecord *curr_anim = anim_screens;
for (; curr_anim->resourceId; ++curr_anim) {
// Handle sound selection
if (curr_anim->soundNumber != 0xff) {
if (currentSound != 0xff)
// Stop the previous sound
Sound.musicInterface_KillAll();
currentSound = curr_anim->soundNumber;
Sound.musicInterface_Play(currentSound, 0);
}
bool fadeIn = curr_anim == anim_screens;
anim = new AnimationSequence(curr_anim->resourceId,
isEGA ? EgaPalette : coll.getPalette(curr_anim->paletteIndex), fadeIn,
(curr_anim->resourceId == 0x44) ? 4 : 7);
if (curr_anim->initialPause != 0) {
if (interruptableDelay(curr_anim->initialPause * 1000 / 50)) {
delete anim;
return true;
}
}
result = false;
switch (anim->show()) {
case ABORT_NONE:
if (curr_anim->endingPause != 0) {
result = interruptableDelay(curr_anim->endingPause * 1000 / 50);
}
break;
case ABORT_END_INTRO:
result = true;
break;
case ABORT_NEXT_SCENE:
break;
}
delete anim;
if (result) {
Sound.musicInterface_KillAll();
return true;
}
}
// Show battle pictures one frame at a time
result = false;
anim = new AnimationSequence(0x48, isEGA ? EgaPalette : coll.getPalette(4), false);
do {
result = interruptableDelay(2000);
screen.paletteFadeOut();
if (!result) result = interruptableDelay(500);
if (result) break;
} while (anim->step());
delete anim;
if (!result) {
// Show final introduction animation
if (!isEGA)
showScreen(0x22, 0x21, 10000);
else {
Palette finalPalette(0x21);
anim = new AnimationSequence(0x22, finalPalette, false);
delete anim;
interruptableDelay(10000);
}
}
Sound.musicInterface_KillAll();
return false;
}
} // End of namespace Lure