scummvm/engines/tsage/sherlock/sherlock_logo.cpp
Thierry Crozat df665e5907 TSAGE: Add cast of nullptr to (const void *) in call to variadic functions
This should not be necessary, but this is for (at least) two reasons:
 - Our C++11 compatibility code simply defines nullptr as 0 (and 0
may have a different size to (const void *)0).
 - Xcode compiler on OS X throw an error without that cast (cannot
pass object of non-POD type nullptr through variadic method).
2015-06-02 00:04:06 +01:00

357 lines
8.5 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.
*
*/
#include "tsage/sherlock/sherlock_logo.h"
#include "tsage/scenes.h"
#include "tsage/tsage.h"
namespace TsAGE {
namespace Sherlock {
void SherlockLogo::start() {
GLOBALS._gfxFontNumber = -1;
GLOBALS.gfxManager().setDefaults();
// Start the demo's single scene
g_globals->_sceneManager.changeScene(1);
g_globals->_events.setCursor(CURSOR_NONE);
}
Scene *SherlockLogo::createScene(int sceneNumber) {
// The demo only has a single scene, so ignore the scene number and always return it
return new SherlockLogoScene();
}
bool SherlockLogo::canLoadGameStateCurrently() {
return false;
}
bool SherlockLogo::canSaveGameStateCurrently() {
return false;
}
void SherlockLogo::processEvent(Event &event) {
if (event.eventType == EVENT_BUTTON_DOWN || (event.eventType == EVENT_KEYPRESS &&
event.kbd.keycode == Common::KEYCODE_ESCAPE))
quitGame();
}
void SherlockLogo::quitGame() {
g_vm->quitGame();
}
/*--------------------------------------------------------------------------*/
void SherlockSceneHandler::postInit(SceneObjectList *OwnerList) {
_delayTicks = 2;
GLOBALS._soundManager.postInit();
GLOBALS._soundManager.buildDriverList(true);
GLOBALS._soundManager.installConfigDrivers();
GLOBALS._sceneManager.setNewScene(10);
GLOBALS._game->start();
}
/*--------------------------------------------------------------------------*/
void Object::setVisage(const Common::String &name) {
int visageNum = atoi(name.c_str());
SceneObject::setVisage(visageNum);
}
/*--------------------------------------------------------------------------*/
void SherlockLogoScene::Action1::signal() {
SherlockLogoScene &scene = *(SherlockLogoScene *)GLOBALS._sceneManager._scene;
switch (_actionIndex++) {
case 0:
// Load scene palette
GLOBALS._scenePalette.loadPalette(1111);
GLOBALS._scenePalette.loadPalette(1);
GLOBALS._scenePalette.refresh();
setDelay(1);
break;
case 1:
// Fade in the spotlight background
GLOBALS._scenePalette.addFader(scene._palette1._palette, 256, 6, this);
break;
case 2:
// First half of square, circle, and triangle bouncing
scene._object1.postInit();
scene._object1.setVisage("0016.vis");
scene._object1._strip = 1;
scene._object1._frame = 1;
scene._object1.setPosition(Common::Point(169, 107));
scene._object1.changeZoom(100);
scene._object1._numFrames = 7;
scene._object1.animate(ANIM_MODE_5, this);
break;
case 3:
// Remainder of bouncing square, circle, and triangle coming to rest
scene._object1._strip = 2;
scene._object1._frame = 1;
scene._object1.changeZoom(100);
scene._object1.animate(ANIM_MODE_4, 11, 1, this);
break;
case 4:
// Fade out background without fading out the shapes
GLOBALS._scenePalette.addFader(scene._palette2._palette, 256, 6, this);
break;
case 5:
scene._backSurface.fillRect(scene._sceneBounds, 0);
scene._gfxManager2.activate();
scene._gfxManager2.fillRect(scene._sceneBounds, 0);
scene._gfxManager2.deactivate();
//word_2B4AA = 3;
setDelay(10);
break;
case 6:
GLOBALS._scenePalette.loadPalette(12);
GLOBALS._scenePalette.refresh();
setDelay(1);
break;
case 7:
// Animation of shapes expanding upwards to form larger EA logo
scene._object1.setVisage("0012.vis");
scene._object1._strip = 1;
scene._object1._frame = 1;
scene._object1.changeZoom(100);
scene._object1.setPosition(Common::Point(170, 142));
scene._object1._numFrames = 7;
scene._object1.animate(ANIM_MODE_5, (const void *)nullptr);
ADD_MOVER(scene._object1, 158, 71);
break;
case 8:
GLOBALS._scenePalette.addFader(scene._palette3._palette, 256, 40, this);
break;
case 9:
// Show 'Electronic Arts' company name
scene._object2.postInit(nullptr);
scene._object2.setVisage("0014.vis");
scene._object2._strip = 1;
scene._object2._frame = 1;
scene._object2.setPosition(Common::Point(152, 98));
scene._object2.changeZoom(100);
scene._object2.animate(ANIM_MODE_NONE, (const void *)nullptr);
setDelay(120);
break;
case 10:
// Remainder of steps is positioning and sizing hand cursorin an arc
scene._object3.postInit();
scene._object3.setVisage("0018.vis");
scene._object3._strip = 1;
scene._object3._frame = 1;
scene._object3.setPosition(Common::Point(33, 91));
scene._object3.changeZoom(100);
scene._object3.animate(ANIM_MODE_NONE, (const void *)nullptr);
setDelay(5);
break;
case 11:
scene._object3._frame = 2;
scene._object3.setPosition(Common::Point(44, 124));
setDelay(5);
break;
case 12:
scene._object3._frame = 3;
scene._object3.setPosition(Common::Point(64, 153));
setDelay(5);
break;
case 13:
scene._object3._frame = 4;
scene._object3.setPosition(Common::Point(87, 174));
setDelay(5);
break;
case 14:
scene._object3._frame = 5;
scene._object3.setPosition(Common::Point(114, 191));
setDelay(5);
break;
case 15:
scene._object3._frame = 6;
scene._object3.setPosition(Common::Point(125, 184));
setDelay(5);
break;
case 16:
scene._object3._frame = 7;
scene._object3.setPosition(Common::Point(154, 187));
setDelay(5);
break;
case 17:
scene._object3._frame = 8;
scene._object3.setPosition(Common::Point(181, 182));
setDelay(5);
break;
case 18:
scene._object3._frame = 9;
scene._object3.setPosition(Common::Point(191, 167));
setDelay(5);
break;
case 19:
scene._object3._frame = 10;
scene._object3.setPosition(Common::Point(190, 150));
setDelay(5);
break;
case 20:
scene._object3._frame = 11;
scene._object3.setPosition(Common::Point(182, 139));
setDelay(5);
break;
case 21:
scene._object3._frame = 11;
scene._object3.setPosition(Common::Point(170, 130));
setDelay(5);
break;
case 22:
scene._object3._frame = 11;
scene._object3.setPosition(Common::Point(158, 121));
setDelay(8);
break;
case 23:
// Show a highlighting of the company name
scene._object3.hide();
scene._object4.show();
scene._object4.setPosition(Common::Point(155, 94));
setDelay(8);
break;
case 24:
scene._object4._frame = 2;
scene._object4.setPosition(Common::Point(155, 94));
setDelay(8);
break;
case 25:
scene._object2.remove();
setDelay(1);
break;
case 26:
scene._object4._frame = 3;
scene._object4.setPosition(Common::Point(155, 94));
setDelay(8);
break;
case 27:
scene._object4._frame = 4;
scene._object4.setPosition(Common::Point(155, 94));
setDelay(8);
break;
break;
case 28:
scene._object4._frame = 5;
scene._object4.setPosition(Common::Point(155, 94));
setDelay(8);
break;
break;
case 29:
scene._object4._frame = 6;
scene._object4.setPosition(Common::Point(155, 94));
setDelay(8);
break;
break;
case 30:
scene._object4._frame = 7;
scene._object4.setPosition(Common::Point(155, 94));
setDelay(8);
break;
break;
case 31:
scene._object4._frame = 8;
scene._object4.setPosition(Common::Point(155, 94));
setDelay(8);
break;
case 32:
setDelay(180);
break;
default:
scene.finish();
remove();
break;
}
}
/*--------------------------------------------------------------------------*/
void SherlockLogoScene::postInit(SceneObjectList *OwnerList) {
loadScene(10);
Scene::postInit(OwnerList);
_palette1.loadPalette(1111);
_palette1.loadPalette(10);
_palette2.loadPalette(1111);
_palette2.loadPalette(1);
_palette3.loadPalette(1111);
_palette3.loadPalette(14);
_object4.postInit();
_object4.setVisage("0019.vis");
_object4._strip = 1;
_object4._frame = 1;
_object4.setPosition(Common::Point(155, 94));
_object4.changeZoom(100);
_object4.animate(ANIM_MODE_NONE, (const void *)nullptr);
_object4.hide();
setAction(&_action1);
}
void SherlockLogoScene::finish() {
g_vm->quitGame();
}
} // End of namespace Sherlock
} // End of namespace TsAGE