mirror of
https://github.com/libretro/scummvm.git
synced 2025-01-07 18:31:37 +00:00
df665e5907
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).
357 lines
8.5 KiB
C++
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
|