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ihnm_introproc.cpp

/* ScummVM - Scumm Interpreter
 * Copyright (C) 2004 The ScummVM project
 *
 * The ReInherit Engine is (C)2000-2003 by Daniel Balsom.
 *
 * 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., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 *
 * $Header: /cvsroot/scummvm/scummvm/saga/ihnm_introproc.cpp,v 1.30 2004/12/03 19:15:44 eriktorbjorn Exp $
 *
 */

// "I Have No Mouth" Intro sequence scene procedures

#include "saga/saga.h"
#include "saga/yslib.h"
#include "saga/gfx.h"

#include "saga/animation.h"
#include "saga/events.h"
#include "saga/rscfile_mod.h"
#include "saga/sndres.h"
#include "saga/music.h"

#include "saga/scene.h"

namespace Saga {

SCENE_RESLIST IHNM_IntroMovie1RL[] = {
      {30, SAGA_BG_IMAGE, 0, 0} ,
      {31, SAGA_ANIM_1, 0, 0}
};

SCENE_DESC IHNM_IntroMovie1Desc = {
      0, 0, 0, 0, 0, 0, 0, 0,
      IHNM_IntroMovie1RL,
      ARRAYSIZE(IHNM_IntroMovie1RL)
};

SCENE_RESLIST IHNM_IntroMovie2RL[] = {
      {32, SAGA_BG_IMAGE, 0, 0} ,
      {33, SAGA_ANIM_1, 0, 0}
};

SCENE_DESC IHNM_IntroMovie2Desc = {
      0, 0, 0, 0, 0, 0, 0, 0,
      IHNM_IntroMovie2RL,
      ARRAYSIZE(IHNM_IntroMovie2RL)
};

SCENE_RESLIST IHNM_IntroMovie3RL[] = {
      {34, SAGA_BG_IMAGE, 0, 0},
      {35, SAGA_ANIM_1, 0, 0}
};

SCENE_DESC IHNM_IntroMovie3Desc = {
      0, 0, 0, 0, 0, 0, 0, 0,
      IHNM_IntroMovie3RL,
      ARRAYSIZE(IHNM_IntroMovie3RL)
};

SCENE_RESLIST IHNM_IntroMovie4RL[] = {
      {1227, SAGA_BG_IMAGE, 0, 0},
      {1226, SAGA_ANIM_1, 0, 0}
};

SCENE_DESC IHNM_IntroMovie4Desc = {
      0, 0, 0, 0, 0, 0, 0, 0,
      IHNM_IntroMovie4RL,
      ARRAYSIZE(IHNM_IntroMovie4RL)
};

SCENE_QUEUE IHNM_IntroList[] = {
      {0, &IHNM_IntroMovie1Desc, BY_DESC, Scene::SC_IHNMIntroMovieProc1, 0, SCENE_NOFADE},
      {0, &IHNM_IntroMovie2Desc, BY_DESC, Scene::SC_IHNMIntroMovieProc2, 0, SCENE_NOFADE},
      {0, &IHNM_IntroMovie3Desc, BY_DESC, Scene::SC_IHNMIntroMovieProc3, 0, SCENE_NOFADE},
      {0, &IHNM_IntroMovie4Desc, BY_DESC, Scene::SC_IHNMHateProc, 0, SCENE_NOFADE}
};

int Scene::IHNMStartProc() {
      size_t n_introscenes;
      size_t i;

      SCENE_QUEUE first_scene;
      GAME_SCENEDESC gs_desc;

      n_introscenes = ARRAYSIZE(IHNM_IntroList);

      for (i = 0; i < n_introscenes; i++) {
            _vm->_scene->queueScene(&IHNM_IntroList[i]);
      }

      // FIXME: I believe I've found the correct scene, but since we do not
      // yet support IHNM script loading it won't actually do anything. Also,
      // it will cause the end titles music to play, which is wrong. (But
      // hey, it's a nice piece of music!)

      GAME_GetSceneInfo(&gs_desc);

      first_scene.load_flag = BY_SCENE;
      first_scene.scene_n = gs_desc.first_scene;
      first_scene.scene_skiptarget = 1;
      first_scene.scene_proc = NULL;
      first_scene.fadeType = SCENE_FADE;

      _vm->_scene->queueScene(&first_scene);

      return SUCCESS;
}

int Scene::SC_IHNMIntroMovieProc1(int param, SCENE_INFO *scene_info, void *refCon) {
      return ((Scene *)refCon)->IHNMIntroMovieProc1(param, scene_info);
}

int Scene::IHNMIntroMovieProc1(int param, SCENE_INFO *scene_info) {
      EVENT 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 = ONESHOT_EVENT;
            event.code = BG_EVENT;
            event.op = EVENT_DISPLAY;
            event.param = SET_PALETTE;
            event.time = 0;
            _vm->_events->queue(&event);
            _vm->_anim->setFrameTime(0, IHNM_INTRO_FRAMETIME);
            _vm->_anim->setFlag(0, ANIM_ENDSCENE);
            _vm->_anim->play(0, 0);
            break;
      default:
            break;
      }

      return 0;
}

int Scene::SC_IHNMIntroMovieProc2(int param, SCENE_INFO *scene_info, void *refCon) {
      return ((Scene *)refCon)->IHNMIntroMovieProc2(param, scene_info);
}

int Scene::IHNMIntroMovieProc2(int param, SCENE_INFO *scene_info) {
      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 = CONTINUOUS_EVENT;
            event.code = PAL_EVENT;
            event.op = EVENT_PALTOBLACK;
            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 = ONESHOT_EVENT;
            event.code = BG_EVENT;
            event.op = EVENT_DISPLAY;
            event.param = NO_SET_PALETTE;
            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 = CONTINUOUS_EVENT;
            event.code = PAL_EVENT;
            event.op = EVENT_BLACKTOPAL;
            event.time = 0;
            event.duration = IHNM_PALFADE_TIME;
            event.data = pal;

            q_event = _vm->_events->chain(q_event, &event);

            _vm->_anim->setFlag(0, ANIM_LOOP);
            _vm->_anim->play(0, IHNM_PALFADE_TIME * 2);

            // Queue end of scene after looping animation for a while
            event.type = ONESHOT_EVENT;
            event.code = SCENE_EVENT;
            event.op = EVENT_END;
            event.time = IHNM_DGLOGO_TIME;

            q_event = _vm->_events->chain(q_event, &event);
            break;
      default:
            break;
      }

      return 0;
}

int Scene::SC_IHNMIntroMovieProc3(int param, SCENE_INFO *scene_info, void *refCon) {
      return ((Scene *)refCon)->IHNMIntroMovieProc3(param, scene_info);
}

int Scene::IHNMIntroMovieProc3(int param, SCENE_INFO *scene_info) {
      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 = CONTINUOUS_EVENT;
            event.code = PAL_EVENT;
            event.op = EVENT_PALTOBLACK;
            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.

            event.type = ONESHOT_EVENT;
            event.code = MUSIC_EVENT;
            event.param = 1;
            event.param2 = 0;
            event.op = EVENT_PLAY;
            event.time = 0;

            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 = ONESHOT_EVENT;
            event.code = BG_EVENT;
            event.op = EVENT_DISPLAY;
            event.param = NO_SET_PALETTE;
            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 = CONTINUOUS_EVENT;
            event.code = PAL_EVENT;
            event.op = EVENT_BLACKTOPAL;
            event.time = 0;
            event.duration = IHNM_PALFADE_TIME;
            event.data = pal;

            q_event = _vm->_events->chain(q_event, &event);

            _vm->_anim->play(0, 0);

            // Queue end of scene after a while
            // TODO: I've increased the delay so the speech won't start
            // until the music has ended. Could someone verify if that's
            // the correct behaviour?
            event.type = ONESHOT_EVENT;
            event.code = SCENE_EVENT;
            event.op = EVENT_END;
            event.time = _vm->_music->hasAdlib() ? IHNM_TITLE_TIME_FM : IHNM_TITLE_TIME_GM;

            q_event = _vm->_events->chain(q_event, &event);
            break;
      default:
            break;
      }

      return 0;
}

int Scene::SC_IHNMHateProc(int param, SCENE_INFO *scene_info, void *refCon) {
      return ((Scene *)refCon)->IHNMHateProc(param, scene_info);
}

int Scene::IHNMHateProc(int param, SCENE_INFO *scene_info) {
      EVENT event;
      EVENT *q_event;

      switch (param) {
      case SCENE_BEGIN:
            _vm->_anim->setFlag(0, ANIM_LOOP);
            _vm->_anim->play(0, 0);

            // More music
            event.type = ONESHOT_EVENT;
            event.code = MUSIC_EVENT;
            event.param = 32;
            event.param2 = MUSIC_LOOP;
            event.op = EVENT_PLAY;
            event.time = 0;

            q_event = _vm->_events->queue(&event);

            // Background for intro scene is the first frame of the
            // intro animation; display it and set the palette
            event.type = ONESHOT_EVENT;
            event.code = BG_EVENT;
            event.op = EVENT_DISPLAY;
            event.param = SET_PALETTE;
            event.time = 0;

            q_event = _vm->_events->queue(&event);

            // Play voice
            event.type = ONESHOT_EVENT;
            event.code = VOICE_EVENT;
            event.op = EVENT_PLAY;
            event.param = 0;
            event.time = 0;

            q_event = _vm->_events->queue(&event);

            // Background sound
            event.type = ONESHOT_EVENT;
            event.code = SOUND_EVENT;
            event.op = EVENT_PLAY;
            event.param = 260;
            event.param2 = 255;     // FIXME: Verify volume
            event.param3 = SOUND_LOOP;
            event.time = 0;

            q_event = _vm->_events->queue(&event);

            // End background sound after the voice has finished
            event.type = ONESHOT_EVENT;
            event.code = SOUND_EVENT;
            event.op = EVENT_STOP;
            event.time = _vm->_sndRes->getVoiceLength(0);

            q_event = _vm->_events->chain(q_event, &event);

            // End scene after the voice has finished
            event.type = ONESHOT_EVENT;
            event.code = SCENE_EVENT;
            event.op = EVENT_END;
            event.time = 0;

            q_event = _vm->_events->chain(q_event, &event);
            break;
      default:
            break;
      }

      return 0;
}

} // End of namespace Saga

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