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ihnm_introproc.cpp

/* ScummVM - Scumm Interpreter
 * Copyright (C) 2004-2005 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 *
 * $Header: /cvsroot/scummvm/scummvm/saga/ihnm_introproc.cpp,v 1.56.2.1 2005/10/18 02:11:20 sev Exp $
 *
 */

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

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

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

#include "saga/scene.h"

namespace Saga {

SceneResourceData IHNM_IntroMovie1RL[] = {
      {30, 2, 0, 0, false} ,
      {31, 14, 0, 0, false}
};

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

SceneResourceData IHNM_IntroMovie2RL[] = {
      {32, 2, 0, 0, false} ,
      {33, 14, 0, 0, false}
};

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

SceneResourceData IHNM_IntroMovie3RL[] = {
      {34, 2, 0, 0, false},
      {35, 14, 0, 0, false}
};

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

SceneResourceData IHNM_IntroMovie4RL[] = {
      {1227, 2, 0, 0, false},
      {1226, 14, 0, 0, false}
};

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

LoadSceneParams IHNM_IntroList[] = {
      {0, kLoadByDescription, &IHNM_IntroMovie1Desc, Scene::SC_IHNMIntroMovieProc1, false, kTransitionNoFade, 0, NO_CHAPTER_CHANGE},
      {0, kLoadByDescription, &IHNM_IntroMovie2Desc, Scene::SC_IHNMIntroMovieProc2, false, kTransitionNoFade, 0, NO_CHAPTER_CHANGE},
      {0, kLoadByDescription, &IHNM_IntroMovie3Desc, Scene::SC_IHNMIntroMovieProc3, false, kTransitionNoFade, 0, NO_CHAPTER_CHANGE},
};

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

      LoadSceneParams firstScene;

      // The original used the "play video" mechanism for the first part of
      // the intro. We just use that panel mode.

      _vm->_interface->setMode(kPanelVideo);

      n_introscenes = ARRAYSIZE(IHNM_IntroList);

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

      firstScene.loadFlag = kLoadBySceneNumber;
      firstScene.sceneDescriptor = -1;
      firstScene.sceneDescription = NULL;
      firstScene.sceneSkipTarget = true;
      firstScene.sceneProc = NULL;
      firstScene.transitionType = kTransitionFade;
      firstScene.actorsEntrance = 0;
      firstScene.chapter = -1;

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

      return SUCCESS;
}

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

int Scene::IHNMIntroMovieProc1(int param) {
      Event event;
      Event *q_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 = kEvTOneshot;
            event.code = kBgEvent;
            event.op = kEventDisplay;
            event.param = kEvPSetPalette;
            event.time = 0;

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

            _vm->_anim->setFrameTime(0, IHNM_INTRO_FRAMETIME);
            _vm->_anim->setFlag(0, ANIM_FLAG_ENDSCENE);

            event.type = kEvTOneshot;
            event.code = kAnimEvent;
            event.op = kEventPlay;
            event.param = 0;
            event.time = 0;

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

      return 0;
}

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

int Scene::IHNMIntroMovieProc2(int param) {
      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 = kEvTContinuous;
            event.code = kPalEvent;
            event.op = kEventPalToBlack;
            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 = kEvTOneshot;
            event.code = kBgEvent;
            event.op = kEventDisplay;
            event.param = kEvPNoSetPalette;
            event.time = 0;

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

            _vm->_anim->setCycles(0, -1);

            // Unlike the original, we keep the logo spinning during the
            // palette fades. We don't have to, but I think it looks better
            // that way.

            event.type = kEvTOneshot;
            event.code = kAnimEvent;
            event.op = kEventPlay;
            event.param = 0;
            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 = kEvTContinuous;
            event.code = kPalEvent;
            event.op = kEventBlackToPal;
            event.time = 0;
            event.duration = IHNM_PALFADE_TIME;
            event.data = pal;

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

            // Fade to black after looping animation for a while
            event.type = kEvTContinuous;
            event.code = kPalEvent;
            event.op = kEventPalToBlack;
            event.time = IHNM_DGLOGO_TIME;
            event.duration = IHNM_PALFADE_TIME;
            event.data = pal;

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

            // Queue end of scene
            event.type = kEvTOneshot;
            event.code = kSceneEvent;
            event.op = kEventEnd;
            event.time = 0;

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

      return 0;
}

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

int Scene::IHNMIntroMovieProc3(int param) {
      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 = kEvTContinuous;
            event.code = kPalEvent;
            event.op = kEventPalToBlack;
            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 = kEvTOneshot;
            event.code = kMusicEvent;
            event.param = 1;
            event.param2 = MUSIC_NORMAL;
            event.op = kEventPlay;
            event.time = 0;

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

            // Background for intro scene is the first frame of the intro
            // animation; display it but don't set palette
            event.type = kEvTOneshot;
            event.code = kBgEvent;
            event.op = kEventDisplay;
            event.param = kEvPNoSetPalette;
            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 = kEvTContinuous;
            event.code = kPalEvent;
            event.op = kEventBlackToPal;
            event.time = 0;
            event.duration = IHNM_PALFADE_TIME;
            event.data = pal;

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

            event.type = kEvTOneshot;
            event.code = kAnimEvent;
            event.op = kEventPlay;
            event.param = 0;
            event.time = 0;

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

            // 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 = kEvTOneshot;
            event.code = kSceneEvent;
            event.op = kEventEnd;
            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;
}

} // End of namespace Saga

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