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////////////////////////////////////////////////////////////////////////////////
//
// Copyright 2016 RWS Inc, All Rights Reserved
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of version 2 of the GNU General Public License as published by
// the Free Software Foundation
//
// 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
//
// title.cpp
// Project: Postal
//
// This module deals with displaying the title sequence and the loading of
// assets during that time.
//
// History:
// 12/04/96 MJR Started.
//
// 01/28/97 JMI Took out feet and title.bmp and replaced them with a simple
// progress bar and Pile640K.bmp.
//
// 01/31/97 JMI Now uses FullPath() to get full path for filespecs.
//
// 02/02/97 JMI Now, once EndTitle() is called, the progress bar is
// guaranteed to be completely filled. Also, changed
// static sLastFillPos local to DoTitle() to module static
// so it can be initialized in StartTitle() and, therefore,
// the title screen can be restarted.
//
// 02/03/97 JMI Updated paths to reflect SAK dir.
//
// 02/24/97 MJR Put in new title screen and modified progress bar.
//
// 04/14/97 JMI Now shows one BMP for a portion of the title progress and
// then a different one for the rest.
// You can select the starting bitmap on the call to
// StartTitle().
// Eventually, I imagine this will be generalized further with
// an array of res names and durations (one for RWS, one for
// the publisher, and one for Postal).
//
// 04/14/97 JMI Temporarily disabled progress meter for ABC News demo.
//
// 06/03/97 JMI Now displays the pre-release excuse after the RWS logo.
//
// 06/04/97 JMI Now you can select a title page relative to the last one
// by specifying a number < 1.
//
// 06/04/97 JMI Rearranged title screens and added RC logo.
//
// 06/11/97 JMI Added check against g_GameSettings.m_szDontShowTitles.
// Also, DisplayImage() now does a ReleaseAndPurge() instead
// of an rspReleaseResource() to save what would currently
// amount to about 1.2M of RAM.
//
// 06/11/97 JMI Changed RResMgr::ReleaseAndPurge() call to
// rspReleaseAndPurge().
//
// 06/12/97 JMI Now IsInList() uses rspStricmp().
//
// 06/12/97 JMI Now only updates the palette of the new image if it is
// different from the current.
//
// 06/16/97 JMI Now centers title screens and erases entire screen even
// no palette change.
//
// 07/09/97 JMI Now uses its own g_smidTitle for the title noise instead of
// relying on the menu one.
//
// 07/18/97 JMI Got rid of bogus immitation PlaySample functions.
// Now there is one PlaySample() function. Also, you now
// MUST specify a category and you don't have to specify a
// SoundInstance ptr to specify a volume.
//
// 07/23/97 JMI Added rating.bmp as first title card.
//
// 08/08/97 JMI Added parameter specifying whether to play musak to
// StartTitle().
//
// 08/18/97 BRH Took out beta screen.
//
// 08/18/97 BRH Added game ending sequence wiht backgrounds and audio.
//
// 08/18/97 JMI Changed TitleRFileCallback to call Update() instead of
// RMix::Do() (Update() calls RMix::Do() ) b/c Update()
// makes the Mac load faster.
//
// 08/21/97 JMI Changed call to Update() to UpdateSystem() and occurrences
// of rspUpdateDisplay() to UpdateDisplay().
//
// 08/22/97 JMI Changed calls to UpdateDisplay() back to rspUpdateDisplay()
// since we no longer need UpdateDisplay() now that we are
// using rspLock/Unlock* functions properly.
// Also, put locks around accesses (Blits, Rects, etc.) to the
// composite buffer.
// Also, now loops the entire intro and does not abort it when
// EndTitle() is called (it still stops the loopage, though).
//
// 08/23/97 JMI Now you can get the sound instance of the title musak from
// StartTitle().
//
// 08/30/97 BRH Took out beta test screen.
//
// 09/01/97 BRH Adjusted the final ending sequence so that the music starts
// on a black screen, then the door is shown while you hear
// the door slam sound, then it goes to the first sequence
// picture of the tortured guy.
//
// 09/03/97 JMI Many loops in Title_EndingSequence() wer calling RMix::Do()
// instead of UpdateSystem(). While RMix::Do() will keep the
// music running it does not give Blue a chance to realize
// things like focus loss and video mode changes -- we should
// always call UpdateSystem() in these loops.
//
// 09/04/97 JMI Now calls UpdateSystem() every iteration instead of every
// 1/20th of a second.
//
// 09/07/97 BRH You can now quit with Alt-F4 when the final end of
// game sequence is playing.
//
// 09/07/97 JMI Removed RipCord logo since the animated version is played
// elsewhere (main.cpp).
//
// 09/08/97 JMI Move Rip Cord static logo to front.
//
// 09/17/97 JMI Removed unused heart beat interval timer, progress
// meter calculations, and progress image loadage.
//
// 09/24/97 BRH Added conditional compile based on LOCALE for the title
// sequence. The foreign versions have an additional
// distributer screen after the ripcord logo, and the UK
// warning screen is different.
//
// 09/25/97 JMI Added #include of "comileOptions.h" so US, UK, etc. would
// be defined.
//
// 09/30/97 JMI Now sets and unsets RFile::ms_criticall in DisplayImage()
// to guarantee it is being set during any title sequence.
//
// 10/21/97 JMI A call to Title_DisableRipcordStaticLogo() will now disable
// the RipCord static logo.
//
// 11/17/97 JMI DoTitle() could theoretically blow m_adTitlePercent's
// bounds.
//
// 06/01/98 BRH Removed the references to RIPCORD_LOGO_INDEX and the
// code that disables the static logo to when the movie
// logo is played etc. Take2/AIM has requested that
// the only logo on the game should be Running With Scissors
// so we don't want Ripcord or Take2 logos at all.
//
// 09/27/99 JMI Changed to allow deluxe violence disclaimer only in any
// locale satisfying the CompilerOptions macro VIOLENT_LOCALE.
//
// 01/20/00 MJR Added screen for distributor logo.
//
// 03/30/00 MJR Now uses TITLE_SHOW_DISTRIBUTOR to control whether the
// distributor screen is shown.
//
////////////////////////////////////////////////////////////////////////////////
#define TITLE_CPP
#include "RSPiX.h"
#include "title.h"
#include "game.h"
#include "update.h"
#include "SampleMaster.h"
#include "CompileOptions.h"
////////////////////////////////////////////////////////////////////////////////
// Macros/types/etc.
////////////////////////////////////////////////////////////////////////////////
#define TITLE_BG_W 640
#define TITLE_BG_H 400
#define TITLE_BG_X (g_pimScreenBuf->m_sWidth / 2 - TITLE_BG_W / 2)
#define TITLE_BG_Y (g_pimScreenBuf->m_sHeight / 2 - TITLE_BG_H / 2)
#define PROGRESS_W (600-8)
#define TITLE_SOUND_UPDATE_INTERVAL 50
// Determines the number of elements in the passed array at compile time.
#define NUM_ELEMENTS(a) (sizeof(a) / sizeof(a[0]) )
// Percentage of progress at which time we switch to the next image.
#define TOGGLE_BG_PERCENT (100 / NUM_ELEMENTS(ms_apszFiles) + 1)
// Token delimiters.
#define TOKEN_DELIMITERS "\t ,"
#define MAX_TITLES 10
#define NUM_IMAGES NUM_ELEMENTS(ms_apszFiles)
#define MUSAK_START_TIME 0 // 11260
#define MUSAK_END_TIME 0
////////////////////////////////////////////////////////////////////////////////
// Variables/data
////////////////////////////////////////////////////////////////////////////////
int32_t m_lTotalUnits;
int32_t m_lCummUnits; // I will brace myself for an onslaught of jokes.
double m_adTitlePercent[MAX_TITLES+1];
static int16_t m_sValid = FALSE;
static int32_t ms_lTitleRFileCallbackTime = 0;
// Indicates the currently displayed image.
static int16_t ms_sImageNum = 0;
// The instance of the title musak sample.
static SampleMaster::SoundInstance ms_siMusak;
static SampleMaster::SoundInstance ms_siEndingAudio;
static bool ms_bDisableRipcordStaticLogo = false;
// These are the images (in the order) to display.
static char* ms_apszFiles[] =
{
// Even the rating disclaimer is too violent for some countries.
#if VIOLENT_LOCALE
"Title/rating.bmp",
#else
"Title/ratingUK.bmp",
#endif
#ifdef TITLE_SHOW_DISTRIBUTOR
"Title/distrib.bmp",
#endif
"title/logo2.bmp",
"title/postal.bmp"
};
////////////////////////////////////////////////////////////////////////////////
// Function prototypes
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
// TitleRFileCallback
//
// Callback that will call the Update() while the next background is being
// loaded.
//
////////////////////////////////////////////////////////////////////////////////
static void TitleRFileCallback(int32_t lBytes)
{
int32_t lCurrentTime = rspGetMilliseconds();
if ((lCurrentTime - ms_lTitleRFileCallbackTime) > TITLE_SOUND_UPDATE_INTERVAL)
{
UpdateSystem();
ms_lTitleRFileCallbackTime = rspGetMilliseconds();
}
}
////////////////////////////////////////////////////////////////////////////////
// Returns true if the specified string is in the comma separated list.
////////////////////////////////////////////////////////////////////////////////
static bool IsInList( // Returns true if in list. false otherwise.
char* pszSearchFor, // In: String to search for in pszSearchIn.
char* pszSearchIn) // In: Comma delimited list of strings to search in for
// pszSearchFor.
{
bool bFound = false; // Assume not found.
// Copy to temp so strtok can tokenize leaving full of NULLs.
char szTokenize[512];
strncpy(szTokenize, pszSearchIn, sizeof(szTokenize) - 1);
szTokenize[sizeof(szTokenize) - 1] = '\0';
// Tokenize.
char* pszToken = strtok(szTokenize, TOKEN_DELIMITERS);
while (pszToken != NULL)
{
if (rspStricmp(pszToken, pszSearchFor) == 0)
{
// Found it.
bFound = true;
break;
}
pszToken = strtok(NULL, TOKEN_DELIMITERS);
}
return bFound;
}
////////////////////////////////////////////////////////////////////////////////
// Loads, displays, and disgards image from specified file.
////////////////////////////////////////////////////////////////////////////////
static int16_t DisplayImage( // Returns nothing.
char* pszImageFile) // Filename of image (relative path).
{
// Store the original callback.
RFile::CritiCall criticallRestore = RFile::ms_criticall;
// Set the callback
RFile::ms_criticall = TitleRFileCallback;
ms_lTitleRFileCallbackTime = rspGetMilliseconds();
RImage* pimTitle;
int16_t sResult;
#ifdef KID_FRIENDLY_OPTION
if (g_GameSettings.m_sKidMode == TRUE && strcmp(pszImageFile, "Title/Postal.bmp") == 0)
{
sResult = rspGetResource(&g_resmgrShell, "res/unicorn/postal.bmp", &pimTitle);
} else {
#endif
sResult = rspGetResource(&g_resmgrShell, pszImageFile, &pimTitle);
#ifdef KID_FRIENDLY_OPTION
}
#endif
if (sResult == 0)
{
// Determine position for new image.
int16_t sX = g_pimScreenBuf->m_sWidth / 2 - pimTitle->m_sWidth / 2;
int16_t sY = g_pimScreenBuf->m_sHeight / 2 - pimTitle->m_sHeight / 2;
// Set palette
ASSERT(pimTitle->m_pPalette != NULL);
ASSERT(pimTitle->m_pPalette->m_type == RPal::PDIB);
// Get the new palette.
U8* pu8NewRed = pimTitle->m_pPalette->Red(0);
U8* pu8NewGreen = pimTitle->m_pPalette->Green(0);
U8* pu8NewBlue = pimTitle->m_pPalette->Blue(0);
int16_t sStartIndex = pimTitle->m_pPalette->m_sStartIndex;
int16_t sNumEntries = pimTitle->m_pPalette->m_sNumEntries;
int16_t sEntrySize = pimTitle->m_pPalette->m_sPalEntrySize;
// Get the current palette.
U8 au8CurRed[256];
U8 au8CurGreen[256];
U8 au8CurBlue[256];
rspGetPaletteEntries(
sStartIndex,
sNumEntries,
au8CurRed,
au8CurGreen,
au8CurBlue,
1);
// Compare.
bool bSetPalette = false; // true to set new palette.
int16_t i;
U8* pu8NewRedEntry = pu8NewRed;
U8* pu8NewGreenEntry = pu8NewGreen;
U8* pu8NewBlueEntry = pu8NewBlue;
U8* pu8CurRedEntry = au8CurRed;
U8* pu8CurGreenEntry = au8CurGreen;
U8* pu8CurBlueEntry = au8CurBlue;
for (i = 0; i < sNumEntries; i++)
{
if ( *pu8CurRedEntry++ != *pu8NewRedEntry
|| *pu8CurGreenEntry++ != *pu8NewGreenEntry
|| *pu8CurBlueEntry++ != *pu8NewBlueEntry)
{
bSetPalette = true;
break;
}
pu8NewRedEntry += sEntrySize;
pu8NewGreenEntry += sEntrySize;
pu8NewBlueEntry += sEntrySize;
}
// Lock the RSPiX composite buffer so we can access it.
rspLockBuffer();
// Blank screen before updating palette.
rspRect(
RSP_BLACK_INDEX,
g_pimScreenBuf,
0,
0,
g_pimScreenBuf->m_sWidth,
g_pimScreenBuf->m_sHeight);
// If we need to set the palette . . .
if (bSetPalette == true)
{
rspSetPaletteEntries(
sStartIndex,
sNumEntries,
pu8NewRed,
pu8NewGreen,
pu8NewBlue,
sEntrySize);
// Unlock to update the display.
rspUnlockBuffer();
// Make sure screen is black during palette change.
rspUpdateDisplay();
// Lock the RSPiX composite buffer so we can access it again.
rspLockBuffer();
// Update hardware palette.
rspUpdatePalette();
}
// Show title image.
rspBlit(
pimTitle,
g_pimScreenBuf,
0, 0,
sX,
sY,
pimTitle->m_sWidth,
pimTitle->m_sHeight);
// Unlock now that we're done with the composite buffer.
rspUnlockBuffer();
// Update display.
rspUpdateDisplay();
rspReleaseAndPurgeResource(&g_resmgrShell, &pimTitle);
}
else
{
TRACE("DisplayImage(): Error loading %s!\n", pszImageFile);
}
// Restore the callback.
RFile::ms_criticall = criticallRestore;
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Loads, displays, and disgards image from file specified via image num.
////////////////////////////////////////////////////////////////////////////////
static int16_t DisplayImageNum( // Returns nothing.
int16_t sImageNum) // In: Image Num to show [1..n].
{
int16_t sRes = 0; // Assume success.
// Switch to array indexing mode.
sImageNum--;
// If not in list of no shows . . .
while (sImageNum < NUM_ELEMENTS(ms_apszFiles) )
{
if (IsInList(ms_apszFiles[sImageNum], g_GameSettings.m_szDontShowTitles) == false)
{
break;
}
sImageNum++;
}
if (sImageNum < NUM_ELEMENTS(ms_apszFiles) )
{
sRes = DisplayImage(ms_apszFiles[sImageNum]);
}
return sRes;
}
////////////////////////////////////////////////////////////////////////////////
//
// Start the title sequence, which includes some type of progress meter, which
// may or may not (hopefully not) look like a standard progress meter. The
// total range of the progress bar is determined by lTotalUnits. As far as
// this module is concerned, these units are completely abstract.
//
////////////////////////////////////////////////////////////////////////////////
extern int16_t StartTitle( // Returns 0 if successfull, non-zero otherwise
int16_t sStartImage /*= 1*/, // In: Image to start with. Values less
// than 1 indicate a page relative to the
// end.
bool bPlayMusak /*= false*/, // In: true to play title musak.
SampleMaster::SoundInstance* psi /*= 0*/) // Out: Sound instance of musak.
{
int16_t sResult = 0;
// Save total units and reset other stuff
int16_t i;
m_lTotalUnits = 0;
for (i = 0; i < NUM_ELEMENTS(ms_apszFiles); i++)
m_lTotalUnits += g_GameSettings.m_alTitleDurations[i];
// Avoid divide by zero and other possible screw-ups.
if (m_lTotalUnits <= 0)
{
m_lTotalUnits = 1;
}
m_adTitlePercent[0] = 0;
for (i = 0; i < NUM_ELEMENTS(ms_apszFiles); i++)
m_adTitlePercent[i+1] = ((double) g_GameSettings.m_alTitleDurations[i] / (double) m_lTotalUnits) + m_adTitlePercent[i];
m_lCummUnits = 0;
m_sValid = 0;
// If value less than 1 . . .
if (sStartImage < 1)
{
// It specifies a value relative to the end.
sStartImage += NUM_ELEMENTS(ms_apszFiles);
}
// Force this sample to load now
// CacheSample(g_smidTitle);
// Display title screen
sResult = DisplayImageNum(sStartImage);
if (sResult == 0)
{
// If told to play sample . . .
if (bPlayMusak)
{
// If not already playing . . .
if (IsSamplePlaying(ms_siMusak) == false)
{
PlaySample( // Returns nothing.
// Does not fail.
g_smidTitleMusak, // In: Identifier of sample you want played.
SampleMaster::BackgroundMusic, // In: Sound Volume Category for user adjustment
255, // In: Initial Sound Volume (0 - 255)
&ms_siMusak, // Out: Handle for adjusting sound volume
NULL, // Out: Sample duration in ms, if not NULL.
MUSAK_START_TIME, // In: Where to loop back to in milliseconds.
// -1 indicates no looping (unless m_sLoop is
// explicitly set).
MUSAK_END_TIME, // In: Where to loop back from in milliseconds.
// In: If less than 1, the end + lLoopEndTime is used.
true); // In: Call ReleaseAndPurge rather than Release after playing
// Copy sound instance for user if given a destination for it.
if (psi)
{
*psi = ms_siMusak;
}
}
}
m_sValid = TRUE;
ms_sImageNum = sStartImage;
}
else
{
TRACE("StartTitle(): Error loading %s!\n", ms_apszFiles[sStartImage - 1]);
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// TitleGetNumTitles - give the number of title screens in use
////////////////////////////////////////////////////////////////////////////////
extern int16_t TitleGetNumTitles(void)
{
return NUM_ELEMENTS(ms_apszFiles);
}
////////////////////////////////////////////////////////////////////////////////
//
// Update the title sequence. The specified number of units are added to a
// running total. The ration between the running total and the value passed to
// StartTitle() determines the new position of the progress meter.
//
////////////////////////////////////////////////////////////////////////////////
extern int16_t DoTitle( // Returns 0 if successfull, non-zero otherwise
int32_t lUnits) // In: Additional progess units
{
int16_t sResult = 0;
// Can't call this if StartTitle() didn't work
if (m_sValid)
{
// Add to cummulative total
m_lCummUnits += lUnits;
// Calculate ratio and use it to determine how much progress bar juice
// we should display.
double dRatio = (double)m_lCummUnits / (double)m_lTotalUnits;
// While we've passed the duration before displaying the next image.
// This loop is intended to skip title cards that have 0 for their
// duration.
// NOTE that m_adTitlePercent is valid up to and including Num Images + 1.
while (dRatio > m_adTitlePercent[ms_sImageNum])
{
// Advance image.
if (ms_sImageNum++ < TitleGetNumTitles() )
{
// If there's at least a smidgen of time allocated for this image . . .
if (g_GameSettings.m_alTitleDurations[ms_sImageNum] )
{
// Display new image.
DisplayImageNum(ms_sImageNum);
}
}
else
{
break;
}
}
}
else
{
sResult = -1;
TRACE("DoTitle(): It appears that StartTitle() wasn't called or didn't complete successfully!\n");
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
//
// When you are completely done, call EndTitle(). This gives the title sequence
// a chance to fully complete the progess meter (in case it never reached 100%
// due to an overestimated lTotalUnits) and allows all resources to be freed.
//
////////////////////////////////////////////////////////////////////////////////
extern int16_t EndTitle(void) // Returns 0 if successfull, non-zero otherwise
{
int16_t sResult = 0;
// It's okay to call this even if StartTitle() didn't work
if (m_sValid)
{
// Display this stuff so we can easily tune the total units based on the
// actual units that were passed to this module.
TRACE("EndTitle(): lTotalUnits = %ld, lCummUnits = %ld\n", m_lTotalUnits, m_lCummUnits);
// Always pretend we made it, even if we didn't.
DoTitle(ABS(m_lTotalUnits - m_lCummUnits) );
// Lock the RSPiX composite buffer so we can access it.
rspLockBuffer();
// Erase progress meter
RRect rcClip(0, 440, 640, 40);
rspRect(
RSP_BLACK_INDEX,
g_pimScreenBuf,
0,
440,
640,
40,
&rcClip);
// Unlock now that we're done with the composite buffer.
rspUnlockBuffer();
rspUpdateDisplay();
// Make sure last sample finishes
// while (IsSamplePlaying(g_smidTitle))
// Update();
// Reset.
m_sValid = FALSE;
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Title_GameEndSequence
//
// Show the end of game sequence when the player wins. This will include 4
// screens and audio clips.
//
////////////////////////////////////////////////////////////////////////////////
void Title_GameEndSequence(void)
{
int32_t lDisplayTime = 0;
int32_t lTotalTime = 0;
int32_t lSectionTime = 0;
int32_t lCurrentTime;
int32_t lUpdateTime;
TRACE("So this is the big end of game sequence eh?\n");
// Play the sound
PlaySample( // Returns nothing.
// Does not fail.
g_smidEndingAudio, // In: Identifier of sample you want played.
SampleMaster::Unspecified, // In: Sound Volume Category for user adjustment
255, // In: Initial Sound Volume (0 - 255)
&ms_siEndingAudio, // Out: Handle for adjusting sound volume
&lTotalTime, // Out: Sample duration in ms, if not NULL.
-1, // In: Where to loop back to in milliseconds.
// -1 indicates no looping (unless m_sLoop is
// explicitly set).
0, // In: Where to loop back from in milliseconds.
// In: If less than 1, the end + lLoopEndTime is used.
true); // In: Call ReleaseAndPurge rather than Release after playing
// Set the callback
RFile::ms_criticall = TitleRFileCallback;
ms_lTitleRFileCallbackTime = rspGetMilliseconds();
// Show black while the audio starts and then put up the door when the door slam
// sound is heard.
lCurrentTime = rspGetMilliseconds();
lDisplayTime = lCurrentTime + 2500;
lTotalTime -= 2500;
lUpdateTime = lCurrentTime + TITLE_SOUND_UPDATE_INTERVAL;
while (lCurrentTime < lDisplayTime)
{
if (lCurrentTime > lUpdateTime)
{
lUpdateTime = lCurrentTime + TITLE_SOUND_UPDATE_INTERVAL;
}
UpdateSystem();
// If they hit Alt-F4 then quit the loop
if (rspGetQuitStatus())
lCurrentTime = lDisplayTime;
else
lCurrentTime = rspGetMilliseconds();
}
// Show the door for a short time
DisplayImage("Title/fdoor.bmp");
lCurrentTime = rspGetMilliseconds();
lDisplayTime = lCurrentTime + 3000;
lTotalTime -= 3000;
lUpdateTime = lCurrentTime + TITLE_SOUND_UPDATE_INTERVAL;
while (lCurrentTime < lDisplayTime)
{
if (lCurrentTime > lUpdateTime)
{
lUpdateTime = lCurrentTime + TITLE_SOUND_UPDATE_INTERVAL;
}
UpdateSystem();
// If they hit Alt-F4, then quit the loop
if (rspGetQuitStatus())
lCurrentTime = lDisplayTime;
else
lCurrentTime = rspGetMilliseconds();
}
// Divide up the rest of the time.
lSectionTime = lTotalTime / 4;
// Display the ending backgrounds.
DisplayImage("Title/corridor.bmp");
lDisplayTime = rspGetMilliseconds() + lSectionTime;
lCurrentTime = rspGetMilliseconds();
lUpdateTime = lCurrentTime + TITLE_SOUND_UPDATE_INTERVAL;
while (lCurrentTime < lDisplayTime)
{
if (lCurrentTime > lUpdateTime)
{
lUpdateTime = lCurrentTime + TITLE_SOUND_UPDATE_INTERVAL;
}
UpdateSystem();
// If they hit Alt-F4, then quit the loop
if (rspGetQuitStatus())
lCurrentTime = lDisplayTime;
else
lCurrentTime = rspGetMilliseconds();
}
DisplayImage("Title/jacketbg.bmp");
lDisplayTime = rspGetMilliseconds() + lSectionTime;
lCurrentTime = rspGetMilliseconds();
lUpdateTime = lCurrentTime + TITLE_SOUND_UPDATE_INTERVAL;
while (lCurrentTime < lDisplayTime)
{
if (lCurrentTime > lUpdateTime)
{
lUpdateTime = lCurrentTime + TITLE_SOUND_UPDATE_INTERVAL;
}
UpdateSystem();
// If they hit Alt-F4, then quit the loop
if (rspGetQuitStatus())
lCurrentTime = lDisplayTime;
else
lCurrentTime = rspGetMilliseconds();
}
DisplayImage("Title/torture2.bmp");
lDisplayTime = rspGetMilliseconds() + lSectionTime;
lCurrentTime = rspGetMilliseconds();
lUpdateTime = lCurrentTime + TITLE_SOUND_UPDATE_INTERVAL;
while (lCurrentTime < lDisplayTime)
{
if (lCurrentTime > lUpdateTime)
{
lUpdateTime = lCurrentTime + TITLE_SOUND_UPDATE_INTERVAL;
}
UpdateSystem();
// If they hit Alt-F4, then quit the loop
if (rspGetQuitStatus())
lCurrentTime = lDisplayTime;
else
lCurrentTime = rspGetMilliseconds();
}
DisplayImage("Title/fdoor.bmp");
lDisplayTime = rspGetMilliseconds() + lSectionTime;
lCurrentTime = rspGetMilliseconds();
lUpdateTime = lCurrentTime + TITLE_SOUND_UPDATE_INTERVAL;
while (lCurrentTime < lDisplayTime)
{
if (lCurrentTime > lUpdateTime)
{
lUpdateTime = lCurrentTime + TITLE_SOUND_UPDATE_INTERVAL;
}
UpdateSystem();
// If they hit Alt-F4, then quit the loop
if (rspGetQuitStatus())
lCurrentTime = lDisplayTime;
else
lCurrentTime = rspGetMilliseconds();
}
// Unset the callback
RFile::ms_criticall = 0;
}
////////////////////////////////////////////////////////////////////////////////
// Disable RipCord static logo.
////////////////////////////////////////////////////////////////////////////////
extern void Title_DisableRipcordStaticLogo(void)
{
ms_bDisableRipcordStaticLogo = true;
}
////////////////////////////////////////////////////////////////////////////////
// EOF
////////////////////////////////////////////////////////////////////////////////
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