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/* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "lure/lure.h"
#include "lure/intro.h"
#include "lure/animseq.h"
#include "lure/events.h"
#include "lure/sound.h"
namespace Lure {
struct AnimRecord {
// The resource ID of the animation
uint16 resourceId;
// The index of the palette to use
uint8 paletteIndex;
// The time that should pass before starting the animation
uint16 initialPause;
// The time that should pass at the last screen of the animation
uint16 endingPause;
// The number of the sound that should play during the animation
uint8 soundNumber;
// True if the sound should fade out before the transition
bool fadeOutSound;
// The time that should pass on the last animation screen before the
// next sound is played
uint16 soundTransitionPause;
// The number of the sound that should be played on the last screen
// (0xFF for none)
uint8 soundNumber2;
};
static const uint16 start_screens[] = {0x18, 0x1A, 0x1E, 0x1C, 0};
static const AnimRecord anim_screens[] = {
// Note that the ending pause of the first anim is about 8 seconds in the
// original interpreter vs about 14 seconds here. 8 seconds is quite short
// to read the screen, so I kept it at 14. Conveniently, the first music
// track is much longer than what was actually used in the game.
{0x40, 0, 0x314, 0x2BE, 0x00, true, 0x1F4, 0x01}, // The kingdom was at peace
{0x42, 1, 0, 0x5FA, 0x01, false, 0, 0xFF}, // Cliff overhang
{0x44, 2, 0, 0, 0x02, false, 0, 0xFF}, // Siluette in moonlight
{0x24, 3, 0, 0x62C + 0x24, 0xFF, false, 0x328, 0x03}, // Exposition of reaching town
{0x46, 3, 0, 0, 0x03, false, 0, 0xFF}, // Skorl approaches
{0, 0, 0, 0, 0xFF, false, 0, 0xFF}};
// showScreen
// Shows a screen by loading it from the given resource, and then fading it in
// with a palette in the following resource. Returns true if the introduction
// should be aborted
bool Introduction::showScreen(uint16 screenId, uint16 paletteId, uint16 delaySize, bool fadeOut) {
Screen &screen = Screen::getReference();
bool isEGA = LureEngine::getReference().isEGA();
screen.screen().loadScreen(screenId);
screen.update();
Palette p(paletteId);
if (LureEngine::getReference().shouldQuit()) return true;
if (isEGA) screen.setPalette(&p);
else screen.paletteFadeIn(&p);
bool result = interruptableDelay(delaySize);
if (LureEngine::getReference().shouldQuit()) return true;
if (fadeOut && !isEGA)
screen.paletteFadeOut();
return result;
}
// interruptableDelay
// Delays for a given number of milliseconds. If it returns true, it indicates that
// the Escape has been pressed to abort whatever sequence is being displayed
bool Introduction::interruptableDelay(uint32 milliseconds) {
Events &events = Events::getReference();
if (events.interruptableDelay(milliseconds)) {
if (events.type() == Common::EVENT_CUSTOM_ENGINE_ACTION_START)
return events.event().customType == kActionEscape;
else if (LureEngine::getReference().shouldQuit())
return true;
else if (events.type() == Common::EVENT_LBUTTONDOWN)
return false;
}
return false;
}
// show
// Main method for the introduction sequence
bool Introduction::show() {
Screen &screen = Screen::getReference();
bool isEGA = LureEngine::getReference().isEGA();
screen.setPaletteEmpty();
// Initial game company and then game screen
for (int ctr = 0; ctr < 3; ++ctr)
if (showScreen(start_screens[ctr], start_screens[ctr] + 1, 5000))
return true;
// Title screen
if (showScreen(start_screens[3], start_screens[3] + 1, 5000, false))
return true;
bool result = Sound.initCustomTimbres(true);
if (result)
return true;
// Fade out title screen
if (!isEGA)
screen.paletteFadeOut();
PaletteCollection coll(0x32);
Palette EgaPalette(0x1D);
// Animated screens
AnimationSequence *anim;
_currentSound = 0xFF;
const AnimRecord *curr_anim = anim_screens;
for (; curr_anim->resourceId; ++curr_anim) {
// Handle sound selection
playMusic(curr_anim->soundNumber, false);
bool fadeIn = curr_anim == anim_screens;
anim = new AnimationSequence(curr_anim->resourceId,
isEGA ? EgaPalette : coll.getPalette(curr_anim->paletteIndex), fadeIn,
(curr_anim->resourceId == 0x44) ? 4 : 7);
if (curr_anim->initialPause != 0) {
if (interruptableDelay(curr_anim->initialPause * 1000 / 50)) {
delete anim;
return true;
}
}
result = false;
switch (anim->show()) {
case ABORT_NONE:
if (curr_anim->endingPause != 0) {
if (curr_anim->soundTransitionPause != 0) {
uint16 pause = curr_anim->soundTransitionPause * 1000 / 50;
if (curr_anim->fadeOutSound) {
pause -= 3500;
}
// Wait before transitioning to the next track
result = interruptableDelay(pause);
}
if (!result)
result = playMusic(curr_anim->soundNumber2, curr_anim->fadeOutSound);
if (!result)
// Wait remaining time before the next animation
result = interruptableDelay((curr_anim->endingPause - curr_anim->soundTransitionPause) * 1000 / 50);
}
break;
case ABORT_END_INTRO:
result = true;
break;
case ABORT_NEXT_SCENE:
default:
break;
}
delete anim;
if (result) {
Sound.musicInterface_KillAll();
return true;
}
}
// Fade out last cutscene screen
if (!isEGA)
screen.paletteFadeOut();
// Show battle pictures one frame at a time
result = false;
anim = new AnimationSequence(0x48, isEGA ? EgaPalette : coll.getPalette(4), false);
do {
result = interruptableDelay(2000);
if (isEGA) {
screen.empty();
} else {
screen.paletteFadeOut();
}
if (!result) result = interruptableDelay(500);
if (result) break;
} while (anim->step());
delete anim;
if (!result) {
// Show final introduction animation
if (!isEGA)
showScreen(0x22, 0x21, 33300);
else {
Palette finalPalette(0x21);
anim = new AnimationSequence(0x22, finalPalette, false);
delete anim;
interruptableDelay(34000);
}
}
Sound.musicInterface_KillAll();
return false;
}
bool Introduction::playMusic(uint8 soundNumber, bool fadeOut) {
bool result = false;
if (soundNumber != 0xFF && _currentSound != soundNumber) {
// Stop the previous sound
if (fadeOut) {
result = Sound.fadeOut();
if (!result)
result = interruptableDelay(500);
} else {
Sound.musicInterface_KillAll();
}
if (!result) {
_currentSound = soundNumber;
Sound.musicInterface_Play(_currentSound, true);
}
}
return result;
}
} // End of namespace Lure
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