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authorTorbjörn Andersson2005-01-02 14:36:00 +0000
committerTorbjörn Andersson2005-01-02 14:36:00 +0000
commit1bc636aaa676839c6e8fe2d8cc1405f2c3b2393c (patch)
tree46b0e2d6eac5657e8ec2e8bc1724d3f8caf96e31
parent96785897790bdf6ff1679e45c7fdf4a98bbce9b6 (diff)
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Fixed a few things in the IHNM intro. Most noticeably I've added an event
for starting animations, which I use to prevent the first animation frame from being drawn too early. svn-id: r16407
-rw-r--r--saga/events.cpp3
-rw-r--r--saga/events.h7
-rw-r--r--saga/ihnm_introproc.cpp60
3 files changed, 56 insertions, 14 deletions
diff --git a/saga/events.cpp b/saga/events.cpp
index 83ca2961b2..a9643fc98c 100644
--- a/saga/events.cpp
+++ b/saga/events.cpp
@@ -326,6 +326,9 @@ int Events::handleOneShot(EVENT *event) {
break;
case ANIM_EVENT:
switch (event->op) {
+ case EVENT_PLAY:
+ _vm->_anim->play(event->param, event->time, true);
+ break;
case EVENT_FRAME:
_vm->_anim->play(event->param, event->time, false);
break;
diff --git a/saga/events.h b/saga/events.h
index cd502f153b..0ef5ce0782 100644
--- a/saga/events.h
+++ b/saga/events.h
@@ -64,9 +64,10 @@ enum EVENT_OPS {
// BG events
EVENT_DISPLAY = 1,
// ANIM events
- EVENT_FRAME = 1,
- EVENT_SETFLAG = 2,
- EVENT_CLEARFLAG = 3,
+ // EVENT_PLAY = 1, // reused
+ EVENT_FRAME = 2,
+ EVENT_SETFLAG = 3,
+ EVENT_CLEARFLAG = 4,
// MUISC & SOUND events
EVENT_PLAY = 1,
EVENT_STOP = 2,
diff --git a/saga/ihnm_introproc.cpp b/saga/ihnm_introproc.cpp
index e09c7e569e..c14dd174ce 100644
--- a/saga/ihnm_introproc.cpp
+++ b/saga/ihnm_introproc.cpp
@@ -124,6 +124,7 @@ int Scene::SC_IHNMIntroMovieProc1(int param, SCENE_INFO *scene_info, void *refCo
int Scene::IHNMIntroMovieProc1(int param, SCENE_INFO *scene_info) {
EVENT event;
+ EVENT *q_event;
switch (param) {
case SCENE_BEGIN:
@@ -134,7 +135,9 @@ int Scene::IHNMIntroMovieProc1(int param, SCENE_INFO *scene_info) {
event.op = EVENT_DISPLAY;
event.param = SET_PALETTE;
event.time = 0;
- _vm->_events->queue(&event);
+
+ q_event = _vm->_events->queue(&event);
+
_vm->_anim->setFrameTime(0, IHNM_INTRO_FRAMETIME);
_vm->_anim->setFlag(0, ANIM_ENDSCENE);
_vm->_anim->play(0, 0);
@@ -156,8 +159,8 @@ int Scene::IHNMIntroMovieProc2(int param, SCENE_INFO *scene_info) {
PALENTRY *pal;
static PALENTRY current_pal[PAL_ENTRIES];
- switch (param) {
+ switch (param) {
case SCENE_BEGIN:
// Fade to black out of the intro CyberDreams logo anim
_vm->_gfx->getCurrentPal(current_pal);
@@ -181,6 +184,24 @@ int Scene::IHNMIntroMovieProc2(int param, SCENE_INFO *scene_info) {
q_event = _vm->_events->chain(q_event, &event);
+ _vm->_anim->setCycles(0, -1);
+
+ // The "Dreamer's Guild" animation has to be started by an
+ // event, or the first frame will be drawn before the palette
+ // fades down.
+ //
+ // 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 = ONESHOT_EVENT;
+ event.code = ANIM_EVENT;
+ event.op = EVENT_PLAY;
+ 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);
@@ -193,14 +214,21 @@ int Scene::IHNMIntroMovieProc2(int param, SCENE_INFO *scene_info) {
q_event = _vm->_events->chain(q_event, &event);
- _vm->_anim->setCycles(0, -1);
- _vm->_anim->play(0, IHNM_PALFADE_TIME * 2);
+ // Fade to black after looping animation for a while
+ event.type = CONTINUOUS_EVENT;
+ event.code = PAL_EVENT;
+ event.op = EVENT_PALTOBLACK;
+ 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 after looping animation for a while
+ // Queue end of scene
event.type = ONESHOT_EVENT;
event.code = SCENE_EVENT;
event.op = EVENT_END;
- event.time = IHNM_DGLOGO_TIME;
+ event.time = 0;
q_event = _vm->_events->chain(q_event, &event);
break;
@@ -302,7 +330,17 @@ int Scene::IHNMHateProc(int param, SCENE_INFO *scene_info) {
switch (param) {
case SCENE_BEGIN:
_vm->_anim->setCycles(0, -1);
- _vm->_anim->play(0, 0);
+
+ // The "hate" animation also needs to be started from an event,
+ // or the first frame will be drawn too early.
+
+ event.type = ONESHOT_EVENT;
+ event.code = ANIM_EVENT;
+ event.op = EVENT_PLAY;
+ event.param = 0;
+ event.time = 0;
+
+ q_event = _vm->_events->queue(&event);
// More music
event.type = ONESHOT_EVENT;
@@ -312,7 +350,7 @@ int Scene::IHNMHateProc(int param, SCENE_INFO *scene_info) {
event.op = EVENT_PLAY;
event.time = 0;
- q_event = _vm->_events->queue(&event);
+ q_event = _vm->_events->chain(q_event, &event);
// Background for intro scene is the first frame of the
// intro animation; display it and set the palette
@@ -322,7 +360,7 @@ int Scene::IHNMHateProc(int param, SCENE_INFO *scene_info) {
event.param = SET_PALETTE;
event.time = 0;
- q_event = _vm->_events->queue(&event);
+ q_event = _vm->_events->chain(q_event, &event);
// Play voice
event.type = ONESHOT_EVENT;
@@ -331,7 +369,7 @@ int Scene::IHNMHateProc(int param, SCENE_INFO *scene_info) {
event.param = 0;
event.time = 0;
- q_event = _vm->_events->queue(&event);
+ q_event = _vm->_events->chain(q_event, &event);
// Background sound
event.type = ONESHOT_EVENT;
@@ -342,7 +380,7 @@ int Scene::IHNMHateProc(int param, SCENE_INFO *scene_info) {
event.param3 = SOUND_LOOP;
event.time = 0;
- q_event = _vm->_events->queue(&event);
+ q_event = _vm->_events->chain(q_event, &event);
// End background sound after the voice has finished
event.type = ONESHOT_EVENT;