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author | Torbjörn Andersson | 2003-09-23 06:27:58 +0000 |
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committer | Torbjörn Andersson | 2003-09-23 06:27:58 +0000 |
commit | f8591911abe8ce21e4136bf0c63fa6a14c61ee4c (patch) | |
tree | 63699e7bc37a1ba780366eef4063c7b2c0c0c166 /sword2 | |
parent | 0ac7aa06719a185d4468bfca6bbb98c80b4f6b86 (diff) | |
download | scummvm-rg350-f8591911abe8ce21e4136bf0c63fa6a14c61ee4c.tar.gz scummvm-rg350-f8591911abe8ce21e4136bf0c63fa6a14c61ee4c.tar.bz2 scummvm-rg350-f8591911abe8ce21e4136bf0c63fa6a14c61ee4c.zip |
Since we probably won't have anything like the original BS2 launcher menu,
make the 'C' key run the credits. I haven't yet implemented the credits
function, but it does play the music at least.
svn-id: r10366
Diffstat (limited to 'sword2')
-rw-r--r-- | sword2/credits.h | 2 | ||||
-rw-r--r-- | sword2/function.cpp | 100 | ||||
-rw-r--r-- | sword2/sword2.cpp | 3 |
3 files changed, 77 insertions, 28 deletions
diff --git a/sword2/credits.h b/sword2/credits.h index efb7a27095..c00c7e165f 100644 --- a/sword2/credits.h +++ b/sword2/credits.h @@ -25,4 +25,6 @@ // int32 __declspec( dllexport ) Credits(_drvDrawStatus *pDrawStatus, _drvSoundStatus *pSoundStatus, const char *cdPath, BOOL smoke, BOOL *pAppFocus, _drvKeyStatus *pKeyStatus); //int32 Credits(_drvDrawStatus *pDrawStatus, _drvSoundStatus *pSoundStatus, const char *cdPath, BOOL smoke, BOOL *pAppFocus, _drvKeyStatus *pKeyStatus); +int32 FN_play_credits(int32 *params); + #endif diff --git a/sword2/function.cpp b/sword2/function.cpp index 889140039d..f9a2ee6af4 100644 --- a/sword2/function.cpp +++ b/sword2/function.cpp @@ -18,6 +18,7 @@ */ #include "stdafx.h" +#include "driver/driver96.h" #include "build_display.h" #include "credits.h" #include "debug.h" @@ -28,6 +29,7 @@ #include "logic.h" #include "protocol.h" #include "resman.h" +#include "sound.h" #include "sword2.h" // for CloseGame() Object_graphic engine_graph; // global for engine @@ -379,45 +381,87 @@ int32 FN_reset_globals(int32 *params) { // Tony29May97 } int32 FN_play_credits(int32 *params) { - // FN_play_credits - Plays the credits? + // params: none + // This function just quits the game if this is the playable demo, ie. // credits are NOT played in the demo any more! - /* uint32 rv; // for Credits() return value - if (!DEMO) { - _drvDrawStatus ds; - _drvSoundStatus ss; - _drvKeyStatus ks; - - ClearAllFx(); // Must stop all fx - CloseFx(-2); // including leadins - CloseFx(-1); // including leadouts - StopMusic(); // Stop any streaming music - -#if 0 - // FIXME: I don't think this is needed - - // And wait for it to die - for (int i = 0; i<16; i++) { - g_sound->UpdateCompSampleStreaming(); + uint8 oldPal[1024]; + uint8 tmpPal[1024]; + int32 music_length; + uint32 safe_looping_music_id; + int32 pars[2]; + + // FIXME: We need a better method for saving/restoring the + // music state as this one only restarts looping music. + + safe_looping_music_id = looping_music_id; + + g_sound->MuteFx(1); + g_sound->MuteSpeech(1); + g_sound->StopMusic(); + + memcpy(oldPal, palCopy, 1024); + memset(tmpPal, 0, 1024); + + WaitForFade(); + FadeDown(0.75); + WaitForFade(); + + tmpPal[4] = 255; + tmpPal[5] = 255; + tmpPal[6] = 255; + BS2_SetPalette(0, 256, tmpPal, RDPAL_INSTANT); + + // Play the credits music. Is it enough with just one + // repetition of it? + + pars[0] = 309; + pars[1] = FX_SPOT; + FN_play_music(pars); + + music_length = 1000 * g_sound->MusicTimeRemaining(); + + debug(0, "Credits music length: ~%d ms", music_length); + + while (g_sound->MusicTimeRemaining()) { + char key; + + EraseBackBuffer(); + + // FIXME: Draw the credits text. The actual text + // messages are stored in credits.clu, and I'm guessing + // that credits.bmp may be the font. + + ServiceWindows(); + + if (ReadKey(&key) == RD_OK && key == 27) + break; + + g_system->delay_msecs(30); } -#endif - GetDrawStatus(&ds); - GetSoundStatus(&ss); - GetKeyStatus(&ks); + looping_music_id = safe_looping_music_id; + + if (looping_music_id) { + pars[0] = looping_music_id; + pars[1] = FX_LOOP; + FN_play_music(pars); + } else + FN_stop_music(NULL); + + BS2_SetPalette(0, 256, oldPal, RDPAL_FADE); - rv = Credits(&ds, &ss, res_man.GetCdPath(), GetRenderType()==3, &gotTheFocus, &ks); + FadeUp(0.75); + WaitForFade(); - // (James14aug97) Because game crashing when trying to close - // down after credits - SetDrawStatus(&ds); - SetSoundStatus(&ss); + g_sound->MuteFx(0); + g_sound->MuteSpeech(0); } -*/ // FIXME: This probably isn't the correct way of shutting down ScummVM + // Anyway, I don't know if we ever call this from the demo. if (g_sword2->_gameId == GID_SWORD2_DEMO) { Close_game(); // close engine systems down diff --git a/sword2/sword2.cpp b/sword2/sword2.cpp index 673e815f3f..0456a99d76 100644 --- a/sword2/sword2.cpp +++ b/sword2/sword2.cpp @@ -27,6 +27,7 @@ #include "bs2/build_display.h" #include "bs2/console.h" #include "bs2/controls.h" +#include "bs2/credits.h" #include "bs2/debug.h" #include "bs2/events.h" #include "bs2/header.h" @@ -403,6 +404,8 @@ void Sword2State::go() { } else if (toupper(c) == 'P') { // 'P' while not paused = pause! PauseGame(); + } else if (toupper(c) == 'C' && _gameId == GID_SWORD2) { + FN_play_credits(NULL); } #ifdef _SWORD2_DEBUG else if (toupper(c) == 'S') { |