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-rw-r--r--engines/saga/ihnm_introproc.cpp331
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diff --git a/engines/saga/ihnm_introproc.cpp b/engines/saga/ihnm_introproc.cpp
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+/* ScummVM - Scumm Interpreter
+ * Copyright (C) 2004-2006 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.
+ *
+ * $URL$
+ * $Id$
+ *
+ */
+
+// "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