/* 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 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. * * $URL$ * $Id$ * */ #include "lure/intro.h" #include "lure/animseq.h" #include "lure/events.h" #include "lure/sound.h" namespace Lure { struct AnimRecord { uint16 resourceId; uint8 paletteIndex; uint16 initialPause; uint16 endingPause; uint8 soundNumber; }; static const uint16 start_screens[] = {0x18, 0x1A, 0x1E, 0x1C, 0}; static const AnimRecord anim_screens[] = { {0x40, 0, 0x35A, 0xC8, 0}, // The kingdom was at peace {0x42, 1, 0, 0x5FA, 1}, // Cliff overhang {0x44, 2, 0, 0, 2}, // Siluette in moonlight {0x24, 3, 0, 0x328 + 0x24, 0xff}, // Exposition of reaching town {0x46, 3, 0, 0, 3}, // Skorl approaches {0, 0, 0, 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) { Events &events = Events::getReference(); _screen.screen().loadScreen(screenId); _screen.update(); Palette p(paletteId); _screen.paletteFadeIn(&p); bool result = events.interruptableDelay(delaySize); if (events.quitFlag) return true; _screen.paletteFadeOut(); return result; } // show // Main method for the introduction sequence bool Introduction::show() { Events &events = Events::getReference(); _screen.setPaletteEmpty(); // Initial game company and then game screen for (int ctr = 0; start_screens[ctr]; ++ctr) if (showScreen(start_screens[ctr], start_screens[ctr] + 1, 5000)) return true; // Animated screens AnimationSequence *anim; bool result; uint8 currentSound = 0xff; PaletteCollection coll(0x32); const AnimRecord *curr_anim = anim_screens; for (; curr_anim->resourceId; ++curr_anim) { // Handle sound selection if (curr_anim->soundNumber != 0xff) { if (currentSound != 0xff) // Fade out the previous sound Sound.fadeOut(); currentSound = curr_anim->soundNumber; Sound.musicInterface_Play(currentSound, 0); // DEBUG TEST // g_system->delayMillis(1000); // Sound.musicInterface_Play(1, 1); } bool fadeIn = curr_anim == anim_screens; anim = new AnimationSequence(_screen, _system, curr_anim->resourceId, coll.getPalette(curr_anim->paletteIndex), fadeIn); if (curr_anim->initialPause != 0) if (events.interruptableDelay(curr_anim->initialPause * 1000 / 50)) return true; result = false; switch (anim->show()) { case ABORT_NONE: if (curr_anim->endingPause != 0) { result = events.interruptableDelay(curr_anim->endingPause * 1000 / 50); } break; case ABORT_END_INTRO: result = true; break; case ABORT_NEXT_SCENE: break; } delete anim; if (result) { Sound.musicInterface_KillAll(); return true; } } // Show battle pictures one frame at a time result = false; anim = new AnimationSequence(_screen, _system, 0x48, coll.getPalette(4), false); do { result = events.interruptableDelay(2000); _screen.paletteFadeOut(); if (!result) result = events.interruptableDelay(500); if (result) break; } while (anim->step()); delete anim; if (!result) // Show final introduction screen showScreen(0x22, 0x21, 10000); Sound.musicInterface_KillAll(); return false; } } // end of namespace Lure