/* 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. * * $URL$ * $Id$ * */ // "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->_anim->setCutAwayMode(kPanelVideo); _vm->_interface->setMode(kPanelVideo); n_introscenes = ARRAYSIZE(IHNM_IntroList); // Queue the company and title videos for the full version of IHNM if (_vm->getGameId() != GID_IHNM_DEMO) { 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 // The delay has been increased so the speech won't start until the music has ended 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