/* ScummVM - Scumm Interpreter * Copyright (C) 2003 The ScummVM project * * 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * $Header$ * */ #include "stdafx.h" #include #include "common/scummsys.h" #include "sky/skydefs.h" #include "sky/sky.h" #define WAIT_SEQUENCE while (_tseqFrames != 0) { checkCommands(commandPtr); delay(50); } #define INTRO_TEXT_WIDTH 128 #define FN_A_PAL 60080 #define FN_1A_LOG 60081 #define FN_1A 60082 #define FN_1B 60083 #define FN_1C 60084 #define FN_1D 60085 #define FN_1E 60086 #define FN_4A 60087 #define FN_4B_LOG 60088 #define FN_4B 60089 #define FN_4C_LOG 60090 #define FN_4C 60091 #define FN_5_PAL 60092 #define FN_5_LOG 60093 #define FN_5 60094 #define FN_6_PAL 60095 #define FN_6_LOG 60096 #define FN_6A 60097 #define FN_6B 60098 #define IC_PREPARE_TEXT 0 #define IC_SHOW_TEXT 1 #define IC_REMOVE_TEXT 2 #define IC_MAKE_SOUND 3 #define IC_FX_VOLUME 4 uint32 cockpitCommands[] = { 1000, //do straight away IC_PREPARE_TEXT, 77, 220, IC_SHOW_TEXT, //radar detects jamming signal 20, 160, 105, IC_REMOVE_TEXT, 105, IC_PREPARE_TEXT, 81, 105, IC_SHOW_TEXT, //well switch to override you fool 170, 86, 35, IC_REMOVE_TEXT, 35, IC_PREPARE_TEXT, 477, 35, IC_SHOW_TEXT, 30, 160, 3, IC_REMOVE_TEXT, 0 }; uint32 zeroCommands[] = { 0 }; uint32 anim5Commands[] = { 31, IC_MAKE_SOUND, 2, 127, 0 }; uint32 anim4aCommands[] = { 136, IC_MAKE_SOUND, 1, 70, 90, IC_FX_VOLUME, 80, 50, IC_FX_VOLUME, 90, 5, IC_FX_VOLUME, 100, 0 }; uint32 anim4cCommands[] = { 1000, IC_FX_VOLUME, 100, 25, IC_FX_VOLUME, 110, 15, IC_FX_VOLUME, 120, 4, IC_FX_VOLUME, 127, 0 }; uint32 anim6aCommands[] = { 1000, IC_PREPARE_TEXT, 478, 13, IC_SHOW_TEXT, 175, 155, 0 }; uint32 anim6bCommands[] = { 131, IC_REMOVE_TEXT, 131, IC_PREPARE_TEXT, 479, 74, IC_SHOW_TEXT, 175, 155, 45, IC_REMOVE_TEXT, 45, IC_PREPARE_TEXT, 162, 44, IC_SHOW_TEXT, 175, 155, 4, IC_REMOVE_TEXT, 0 }; typedef void (SkyState::*commandRoutinesProc)(uint32 *&cmdPtr); static const commandRoutinesProc commandRoutines[] = { &SkyState::prepareText, &SkyState::showIntroText, &SkyState::removeText, &SkyState::introFx, &SkyState::introVol, }; void SkyState::initVirgin() { _tempPal = _skyDisk->loadFile(60111, NULL); if (_tempPal != NULL) setPalette(_tempPal); _workScreen = _skyDisk->loadFile(60110, NULL); if (_workScreen != NULL) showScreen(); // free the memory that was malloc'ed indirectly via load_file free(_workScreen); free(_tempPal); } void SkyState::intro(void) { uint8 *seq1aData, *seq1bData, *seq1cData, *seq1dData, *seq1eData; uint8 *seq4aData, *seq4bData, *seq4cData; uint8 *seq5Data; uint8 *seq6aData, *seq6bData; uint32 *commandPtr = (uint32 *)zeroCommands; _workScreen = _skyDisk->loadFile(60112, NULL); //while virgin screen is up, load rev screen _tempPal = _skyDisk->loadFile(60113, NULL); _music->loadSectionMusic(0); delay(3000); //keep virgin screen up for 3 seconds if (!isCDVersion(_gameVersion)) _music->startMusic(1); delay(3000); //and another 3 seconds. fnFadeDown(0); //remove virgin screen showScreen(); paletteFadeUp(_tempPal); free (_tempPal); free (_workScreen); //while rev is up, load gibbons screen _workScreen = _skyDisk->loadFile(60114, NULL); _tempPal = _skyDisk->loadFile(60115, NULL); _introTextSpace = (uint8 *)calloc(10000, 1); _introTextSave = (uint8 *)calloc(10000, 1); _skyText->getText(77); delay(8000); // keep revolution up for 8 seconds fnFadeDown(0); showScreen(); paletteFadeUp(_tempPal); free (_tempPal); free (_workScreen); if (isCDVersion(_gameVersion)) { doCDIntro(); } else { _tempPal = _skyDisk->loadFile(FN_A_PAL, NULL); _workScreen = _skyDisk->loadFile(FN_1A_LOG, NULL); seq1aData = _skyDisk->loadFile(FN_1A, NULL); //keep gibbo up for 2 seconds delay(2000); fnFadeDown(0); showScreen(); paletteFadeUp(_tempPal); startTimerSequence(seq1aData); free(_tempPal); seq1bData = _skyDisk->loadFile(FN_1B, NULL); seq1cData = _skyDisk->loadFile(FN_1C, NULL); WAIT_SEQUENCE; startTimerSequence(seq1bData); WAIT_SEQUENCE; startTimerSequence(seq1cData); WAIT_SEQUENCE; free(seq1aData); free(seq1bData); seq1dData = _skyDisk->loadFile(FN_1D, NULL); seq1eData = _skyDisk->loadFile(FN_1E, NULL); startTimerSequence(seq1dData); WAIT_SEQUENCE; startTimerSequence(seq1eData); free(seq1cData); free(seq1dData); _vgaData = _skyDisk->loadFile(60100, NULL); _vgaPointer = _vgaData; _diffData = _skyDisk->loadFile(60101, NULL); _noFrames = READ_LE_UINT16(_diffData); _diffPointer = _diffData + 2; seq4aData = _skyDisk->loadFile(FN_4A, NULL); WAIT_SEQUENCE; //set up the scrolling intro _workBase = (byte *)malloc(GAME_SCREEN_WIDTH * GAME_SCREEN_HEIGHT * 2); //clear the base memset(_workBase, 0, GAME_SCREEN_WIDTH * GAME_SCREEN_HEIGHT); WAIT_SEQUENCE; //1e memcpy(_workBase + (GAME_SCREEN_WIDTH * GAME_SCREEN_HEIGHT), _workScreen, GAME_SCREEN_WIDTH * GAME_SCREEN_HEIGHT); free(_workScreen); _workScreen = _workBase + (GAME_SCREEN_WIDTH * GAME_SCREEN_HEIGHT); _workScreenEnd = _workScreen + (GAME_SCREEN_WIDTH * GAME_SCREEN_HEIGHT); _frameCounter = 1; free(seq1eData); byte scrollByte; while (_frameCounter < _noFrames) { scrollByte = *_diffPointer++; if (scrollByte) { _workScreen -= scrollByte * GAME_SCREEN_WIDTH; _workScreenEnd -= scrollByte * GAME_SCREEN_WIDTH; } delay(40); //non-scrolling frame update introFrame(); } startTimerSequence(seq4aData); free(_vgaData); free(_diffData); WAIT_SEQUENCE; free(_workBase); _workScreen = _skyDisk->loadFile(FN_4B_LOG, NULL); seq4bData = _skyDisk->loadFile(FN_4B, NULL); showScreen(); commandPtr = (uint32 *)anim4aCommands; WAIT_SEQUENCE; commandPtr = (uint32 *)cockpitCommands; startTimerSequence(seq4bData); checkCommands(commandPtr); checkCommands(commandPtr); WAIT_SEQUENCE; //4b free (_workScreen); free (seq4aData); _workScreen = _skyDisk->loadFile(FN_4C_LOG, NULL); seq4cData = _skyDisk->loadFile(FN_4C, NULL); showScreen(); startTimerSequence(seq4cData); free(seq4bData); commandPtr = (uint32 *)anim4cCommands; WAIT_SEQUENCE; //4c free (_workScreen); _tempPal = _skyDisk->loadFile(FN_5_PAL, NULL); _workScreen = _skyDisk->loadFile(FN_5_LOG, NULL); seq5Data = _skyDisk->loadFile(FN_5, NULL); fnFadeDown(0); showScreen(); paletteFadeUp(_tempPal); startTimerSequence(seq5Data); free (_tempPal); free (seq4cData); commandPtr = (uint32 *)anim5Commands; WAIT_SEQUENCE; free (_workScreen); _tempPal = _skyDisk->loadFile(FN_6_PAL, NULL); _workScreen = _skyDisk->loadFile(FN_6_LOG, NULL); seq6aData = _skyDisk->loadFile(FN_6A, NULL); fnFadeDown(0); showScreen(); _music->startMusic(2); paletteFadeUp(_tempPal); startTimerSequence(seq6aData); seq6bData = _skyDisk->loadFile(FN_6B, NULL); commandPtr = (uint32 *)anim6aCommands; WAIT_SEQUENCE; //6a free (seq5Data); free (_tempPal); startTimerSequence(seq6bData); free (seq6aData); commandPtr = (uint32 *)anim6bCommands; WAIT_SEQUENCE; //6b free (seq6bData); } } void SkyState::showScreen(void) { _system->copy_rect(_workScreen, 320, 0, 0, GAME_SCREEN_WIDTH, GAME_SCREEN_HEIGHT); _system->update_screen(); } void SkyState::introFrame(void) { _frameCounter++; byte *diffPtr = _diffPointer; byte *vgaPtr = _vgaPointer; byte *scrPtr = _workScreen; byte count; do { do { count = *diffPtr++; scrPtr += count; } while (count == 255); do { count = *diffPtr++; memcpy(scrPtr, vgaPtr, count); scrPtr += count; vgaPtr += count; } while (*(diffPtr - 1) == 255); } while (scrPtr < _workScreenEnd); _diffPointer = diffPtr; _vgaPointer = vgaPtr; showScreen(); } void SkyState::checkCommands(uint32 *&cmdPtr) { //check for sequence commands assert (cmdPtr != NULL); uint32 afterFrame = *(cmdPtr); if (afterFrame >= _tseqFrames) { //do a command uint32 command = *(cmdPtr + 1); (this->*commandRoutines[command])(cmdPtr); } } void SkyState::prepareText(uint32 *&cmdPtr) { uint32 textNum = *(cmdPtr + 2); _skyText->getText(textNum); _skyText->displayText(_introTextSpace, true, INTRO_TEXT_WIDTH, 255); cmdPtr += 3; } void SkyState::showIntroText(uint32 *&cmdPtr) { uint32 xPos = *(cmdPtr + 2); uint32 yPos = *(cmdPtr + 3); uint32 startPos = (yPos * FULL_SCREEN_WIDTH) + xPos; byte *destBuf = _introTextSpace; byte *saveBuf = _introTextSave; uint16 width = FROM_LE_16(((struct dataFileHeader *)destBuf)->s_width); uint16 height = FROM_LE_16(((struct dataFileHeader *)destBuf)->s_height); *(uint32 *)saveBuf = TO_LE_32(startPos); *(uint32 *)(saveBuf + 4) = TO_LE_32(height); *(uint32 *)(saveBuf + 8) = TO_LE_32(width); saveBuf += 12; //save current screen contents byte *savePtr = (byte *)_workScreen + startPos; uint i, j; for (i = 0; i < height; i++) { memcpy(saveBuf, savePtr, width); saveBuf += width; savePtr += GAME_SCREEN_WIDTH; } //now print the text byte *textBuf = _introTextSpace + sizeof(struct dataFileHeader); byte *curPos = (byte *)_workScreen + startPos; for (i = 0; i < height; i++) { byte *prevPos = curPos; for (j = 0; j < width; j++) { uint8 pixel = *textBuf++; if (pixel) *curPos = pixel; curPos++; } curPos = prevPos + GAME_SCREEN_WIDTH; } cmdPtr += 4; } void SkyState::removeText(uint32 *&cmdPtr) { byte *saveBuf = _introTextSave; uint32 startPos = READ_LE_UINT32(saveBuf); uint32 height = READ_LE_UINT32(saveBuf + 4); uint32 width = READ_LE_UINT32(saveBuf + 8); byte *dest = _workScreen + startPos; saveBuf += 12; for (unsigned int i = 0; i < height; i++) { memcpy(dest, saveBuf, width); saveBuf += width; dest += FULL_SCREEN_WIDTH; } cmdPtr += 2; } void SkyState::introFx(uint32 *&cmdPtr) { warning("introFx() not implemented yet"); cmdPtr += 4; } void SkyState::introVol(uint32 *&cmdPtr) { warning("introVol() not implemented yet"); cmdPtr += 3; }