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/* 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"
namespace Lure {
struct AnimRecord {
uint16 resourceId;
uint8 paletteIndex;
bool initialPause;
bool endingPause;
};
static const uint16 start_screens[] = {0x18, 0x1A, 0x1E, 0x1C, 0};
static const AnimRecord anim_screens[] = {{0x40, 0, true, true}, {0x42, 1, false, true},
{0x44, 2, false, false}, {0x24, 3, false, true}, {0x46, 3, false, false},
{0, 0, false, false}};
// 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;
AnimationSequence *anim;
bool result;
// Animated screens
PaletteCollection coll(0x32);
const AnimRecord *curr_anim = anim_screens;
for (; curr_anim->resourceId; ++curr_anim) {
bool fadeIn = curr_anim == anim_screens;
anim = new AnimationSequence(_screen, _system, curr_anim->resourceId,
coll.getPalette(curr_anim->paletteIndex), fadeIn);
if (curr_anim->initialPause)
if (events.interruptableDelay(12000)) return true;
result = false;
switch (anim->show()) {
case ABORT_NONE:
if (curr_anim->endingPause) {
result = events.interruptableDelay(12000);
}
break;
case ABORT_END_INTRO:
result = true;
break;
case ABORT_NEXT_SCENE:
break;
}
delete anim;
if (result) 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) return true;
// Show final introduction screen
showScreen(0x22, 0x21, 10000);
return false;
}
} // end of namespace Lure
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