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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.
*
*/
#include "xeen/darkside/darkside_game.h"
#include "xeen/resources.h"
#include "xeen/screen.h"
namespace Xeen {
DarkSideEngine::DarkSideEngine(OSystem *syst, const XeenGameDescription *gameDesc)
: XeenEngine(syst, gameDesc) {
}
void DarkSideEngine::playGame() {
playGame();
}
void DarkSideEngine::darkSideIntro() {
showTitle();
if (shouldQuit())
return;
}
void DarkSideEngine::showTitle() {
//sub_28F40
_screen->loadPalette("dark.pal");
SpriteResource nwc[4] = {
SpriteResource("nwc1.int"), SpriteResource("nwc2.int"),
SpriteResource("nwc3.int"), SpriteResource("nwc4.int")
};
File voc[3] = {
File("dragon1.voc"), File("dragon2.voc"), File("dragon3.voc")
};
// Load backgrounds
_screen->loadBackground("nwc1.raw");
_screen->loadPage(0);
_screen->loadBackground("nwc2.raw");
_screen->loadPage(1);
// Draw the screen and fade it in
_screen->horizMerge(0);
_screen->draw();
_screen->fade(4);
// Initial loop for dragon roaring
int nwcIndex = 0, nwcFrame = 0;
for (int idx = 0; idx < 55 && !shouldQuit(); ++idx) {
// Render the next frame
_events->updateGameCounter();
_screen->vertMerge(0);
nwc[nwcIndex].draw(*_screen, nwcFrame);
_screen->draw();
switch (idx) {
case 17:
_sound->proc2(voc[0]);
break;
case 34:
case 44:
++nwcIndex;
nwcFrame = 0;
break;
case 35:
_sound->proc2(voc[1]);
break;
default:
++nwcFrame;
}
while (!shouldQuit() && _events->timeElapsed() < 2) {
_events->pollEventsAndWait();
if (_events->isKeyMousePressed())
return;
}
}
// Loop for dragon using flyspray
for (int idx = 0; idx < 42 && !shouldQuit(); ++idx) {
_events->updateGameCounter();
_screen->vertMerge(SCREEN_HEIGHT);
nwc[3].draw(*_screen, idx);
_screen->draw();
switch (idx) {
case 3:
_sound->startMusic(40);
break;
case 11:
_sound->startMusic(0);
case 27:
case 30:
_sound->startMusic(3);
break;
case 31:
_sound->proc2(voc[2]);
break;
case 33:
_sound->startMusic(2);
break;
default:
break;
}
while (!shouldQuit() && _events->timeElapsed() < 2) {
_events->pollEventsAndWait();
if (_events->isKeyMousePressed())
return;
}
}
// Pause fora bit
while (!shouldQuit() && _events->timeElapsed() < 10) {
_events->pollEventsAndWait();
if (_events->isKeyMousePressed())
return;
}
// TODO: Stop sound and music
}
} // End of namespace Xeen
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