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/* ScummVM - Scumm Interpreter
* Copyright (C) 2004-2005 The ScummVM project
*
* The ReInherit Engine is (C)2000-2003 by Daniel Balsom.
*
* 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.
*
* $Header$
*
*/
// "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/rscfile_mod.h"
#include "saga/sndres.h"
#include "saga/music.h"
#include "saga/scene.h"
namespace Saga {
SCENE_RESLIST IHNM_IntroMovie1RL[] = {
{30, SAGA_BG_IMAGE, 0, 0} ,
{31, SAGA_ANIM_1, 0, 0}
};
SCENE_DESC IHNM_IntroMovie1Desc = {
0, 0, 0, 0, 0, 0, 0, 0,
IHNM_IntroMovie1RL,
ARRAYSIZE(IHNM_IntroMovie1RL)
};
SCENE_RESLIST IHNM_IntroMovie2RL[] = {
{32, SAGA_BG_IMAGE, 0, 0} ,
{33, SAGA_ANIM_1, 0, 0}
};
SCENE_DESC IHNM_IntroMovie2Desc = {
0, 0, 0, 0, 0, 0, 0, 0,
IHNM_IntroMovie2RL,
ARRAYSIZE(IHNM_IntroMovie2RL)
};
SCENE_RESLIST IHNM_IntroMovie3RL[] = {
{34, SAGA_BG_IMAGE, 0, 0},
{35, SAGA_ANIM_1, 0, 0}
};
SCENE_DESC IHNM_IntroMovie3Desc = {
0, 0, 0, 0, 0, 0, 0, 0,
IHNM_IntroMovie3RL,
ARRAYSIZE(IHNM_IntroMovie3RL)
};
SCENE_RESLIST IHNM_IntroMovie4RL[] = {
{1227, SAGA_BG_IMAGE, 0, 0},
{1226, SAGA_ANIM_1, 0, 0}
};
SCENE_DESC IHNM_IntroMovie4Desc = {
0, 0, 0, 0, 0, 0, 0, 0,
IHNM_IntroMovie4RL,
ARRAYSIZE(IHNM_IntroMovie4RL)
};
SCENE_QUEUE IHNM_IntroList[] = {
{0, &IHNM_IntroMovie1Desc, BY_DESC, Scene::SC_IHNMIntroMovieProc1, 0, SCENE_NOFADE},
{0, &IHNM_IntroMovie2Desc, BY_DESC, Scene::SC_IHNMIntroMovieProc2, 0, SCENE_NOFADE},
{0, &IHNM_IntroMovie3Desc, BY_DESC, Scene::SC_IHNMIntroMovieProc3, 0, SCENE_NOFADE},
{0, &IHNM_IntroMovie4Desc, BY_DESC, Scene::SC_IHNMHateProc, 0, SCENE_NOFADE}
};
int Scene::IHNMStartProc() {
size_t n_introscenes;
size_t i;
SCENE_QUEUE first_scene;
n_introscenes = ARRAYSIZE(IHNM_IntroList);
for (i = 0; i < n_introscenes; i++) {
_vm->_scene->queueScene(&IHNM_IntroList[i]);
}
// FIXME: I believe I've found the correct scene, but since we do not
// yet support IHNM script loading it won't actually do anything. Also,
// it will cause the end titles music to play, which is wrong. (But
// hey, it's a nice piece of music!)
first_scene.load_flag = BY_SCENE;
first_scene.scene_n = _vm->getStartSceneNumber();
first_scene.scene_skiptarget = 1;
first_scene.scene_proc = NULL;
first_scene.fadeType = SCENE_FADE;
_vm->_scene->queueScene(&first_scene);
return SUCCESS;
}
int Scene::SC_IHNMIntroMovieProc1(int param, SCENE_INFO *scene_info, void *refCon) {
return ((Scene *)refCon)->IHNMIntroMovieProc1(param, scene_info);
}
int Scene::IHNMIntroMovieProc1(int param, SCENE_INFO *scene_info) {
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 = ONESHOT_EVENT;
event.code = BG_EVENT;
event.op = EVENT_DISPLAY;
event.param = SET_PALETTE;
event.time = 0;
q_event = _vm->_events->queue(&event);
_vm->_anim->setFrameTime(0, IHNM_INTRO_FRAMETIME);
_vm->_anim->setFlag(0, ANIM_ENDSCENE);
event.type = ONESHOT_EVENT;
event.code = ANIM_EVENT;
event.op = EVENT_PLAY;
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, SCENE_INFO *scene_info, void *refCon) {
return ((Scene *)refCon)->IHNMIntroMovieProc2(param, scene_info);
}
int Scene::IHNMIntroMovieProc2(int param, SCENE_INFO *scene_info) {
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 = CONTINUOUS_EVENT;
event.code = PAL_EVENT;
event.op = EVENT_PALTOBLACK;
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 = ONESHOT_EVENT;
event.code = BG_EVENT;
event.op = EVENT_DISPLAY;
event.param = NO_SET_PALETTE;
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 = ONESHOT_EVENT;
event.code = ANIM_EVENT;
event.op = EVENT_PLAY;
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 = CONTINUOUS_EVENT;
event.code = PAL_EVENT;
event.op = EVENT_BLACKTOPAL;
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 = CONTINUOUS_EVENT;
event.code = PAL_EVENT;
event.op = EVENT_PALTOBLACK;
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 = ONESHOT_EVENT;
event.code = SCENE_EVENT;
event.op = EVENT_END;
event.time = 0;
q_event = _vm->_events->chain(q_event, &event);
break;
default:
break;
}
return 0;
}
int Scene::SC_IHNMIntroMovieProc3(int param, SCENE_INFO *scene_info, void *refCon) {
return ((Scene *)refCon)->IHNMIntroMovieProc3(param, scene_info);
}
int Scene::IHNMIntroMovieProc3(int param, SCENE_INFO *scene_info) {
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 = CONTINUOUS_EVENT;
event.code = PAL_EVENT;
event.op = EVENT_PALTOBLACK;
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 = ONESHOT_EVENT;
event.code = MUSIC_EVENT;
event.param = 1;
event.param2 = 0;
event.op = EVENT_PLAY;
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 = ONESHOT_EVENT;
event.code = BG_EVENT;
event.op = EVENT_DISPLAY;
event.param = NO_SET_PALETTE;
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 = CONTINUOUS_EVENT;
event.code = PAL_EVENT;
event.op = EVENT_BLACKTOPAL;
event.time = 0;
event.duration = IHNM_PALFADE_TIME;
event.data = pal;
q_event = _vm->_events->chain(q_event, &event);
event.type = ONESHOT_EVENT;
event.code = ANIM_EVENT;
event.op = EVENT_PLAY;
event.param = 0;
event.time = 0;
q_event = _vm->_events->chain(q_event, &event);
// Queue end of scene after a while
// TODO: I've increased the delay so the speech won't start
// until the music has ended. Could someone verify if that's
// the correct behaviour?
event.type = ONESHOT_EVENT;
event.code = SCENE_EVENT;
event.op = EVENT_END;
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;
}
int Scene::SC_IHNMHateProc(int param, SCENE_INFO *scene_info, void *refCon) {
return ((Scene *)refCon)->IHNMHateProc(param, scene_info);
}
int Scene::IHNMHateProc(int param, SCENE_INFO *scene_info) {
EVENT event;
EVENT *q_event;
switch (param) {
case SCENE_BEGIN:
_vm->_anim->setCycles(0, -1);
// Start "hate" animation
event.type = ONESHOT_EVENT;
event.code = ANIM_EVENT;
event.op = EVENT_PLAY;
event.param = 0;
event.time = 0;
q_event = _vm->_events->queue(&event);
// More music
event.type = ONESHOT_EVENT;
event.code = MUSIC_EVENT;
event.param = 32;
event.param2 = MUSIC_LOOP;
event.op = EVENT_PLAY;
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 and set the palette
event.type = ONESHOT_EVENT;
event.code = BG_EVENT;
event.op = EVENT_DISPLAY;
event.param = SET_PALETTE;
event.time = 0;
q_event = _vm->_events->chain(q_event, &event);
// Play voice
event.type = ONESHOT_EVENT;
event.code = VOICE_EVENT;
event.op = EVENT_PLAY;
event.param = 0;
event.time = 0;
q_event = _vm->_events->chain(q_event, &event);
// Background sound
event.type = ONESHOT_EVENT;
event.code = SOUND_EVENT;
event.op = EVENT_PLAY;
event.param = 260;
event.param2 = 255; // FIXME: Verify volume
event.param3 = SOUND_LOOP;
event.time = 0;
q_event = _vm->_events->chain(q_event, &event);
// End background sound after the voice has finished
event.type = ONESHOT_EVENT;
event.code = SOUND_EVENT;
event.op = EVENT_STOP;
event.time = _vm->_sndRes->getVoiceLength(0);
q_event = _vm->_events->chain(q_event, &event);
// End scene after the voice has finished
event.type = ONESHOT_EVENT;
event.code = SCENE_EVENT;
event.op = EVENT_END;
event.time = 0;
q_event = _vm->_events->chain(q_event, &event);
break;
default:
break;
}
return 0;
}
} // End of namespace Saga
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