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This fixes the fade-outs in IHNM, most notably at the end of the title screen when using GM. Fades would take 30 seconds instead of the intended 3, and the engine did not wait for the fade to finish but immediately played the next track, which aborted the fade. Note that the engine still does not always wait for a fade to finish when it is triggered from a script. For example after AM's speech when dying in Gorrister's chapter, in the original interpreter the music fades out while the screen fades to black. In ScummVM, the screen does not fade out, so the music fade is immediately aborted by playing the next track.
308 lines
7.2 KiB
C++
308 lines
7.2 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifdef ENABLE_IHNM
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// "I Have No Mouth" Intro sequence scene procedures
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#include "saga/saga.h"
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#include "saga/gfx.h"
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#include "saga/animation.h"
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#include "saga/events.h"
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#include "saga/interface.h"
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#include "saga/render.h"
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#include "saga/resource.h"
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#include "saga/sndres.h"
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#include "saga/music.h"
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#include "saga/scene.h"
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#include "common/events.h"
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#include "common/system.h"
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namespace Saga {
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// IHNM cutaway intro resource IDs
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#define RID_IHNM_INTRO_CUTAWAYS 39
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#define RID_IHNMDEMO_INTRO_CUTAWAYS 25
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int Scene::IHNMStartProc() {
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LoadSceneParams firstScene;
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IHNMLoadCutaways();
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if (!_vm->isIHNMDemo()) {
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int logoLength = -168;
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if (_vm->getLanguage() == Common::DE_DEU || _vm->getLanguage() == Common::ES_ESP)
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logoLength = -128;
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// Play Cyberdreams logo for 168 frames
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if (!playTitle(0, logoLength, true)) {
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if (_vm->shouldQuit())
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return !SUCCESS;
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// Play Dreamers Guild logo for 10 seconds
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if (!playLoopingTitle(1, 10)) {
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if (_vm->shouldQuit())
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return !SUCCESS;
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// Play the title music
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_vm->_music->play(1, MUSIC_NORMAL);
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// Play title screen
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playTitle(2, 20);
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}
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}
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} else {
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_vm->_music->play(1, MUSIC_NORMAL);
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playTitle(0, 10);
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if (_vm->shouldQuit())
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return !SUCCESS;
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playTitle(2, 12);
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}
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fadeMusic();
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if (_vm->shouldQuit())
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return !SUCCESS;
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_vm->_anim->clearCutawayList();
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// Queue first scene
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firstScene.loadFlag = kLoadBySceneNumber;
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firstScene.sceneDescriptor = -1;
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firstScene.sceneSkipTarget = false;
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firstScene.sceneProc = NULL;
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firstScene.transitionType = kTransitionFade;
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firstScene.actorsEntrance = 0;
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firstScene.chapter = -1;
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_vm->_scene->queueScene(firstScene);
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return SUCCESS;
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}
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int Scene::IHNMCreditsProc() {
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IHNMLoadCutaways();
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_vm->_music->play(0, MUSIC_NORMAL);
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if (!_vm->isIHNMDemo()) {
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// Display the credits for 400 frames
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playTitle(4, -400, true);
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} else {
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// Display sales info for 60 seconds
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playTitle(3, 60, true);
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}
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fadeMusic();
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_vm->_anim->clearCutawayList();
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return SUCCESS;
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}
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void Scene::IHNMLoadCutaways() {
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ResourceContext *resourceContext;
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//ResourceContext *soundContext;
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ByteArray resourceData;
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resourceContext = _vm->_resource->getContext(GAME_RESOURCEFILE);
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if (resourceContext == NULL) {
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error("Scene::IHNMStartProc() resource context not found");
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}
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if (!_vm->isIHNMDemo())
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_vm->_resource->loadResource(resourceContext, RID_IHNM_INTRO_CUTAWAYS, resourceData);
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else
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_vm->_resource->loadResource(resourceContext, RID_IHNMDEMO_INTRO_CUTAWAYS, resourceData);
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if (resourceData.empty()) {
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error("Scene::IHNMStartProc() Can't load cutaway list");
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}
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// Load the cutaways for the title screens
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_vm->_anim->loadCutawayList(resourceData);
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}
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bool Scene::checkKey() {
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Common::Event event;
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bool res = false;
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while (_vm->_eventMan->pollEvent(event)) {
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switch (event.type) {
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case Common::EVENT_RETURN_TO_LAUNCHER:
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case Common::EVENT_QUIT:
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res = true;
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break;
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case Common::EVENT_KEYDOWN:
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// Don't react to modifier keys alone. The original did
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// not, and the user may want to change scaler without
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// terminating the intro.
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if (event.kbd.ascii)
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res = true;
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break;
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default:
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break;
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}
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}
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return res;
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}
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void Scene::fadeMusic() {
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if (!_vm->_music->isPlaying())
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return;
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_vm->_music->setVolume(0, 1000);
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while (!_vm->shouldQuit() && _vm->_music->isFading()) {
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_vm->_system->delayMillis(10);
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if (checkKey()) {
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_vm->_music->setVolume(0);
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}
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}
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}
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bool Scene::playTitle(int title, int time, int mode) {
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bool interrupted = false;
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int startTime = _vm->_system->getMillis();
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int frameTime = 0;
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int curTime;
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int assignedId;
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int phase = 0;
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bool done = false;
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bool playParameter = true;
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static PalEntry cur_pal[PAL_ENTRIES];
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static PalEntry pal_cut[PAL_ENTRIES];
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Surface *backBufferSurface = _vm->_render->getBackGroundSurface();
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// Load the cutaway
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_vm->_anim->setCutAwayMode(mode);
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_vm->_frameCount = 0;
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_vm->_gfx->getCurrentPal(cur_pal);
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assignedId = _vm->_anim->playCutaway(title, false);
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_vm->_gfx->getCurrentPal(pal_cut);
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while (!done && !_vm->shouldQuit()) {
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curTime = _vm->_system->getMillis();
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switch (phase) {
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case 0: // fadeout
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case 1: // fadeout 100%
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case 7: // fadeout
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case 8: // fadeout 100%
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_vm->_gfx->palToBlack(cur_pal, (double)(curTime - startTime) / kNormalFadeDuration);
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// fall through
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case 3: // fadein
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case 4: // fadein 100%
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if (phase == 3 || phase == 4)
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_vm->_gfx->blackToPal(pal_cut, (double)(curTime - startTime) / kNormalFadeDuration);
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if (curTime - startTime > kNormalFadeDuration) {
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phase++;
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if (phase == 2 || phase == 5 || phase == 9)
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startTime = curTime;
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break;
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}
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break;
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case 2: // display background
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_vm->_system->copyRectToScreen(backBufferSurface->getPixels(), backBufferSurface->w, 0, 0,
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backBufferSurface->w, backBufferSurface->h);
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phase++;
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startTime = curTime;
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break;
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case 5: // playback
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if (time < 0) {
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if (_vm->_frameCount >= -time) {
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phase++;
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break;
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}
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} else {
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if (curTime - startTime >= time * 1000) {
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phase++;
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break;
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}
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}
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if (checkKey()) {
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_vm->_scene->cutawaySkip();
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interrupted = true;
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phase = 6; // end playback and fade out
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break;
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}
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if (_vm->_anim->getCycles(assignedId)) { // IHNM demo has 0 frames logo
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if (curTime - frameTime > _vm->_anim->getFrameTime(assignedId)) {
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_vm->_anim->play(assignedId, 0, playParameter);
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if (playParameter == true) // Do not loop animations
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playParameter = false;
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frameTime = curTime;
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_vm->_system->copyRectToScreen(backBufferSurface->getPixels(), backBufferSurface->w, 0, 0,
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backBufferSurface->w, backBufferSurface->h);
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}
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}
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break;
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case 6: // playback end
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startTime = curTime;
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_vm->_gfx->getCurrentPal(cur_pal);
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phase++;
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break;
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case 9: // end
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done = true;
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break;
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default:
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break;
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}
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_vm->_system->updateScreen();
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_vm->_system->delayMillis(10);
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}
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// Clean up
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_vm->_anim->endVideo();
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memset((byte *)backBufferSurface->getPixels(), 0, backBufferSurface->w * backBufferSurface->h);
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_vm->_system->copyRectToScreen(backBufferSurface->getPixels(), backBufferSurface->w, 0, 0,
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backBufferSurface->w, backBufferSurface->h);
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return interrupted;
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}
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bool Scene::playLoopingTitle(int title, int seconds) {
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return playTitle(title, seconds, kPanelCutaway);
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}
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} // End of namespace Saga
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#endif
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