void Screen::splashScreen() { byte *bgfile = _vm->_resman->openResource(2950); initialiseBackgroundLayer(NULL); initialiseBackgroundLayer(NULL); initialiseBackgroundLayer(_vm->fetchBackgroundLayer(bgfile)); initialiseBackgroundLayer(NULL); initialiseBackgroundLayer(NULL); _vm->fetchPalette(bgfile, _palette); setPalette(0, 256, _palette, RDPAL_FADE); renderParallax(_vm->fetchBackgroundLayer(bgfile), 2); closeBackgroundLayer(); byte *loadingBar = _vm->_resman->openResource(2951); byte *frame = _vm->fetchFrameHeader(loadingBar, 0); AnimHeader animHead; CdtEntry cdt; FrameHeader frame_head; animHead.read(_vm->fetchAnimHeader(loadingBar)); cdt.read(_vm->fetchCdtEntry(loadingBar, 0)); frame_head.read(_vm->fetchFrameHeader(loadingBar, 0)); SpriteInfo barSprite; barSprite.x = cdt.x; barSprite.y = cdt.y; barSprite.w = frame_head.width; barSprite.h = frame_head.height; barSprite.scale = 0; barSprite.scaledWidth = 0; barSprite.scaledHeight = 0; barSprite.type = RDSPR_RLE256FAST | RDSPR_TRANS; barSprite.blend = 0; barSprite.colourTable = 0; barSprite.data = frame + FrameHeader::size(); barSprite.isText = false; drawSprite(&barSprite); fadeUp(); waitForFade(); for (int i = 0; i < animHead.noAnimFrames; i++) { frame = _vm->fetchFrameHeader(loadingBar, i); barSprite.data = frame + FrameHeader::size(); drawSprite(&barSprite); updateDisplay(); _vm->_system->delayMillis(30); } _vm->_resman->closeResource(2951); fadeDown(); waitForFade(); }
MusicInputStream::MusicInputStream(int cd, SoundFileHandle *fh, uint32 musicId, bool looping) { _cd = cd; _fh = fh; _musicId = musicId; _looping = looping; _bufferEnd = _buffer + BUFFER_SIZE; _remove = false; _fading = 0; _decoder = getAudioStream(_fh, "music", _cd, _musicId, &_numSamples); if (_decoder) { _samplesLeft = _numSamples; _fadeSamples = (getRate() * FADE_LENGTH) / 1000; fadeUp(); // Read in initial data refill(); } }
void Screen::rollCredits() { uint32 loopingMusicId = _vm->_sound->getLoopingMusicId(); // Prepare for the credits by fading down, stoping the music, etc. _vm->_mouse->setMouse(0); _vm->_sound->muteFx(true); _vm->_sound->muteSpeech(true); waitForFade(); fadeDown(); waitForFade(); _vm->_mouse->closeMenuImmediately(); // There are three files which I believe are involved in showing the // credits: // // credits.bmp - The "Smacker" logo, stored as follows: // // width 2 bytes, little endian // height 2 bytes, little endian // palette 3 * 256 bytes // data width * height bytes // // Note that the maximum colour component in the palette is 0x3F. // This is the same resolution as the _paletteMatch table. I doubt // that this is a coincidence, but let's use the image palette // directly anyway, just to be safe. // // credits.clu - The credits text (credits.txt in PSX version) // // This is simply a text file with CRLF line endings. // '^' is not shown, but used to mark the center of the line. // '@' is used as a placeholder for the "Smacker" logo. At least // when it appears alone. // Remaining lines are centered. // The German version also contains character code 9 for no // apparent reason. We ignore them. // // fonts.clu - The credits font? // // FIXME: At this time I don't know how to interpret fonts.clu. For // now, let's just the standard speech font instead. SpriteInfo spriteInfo; Common::File f; int i; spriteInfo.isText = false; // Read the "Smacker" logo uint16 logoWidth = 0; uint16 logoHeight = 0; byte *logoData = NULL; byte palette[256 * 3]; if (f.open("credits.bmp")) { logoWidth = f.readUint16LE(); logoHeight = f.readUint16LE(); for (i = 0; i < 256; i++) { palette[i * 3 + 0] = f.readByte() << 2; palette[i * 3 + 1] = f.readByte() << 2; palette[i * 3 + 2] = f.readByte() << 2; } logoData = (byte *)malloc(logoWidth * logoHeight); f.read(logoData, logoWidth * logoHeight); f.close(); } else { warning("Can't find credits.bmp"); memset(palette, 0, sizeof(palette)); palette[14 * 3 + 0] = 252; palette[14 * 3 + 1] = 252; palette[14 * 3 + 2] = 252; } setPalette(0, 256, palette, RDPAL_INSTANT); // Read the credits text Common::Array<CreditsLine *> creditsLines; int lineCount = 0; int lineTop = 400; int paragraphStart = 0; bool hasCenterMark = false; if (Sword2Engine::isPsx()) { if (!f.open("credits.txt")) { warning("Can't find credits.txt"); free(logoData); return; } } else { if (!f.open("credits.clu")) { warning("Can't find credits.clu"); free(logoData); return; } } while (1) { char buffer[80]; char *line = f.readLine(buffer, sizeof(buffer)); if (line) { // Replace invalid character codes prevent the 'dud' // symbol from showing up in the credits. for (byte *ptr = (byte *)line; *ptr; ptr++) { switch (*ptr) { case 9: // The German credits contain these. // Convert them to spaces. *ptr = 32; break; case 10: // LF is treated as end of line. *ptr = 0; break; case 170: // The Spanish credits contain these. // Convert them to periods. *ptr = '.'; default: break; } } } if (!line || *line == 0) { if (!hasCenterMark) { for (i = paragraphStart; i < lineCount; i++) creditsLines[i]->type = LINE_CENTER; } paragraphStart = lineCount; hasCenterMark = false; if (paragraphStart == lineCount) lineTop += CREDITS_LINE_SPACING; if (!line) break; continue; } char *center_mark = strchr(line, '^'); if (center_mark) { // The current paragraph has at least one center mark. hasCenterMark = true; if (center_mark != line) { creditsLines.push_back(new CreditsLine); // The center mark is somewhere inside the // line. Split it into left and right side. *center_mark = 0; creditsLines[lineCount]->top = lineTop; creditsLines[lineCount]->height = CREDITS_FONT_HEIGHT; creditsLines[lineCount]->type = LINE_LEFT; creditsLines[lineCount]->str = strdup(line); lineCount++; *center_mark = '^'; } line = center_mark; } creditsLines.push_back(new CreditsLine); creditsLines[lineCount]->top = lineTop; if (*line == '^') { creditsLines[lineCount]->type = LINE_RIGHT; line++; } else creditsLines[lineCount]->type = LINE_LEFT; if (strcmp(line, "@") == 0) { creditsLines[lineCount]->height = logoHeight; lineTop += logoHeight; } else { creditsLines[lineCount]->height = CREDITS_FONT_HEIGHT; lineTop += CREDITS_LINE_SPACING; } creditsLines[lineCount]->str = strdup(line); lineCount++; } f.close(); // We could easily add some ScummVM stuff to the credits, if we wanted // to. On the other hand, anyone with the attention span to actually // read all the credits probably already knows. :-) // Start the music and roll the credits // The credits music (which can also be heard briefly in the "carib" // cutscene) is played once. _vm->_sound->streamCompMusic(309, false); clearScene(); fadeUp(0); spriteInfo.scale = 0; spriteInfo.scaledWidth = 0; spriteInfo.scaledHeight = 0; spriteInfo.type = RDSPR_DISPLAYALIGN | RDSPR_NOCOMPRESSION | RDSPR_TRANS; spriteInfo.blend = 0; int startLine = 0; int scrollPos = 0; bool abortCredits = false; int scrollSteps = lineTop + CREDITS_FONT_HEIGHT; uint32 musicStart = getTick(); // Ideally the music should last just a tiny bit longer than the // credits. Note that musicTimeRemaining() will return 0 if the music // is muted, so we need a sensible fallback for that case. uint32 musicLength = MAX((int32)(1000 * (_vm->_sound->musicTimeRemaining() - 3)), 25 * (int32)scrollSteps); while (scrollPos < scrollSteps && !_vm->shouldQuit()) { clearScene(); for (i = startLine; i < lineCount; i++) { if (!creditsLines[i]) continue; // Free any sprites that have scrolled off the screen if (creditsLines[i]->top + creditsLines[i]->height < scrollPos) { debug(2, "Freeing line %d: '%s'", i, creditsLines[i]->str); delete creditsLines[i]; creditsLines[i] = NULL; startLine = i + 1; } else if (creditsLines[i]->top < scrollPos + 400) { if (!creditsLines[i]->sprite) { debug(2, "Creating line %d: '%s'", i, creditsLines[i]->str); creditsLines[i]->sprite = _vm->_fontRenderer->makeTextSprite((byte *)creditsLines[i]->str, 600, 14, _vm->_speechFontId, 0); } FrameHeader frame; frame.read(creditsLines[i]->sprite); spriteInfo.y = creditsLines[i]->top - scrollPos; spriteInfo.w = frame.width; spriteInfo.h = frame.height; spriteInfo.data = creditsLines[i]->sprite + FrameHeader::size(); spriteInfo.isText = true; switch (creditsLines[i]->type) { case LINE_LEFT: spriteInfo.x = RENDERWIDE / 2 - 5 - frame.width; break; case LINE_RIGHT: spriteInfo.x = RENDERWIDE / 2 + 5; break; case LINE_CENTER: if (strcmp(creditsLines[i]->str, "@") == 0) { spriteInfo.data = logoData; spriteInfo.x = (RENDERWIDE - logoWidth) / 2; spriteInfo.w = logoWidth; spriteInfo.h = logoHeight; } else spriteInfo.x = (RENDERWIDE - frame.width) / 2; break; } if (spriteInfo.data) drawSprite(&spriteInfo); } else break; } updateDisplay(); KeyboardEvent *ke = _vm->keyboardEvent(); if (ke && ke->kbd.keycode == Common::KEYCODE_ESCAPE) { if (!abortCredits) { abortCredits = true; fadeDown(); } } if (abortCredits && getFadeStatus() == RDFADE_BLACK) break; _vm->sleepUntil(musicStart + (musicLength * scrollPos) / scrollSteps + _pauseTicks); scrollPos++; } // We're done. Clean up and try to put everything back where it was // before the credits. for (i = 0; i < lineCount; i++) { delete creditsLines[i]; } free(logoData); if (!abortCredits) { fadeDown(); // The music should either have stopped or be about to stop, so // wait for it to really happen. while (_vm->_sound->musicTimeRemaining() && !_vm->shouldQuit()) { updateDisplay(false); _vm->_system->delayMillis(100); } } if (_vm->shouldQuit()) return; waitForFade(); _vm->_sound->muteFx(false); _vm->_sound->muteSpeech(false); if (loopingMusicId) _vm->_sound->streamCompMusic(loopingMusicId, true); else _vm->_sound->stopMusic(false); if (!_vm->_mouse->getMouseStatus() || _vm->_mouse->isChoosing()) _vm->_mouse->setMouse(NORMAL_MOUSE_ID); if (_vm->_logic->readVar(DEAD)) _vm->_mouse->buildSystemMenu(); }
void Screen::displayMsg(byte *text, int time) { byte pal[256 * 3]; byte oldPal[256 * 3]; debug(2, "DisplayMsg: %s", text); if (getFadeStatus() != RDFADE_BLACK) { fadeDown(); waitForFade(); } _vm->_mouse->setMouse(0); _vm->_mouse->setLuggage(0); _vm->_mouse->closeMenuImmediately(); clearScene(); byte *text_spr = _vm->_fontRenderer->makeTextSprite(text, 640, 187, _vm->_speechFontId); FrameHeader frame; frame.read(text_spr); SpriteInfo spriteInfo; spriteInfo.x = _screenWide / 2 - frame.width / 2; if (!time) spriteInfo.y = _screenDeep / 2 - frame.height / 2 - MENUDEEP; else spriteInfo.y = 400 - frame.height; spriteInfo.w = frame.width; spriteInfo.h = frame.height; spriteInfo.scale = 0; spriteInfo.scaledWidth = 0; spriteInfo.scaledHeight = 0; spriteInfo.type = RDSPR_DISPLAYALIGN | RDSPR_NOCOMPRESSION | RDSPR_TRANS; spriteInfo.blend = 0; spriteInfo.data = text_spr + FrameHeader::size(); spriteInfo.colourTable = 0; spriteInfo.isText = true; uint32 rv = drawSprite(&spriteInfo); if (rv) error("Driver Error %.8x (in DisplayMsg)", rv); memcpy(oldPal, _palette, sizeof(oldPal)); memset(pal, 0, sizeof(pal)); pal[187 * 3 + 0] = 255; pal[187 * 3 + 1] = 255; pal[187 * 3 + 2] = 255; setPalette(0, 256, pal, RDPAL_FADE); fadeUp(); free(text_spr); waitForFade(); if (time > 0) { uint32 targetTime = _vm->_system->getMillis() + (time * 1000); _vm->sleepUntil(targetTime); } else { while (!_vm->shouldQuit()) { MouseEvent *me = _vm->mouseEvent(); if (me && (me->buttons & (RD_LEFTBUTTONDOWN | RD_RIGHTBUTTONDOWN))) break; if (_vm->keyboardEvent()) break; updateDisplay(); _vm->_system->delayMillis(50); } } fadeDown(); waitForFade(); clearScene(); setPalette(0, 256, oldPal, RDPAL_FADE); fadeUp(); }