Exemple #1
0
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();
}
Exemple #2
0
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();
	}
}
Exemple #3
0
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();
}
Exemple #4
0
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();
}