/** * The Intro. */ void GameLoop_GameIntroAnimation(void) { GUI_ChangeSelectionType(SELECTIONTYPE_INTRO); Gameloop_Logos(); if (Input_Keyboard_NextKey() == 0 || !g_canSkipIntro) { const HouseAnimation_Animation *animation = g_table_houseAnimation_animation[HOUSEANIMATION_INTRO]; const HouseAnimation_Subtitle *subtitle = g_table_houseAnimation_subtitle[HOUSEANIMATION_INTRO]; const HouseAnimation_SoundEffect *soundEffect = g_table_houseAnimation_soundEffect[HOUSEANIMATION_INTRO]; Music_Play(0x1B); /* 0x4A = 74 = Intro feedback base index */ GameLoop_PrepareAnimation(subtitle, 0x4A, soundEffect); GameLoop_PlayAnimation(animation); Driver_Music_FadeOut(); GameLoop_FinishAnimation(); } GUI_ChangeSelectionType(SELECTIONTYPE_MENTAT); }
/** * Ask the security question to the user. Give him 3 times. If he fails, * return false, otherwise true. * @return True if and only if the user answered one of the three questions * correct. */ bool GUI_Security_Show(void) { const char *wsaHouseFilename; uint16 questionsCount; uint16 oldCurrentWidget; Screen oldScreenID; uint16 i; bool valid; g_disableOtherMovement = true; g_interrogation = true; wsaHouseFilename = House_GetWSAHouseFilename(g_playerHouseID); if (wsaHouseFilename == NULL) return true; GUI_SetPaletteAnimated(g_palette2, 15); GUI_Mentat_Display(wsaHouseFilename, g_playerHouseID); GUI_Mouse_Hide_Safe(); GUI_Screen_Copy(0, 0, 0, 0, SCREEN_WIDTH / 8, SCREEN_HEIGHT, SCREEN_1, SCREEN_0); GUI_Mouse_Show_Safe(); GUI_SetPaletteAnimated(g_palette1, 15); strncpy(g_readBuffer, String_Get_ByIndex(STR_SECURITY_TEXT_HARKONNEN + g_playerHouseID * 3), g_readBufferSize); GUI_Mentat_Loop(wsaHouseFilename, NULL, g_readBuffer, true, NULL); questionsCount = atoi(String_Get_ByIndex(STR_SECURITY_COUNT)); oldCurrentWidget = Widget_SetCurrentWidget(8); oldScreenID = GFX_Screen_SetActive(SCREEN_2); for (i = 0, valid = false; i < 3 && !valid; i++) { void *wsa; uint16 questionIndex; uint32 tickWaitTill; char buffer[81]; questionIndex = Tools_RandomLCG_Range(0, questionsCount - 1) * 3 + STR_SECURITY_QUESTIONS; Widget_SetCurrentWidget(8); wsa = WSA_LoadFile(String_Get_ByIndex(questionIndex + 1), GFX_Screen_Get_ByIndex(SCREEN_1), GFX_Screen_GetSize_ByIndex(SCREEN_1), false); WSA_DisplayFrame(wsa, 0, g_curWidgetXBase << 3, g_curWidgetYBase, SCREEN_2); WSA_Unload(wsa); GUI_DrawSprite(SCREEN_2, g_sprites[397 + g_playerHouseID * 15], g_shoulderLeft, g_shoulderTop, 0, 0); GUI_Mouse_Hide_InWidget(g_curWidgetIndex); GUI_Screen_Copy(g_curWidgetXBase, g_curWidgetYBase, g_curWidgetXBase, g_curWidgetYBase, g_curWidgetWidth, g_curWidgetHeight, SCREEN_2, SCREEN_0); GUI_Mouse_Show_InWidget(); strncpy(g_readBuffer, String_Get_ByIndex(questionIndex), g_readBufferSize); GUI_Security_DrawText(g_readBuffer); g_interrogationTimer = g_timerGUI + (uint32)strlen(g_readBuffer) * 4; Widget_SetCurrentWidget(9); GUI_Mouse_Hide_Safe(); GUI_Screen_Copy(g_curWidgetXBase - 1, g_curWidgetYBase - 8, 0, 0, g_curWidgetWidth + 2, g_curWidgetHeight + 16, SCREEN_0, SCREEN_2); GUI_Mouse_Show_Safe(); GFX_Screen_SetActive(SCREEN_0); GUI_Mouse_Hide_Safe(); GUI_DrawBorder((g_curWidgetXBase << 3) - 6, g_curWidgetYBase - 6, (g_curWidgetWidth << 3) + 12, g_curWidgetHeight + 12, 1, true); GUI_DrawBorder((g_curWidgetXBase << 3) - 2, g_curWidgetYBase - 2, (g_curWidgetWidth << 3) + 4, g_curWidgetHeight + 4, 2, false); GUI_Mouse_Show_Safe(); Input_History_Clear(); buffer[0] = 0; GUI_DrawText_Wrapper(NULL, 0, 0, 0, 0, 0x22); GUI_EditBox(buffer, sizeof(buffer) - 1, 9, NULL, &GUI_Mentat_Tick, 0); GUI_Security_UndrawText(); GUI_Mouse_Hide_Safe(); GUI_Screen_Copy(0, 0, g_curWidgetXBase - 1, g_curWidgetYBase - 8, g_curWidgetWidth + 2, g_curWidgetHeight + 16, SCREEN_2, SCREEN_0); GUI_Mouse_Show_Safe(); GUI_Security_NormaliseText(buffer); strncpy(g_readBuffer, String_Get_ByIndex(questionIndex + 2), g_readBufferSize); GUI_Security_NormaliseText(g_readBuffer); if (strcasecmp(g_readBuffer, buffer) != 0) { strncpy(g_readBuffer, String_Get_ByIndex(STR_SECURITY_WRONG_HARKONNEN + g_playerHouseID * 3), g_readBufferSize); } else { strncpy(g_readBuffer, String_Get_ByIndex(STR_SECURITY_CORRECT_HARKONNEN + g_playerHouseID * 3), g_readBufferSize); valid = true; } GUI_Security_DrawText(g_readBuffer); tickWaitTill = g_timerGUI + (uint32)strlen(g_readBuffer) * 4; Input_History_Clear(); /* ENHANCEMENT -- In Dune2, the + 120 is on the other side, causing the 'You are wrong! / Well done.' screen to appear very short (close to invisible, so to say) */ while (g_timerGUI + (g_dune2_enhanced ? 0 : 120) < tickWaitTill + (g_dune2_enhanced ? 120 : 0)) { if (Input_Keyboard_NextKey() != 0) break; if (g_timerGUI < tickWaitTill) { GUI_Mentat_Animation(1); } else { GUI_Mentat_Animation(0); } } GUI_Security_UndrawText(); } Widget_SetCurrentWidget(oldCurrentWidget); GFX_Screen_SetActive(oldScreenID); Input_History_Clear(); Load_Palette_Mercenaries(); g_disableOtherMovement = false; g_interrogation = false; return valid; }
/** * Logos at begin of intro. */ static void Gameloop_Logos(void) { Screen oldScreenID; void *wsa; uint16 frame; oldScreenID = GFX_Screen_SetActive(SCREEN_0); GFX_SetPalette(g_palette2); GFX_ClearScreen(); File_ReadBlockFile("WESTWOOD.PAL", g_palette_998A, 256 * 3); frame = 0; wsa = WSA_LoadFile("WESTWOOD.WSA", GFX_Screen_Get_ByIndex(SCREEN_1), GFX_Screen_GetSize_ByIndex(SCREEN_1) + GFX_Screen_GetSize_ByIndex(SCREEN_2) + GFX_Screen_GetSize_ByIndex(SCREEN_3), true); WSA_DisplayFrame(wsa, frame++, 0, 0, SCREEN_0); GUI_SetPaletteAnimated(g_palette_998A, 60); Music_Play(0x24); g_timerTimeout = 360; while (WSA_DisplayFrame(wsa, frame++, 0, 0, SCREEN_0)) Timer_Sleep(6); WSA_Unload(wsa); if (Input_Keyboard_NextKey() != 0 && g_canSkipIntro) goto logos_exit; Voice_LoadVoices(0xFFFF); for (; g_timerTimeout != 0; sleepIdle()) { if (Input_Keyboard_NextKey() != 0 && g_canSkipIntro) goto logos_exit; } GUI_SetPaletteAnimated(g_palette2, 60); while (Driver_Music_IsPlaying()) sleepIdle(); GUI_SetPaletteAnimated(g_palette2, 60); GFX_ClearScreen(); Sprites_LoadImage(String_GenerateFilename("AND"), SCREEN_1, g_palette_998A); GUI_Screen_Copy(0, 0, 0, 0, SCREEN_WIDTH / 8, SCREEN_HEIGHT, SCREEN_1, SCREEN_0); GUI_SetPaletteAnimated(g_palette_998A, 30); for (g_timerTimeout = 60; g_timerTimeout != 0; sleepIdle()) { if (Input_Keyboard_NextKey() != 0 && g_canSkipIntro) goto logos_exit; } GUI_SetPaletteAnimated(g_palette2, 30); GUI_ClearScreen(SCREEN_0); Sprites_LoadImage("VIRGIN.CPS", SCREEN_1, g_palette_998A); GUI_Screen_Copy(0, 0, 0, 0, SCREEN_WIDTH / 8, SCREEN_HEIGHT, SCREEN_1, SCREEN_0); GUI_SetPaletteAnimated(g_palette_998A, 30); for (g_timerTimeout = 180; g_timerTimeout != 0; sleepIdle()) { if (Input_Keyboard_NextKey() != 0 && g_canSkipIntro) goto logos_exit; } logos_exit: GUI_SetPaletteAnimated(g_palette2, 30); GUI_ClearScreen(SCREEN_0); GFX_Screen_SetActive(oldScreenID); }
/** * Shows the game credits. */ static void GameLoop_GameCredits(void) { static const uint8 colours[] = {0, 0, 12, 0, 0, 0, 0, 0, 0, 0, 0, 0}; uint16 i; uint8 *memory; GUI_Mouse_Hide_Safe(); Widget_SetCurrentWidget(20); Sprites_LoadImage("BIGPLAN.CPS", SCREEN_1, g_palette_998A); GUI_ClearScreen(SCREEN_0); GUI_Screen_Copy(g_curWidgetXBase, g_curWidgetYBase, g_curWidgetXBase, g_curWidgetYBase, g_curWidgetWidth, g_curWidgetHeight, SCREEN_1, SCREEN_0); GUI_SetPaletteAnimated(g_palette_998A, 60); Music_Play(0); GameLoop_Uninit(); Music_Play(33); memory = GFX_Screen_Get_ByIndex(SCREEN_2); for (i = 0; i < 256; i++) { uint8 loc06; uint8 loc04; memory[i] = i & 0xFF; loc06 = i / 16; loc04 = i % 16; if (loc06 == 9 && loc04 <= 6) { memory[i] = (g_playerHouseID * 16) + loc04 + 144; } } Sprites_LoadImage("MAPPLAN.CPS", SCREEN_1, g_palette_998A); GUI_Palette_RemapScreen(g_curWidgetXBase << 3, g_curWidgetYBase, g_curWidgetWidth << 3, g_curWidgetHeight, SCREEN_1, memory); GUI_Screen_FadeIn2(g_curWidgetXBase << 3, g_curWidgetYBase, g_curWidgetWidth << 3, g_curWidgetHeight, SCREEN_1, SCREEN_0, 1, false); GameCredits_LoadPalette(); GUI_Mouse_Hide_Safe(); GUI_InitColors(colours, 0, lengthof(colours) - 1); g_fontCharOffset = -1; GFX_SetPalette(g_palette1); for (;; sleepIdle()) { File_ReadBlockFile(String_GenerateFilename("CREDITS"), s_buffer_1832, GFX_Screen_GetSize_ByIndex(SCREEN_3)); GameCredits_Play(s_buffer_1832, 20, SCREEN_1, SCREEN_2, 6); if (Input_Keyboard_NextKey() != 0) break; Music_Play(33); } GUI_SetPaletteAnimated(g_palette2, 60); Driver_Music_FadeOut(); GFX_ClearScreen(); }
static void GameCredits_Play(char *data, uint16 windowID, Screen memory, Screen screenID, uint16 delay) { uint16 loc02; uint16 stringCount = 0; uint32 loc0C; uint16 spriteID = 514; bool loc10 = false; uint16 spriteX; uint16 spriteY; uint16 spritePos = 0; struct { uint16 x; int16 y; char *text; uint8 separator; uint8 charHeight; uint8 type; } strings[33]; struct { uint16 x; uint16 y; } positions[6]; uint16 stage = 4; uint16 counter = 60; Widget_SetCurrentWidget(windowID); spriteX = (g_curWidgetWidth << 3) - Sprite_GetWidth(g_sprites[spriteID]); spriteY = g_curWidgetHeight - Sprite_GetHeight(g_sprites[spriteID]); positions[0].x = spriteX; positions[0].y = 0; positions[1].x = 0; positions[1].y = spriteY / 2; positions[2].x = spriteX; positions[2].y = spriteY; positions[3].x = 0; positions[3].y = 0; positions[4].x = spriteX; positions[4].y = spriteY / 2; positions[5].x = 0; positions[5].y = spriteY; GUI_Screen_Copy(0, 0, 0, 0, SCREEN_WIDTH / 8, SCREEN_HEIGHT, SCREEN_0, memory); GUI_Screen_Copy(0, 0, 0, 0, SCREEN_WIDTH / 8, SCREEN_HEIGHT, memory, screenID); GameCredits_SwapScreen(g_curWidgetYBase, g_curWidgetHeight, memory, s_buffer_182E); GFX_Screen_SetActive(SCREEN_0); loc0C = g_timerSleep; Input_History_Clear(); while (true) { while (loc0C > g_timerSleep) sleepIdle(); loc0C = g_timerSleep + delay; while ((g_curWidgetHeight / 6) + 2 > stringCount && *data != 0) { char *text = data; uint16 y; if (stringCount != 0) { y = strings[stringCount - 1].y; if (strings[stringCount - 1].separator != 5) y += strings[stringCount - 1].charHeight + strings[stringCount - 1].charHeight / 8; } else { y = g_curWidgetHeight; } text = data; data = strpbrk(data, "\x05\r"); if (data == NULL) data = strchr(text, '\0'); strings[stringCount].separator = *data; *data = '\0'; if (strings[stringCount].separator != 0) data++; strings[stringCount].type = 0; if (*text == 3 || *text == 4) strings[stringCount].type = *text++; if (*text == 1) { text++; Font_Select(g_fontNew6p); } else if (*text == 2) { text++; Font_Select(g_fontNew8p); } strings[stringCount].charHeight = g_fontCurrent->height; switch (strings[stringCount].type) { case 3: strings[stringCount].x = 157 - Font_GetStringWidth(text); break; case 4: strings[stringCount].x = 161; break; default: strings[stringCount].x = 1 + (SCREEN_WIDTH - Font_GetStringWidth(text)) / 2; break; } strings[stringCount].y = y; strings[stringCount].text = text; stringCount++; } switch (stage) { case 0: GUI_ClearScreen(memory); if (spriteID == 514) GUI_ClearScreen(screenID); stage++; counter = 2; break; case 1: case 4: if (counter-- == 0) { counter = 0; stage++; } break; case 2: if (spriteID == 525) spriteID = 514; GUI_DrawSprite(memory, g_sprites[spriteID], positions[spritePos].x, positions[spritePos].y, windowID, 0x4000); counter = 8; stage++; spriteID++; if (++spritePos > 5) spritePos = 0;; break; case 3: if (counter < 8) GFX_SetPalette(g_palette1 + 256 * 3 * counter); if (counter-- == 0) { stage++; counter = 20; } break; case 5: if (counter > 0) GFX_SetPalette(g_palette1 + 256 * 3 * counter); if (counter++ >= 8) stage = 0; break; default: break; } GUI_Screen_Copy(g_curWidgetXBase, g_curWidgetYBase, g_curWidgetXBase, g_curWidgetYBase, g_curWidgetWidth, g_curWidgetHeight, memory, screenID); for (loc02 = 0; loc02 < stringCount; loc02++) { if ((int16)strings[loc02].y < g_curWidgetHeight) { GFX_Screen_SetActive(screenID); Font_Select(g_fontNew8p); if (strings[loc02].charHeight != g_fontCurrent->height) Font_Select(g_fontNew6p); GUI_DrawText(strings[loc02].text, strings[loc02].x, strings[loc02].y + g_curWidgetYBase, 255, 0); GFX_Screen_SetActive(SCREEN_0); } strings[loc02].y--; } GameCredits_SwapScreen(g_curWidgetYBase, g_curWidgetHeight, screenID, s_buffer_182E); if ((int16)strings[0].y < -10) { strings[0].text += strlen(strings[0].text); *strings[0].text = strings[0].separator; stringCount--; memcpy(&strings[0], &strings[1], stringCount * sizeof(*strings)); } if ((g_curWidgetHeight / 6 + 2) > stringCount) { if (strings[stringCount - 1].y + strings[stringCount - 1].charHeight < g_curWidgetYBase + g_curWidgetHeight) loc10 = true; } if (loc10 && stage == 0) break; if (Input_Keyboard_NextKey() != 0) break; } GUI_SetPaletteAnimated(g_palette2, 120); GUI_ClearScreen(SCREEN_0); GUI_ClearScreen(memory); GUI_ClearScreen(screenID); }
static void GameLoop_PlayAnimation(const HouseAnimation_Animation *animation) { uint8 animationMode = 0; while (animation->duration != 0) { uint16 frameCount; uint16 posX = 0; uint16 posY = 0; uint32 timeout = g_timerGUI + animation->duration * 6; uint32 timeout2 = timeout + 30; /* timeout + 0.5 s */ uint32 timeLeftForFrame; uint32 timeLeft; uint16 mode = animation->flags & 0x3; uint16 addFrameCount; /* additional frame count */ uint16 frame; void *wsa; if ((animation->flags & 0x20) == 0) { posX = 8; posY = 24; } s_var_8068 = 0; if (mode == 0) { wsa = NULL; frame = 0; } else { char filenameBuffer[16]; uint32 wsaSize; bool wsaReservedDisplayFrame; if (mode == 3) { frame = animation->frameCount; wsaReservedDisplayFrame = true; } else { frame = 0; wsaReservedDisplayFrame = ((animation->flags & 0x40) != 0) ? true : false; } if ((animation->flags & 0x480) != 0) { GUI_ClearScreen(SCREEN_1); wsa = GFX_Screen_Get_ByIndex(SCREEN_2); wsaSize = GFX_Screen_GetSize_ByIndex(SCREEN_2) + GFX_Screen_GetSize_ByIndex(SCREEN_3); wsaReservedDisplayFrame = false; } else { wsa = GFX_Screen_Get_ByIndex(SCREEN_1); wsaSize = GFX_Screen_GetSize_ByIndex(SCREEN_1) + GFX_Screen_GetSize_ByIndex(SCREEN_2) + GFX_Screen_GetSize_ByIndex(SCREEN_3); } snprintf(filenameBuffer, sizeof(filenameBuffer), "%s.WSA", animation->string); wsa = WSA_LoadFile(filenameBuffer, wsa, wsaSize, wsaReservedDisplayFrame); } addFrameCount = 0; if ((animation->flags & 0x8) != 0) { timeout -= 45; addFrameCount++; } else if ((animation->flags & 0x10) != 0) { timeout -= 15; addFrameCount++; } if ((animation->flags & 0x4) != 0) { GameLoop_PlaySubtitle(animationMode); WSA_DisplayFrame(wsa, frame++, posX, posY, SCREEN_0); GameLoop_PalettePart_Update(true); memcpy(&g_palette1[215 * 3], s_palettePartCurrent, 18); GUI_SetPaletteAnimated(g_palette1, 45); addFrameCount++; } else { if ((animation->flags & 0x480) != 0) { GameLoop_PlaySubtitle(animationMode); WSA_DisplayFrame(wsa, frame++, posX, posY, SCREEN_1); addFrameCount++; if ((animation->flags & 0x480) == 0x80) { GUI_Screen_FadeIn2(8, 24, 304, 120, SCREEN_1, SCREEN_0, 1, false); } else if ((animation->flags & 0x480) == 0x400) { GUI_Screen_FadeIn(1, 24, 1, 24, 38, 120, SCREEN_1, SCREEN_0); } } } timeLeft = timeout - g_timerGUI; timeLeftForFrame = 0; frameCount = 1; switch (mode) { case 0: frameCount = animation->frameCount - addFrameCount; timeLeftForFrame = timeLeft / frameCount; break; case 1: frameCount = WSA_GetFrameCount(wsa); timeLeftForFrame = timeLeft / animation->frameCount; break; case 2: frameCount = WSA_GetFrameCount(wsa) - addFrameCount; timeLeftForFrame = timeLeft / frameCount; timeout -= timeLeftForFrame; break; case 3: frame = animation->frameCount; frameCount = 1; timeLeftForFrame = timeLeft / 20; break; default: PrepareEnd(); Error("Bad mode in animation #%i.\n", animationMode); exit(0); } while (timeout > g_timerGUI) { g_timerTimeout = timeLeftForFrame; GameLoop_PlaySubtitle(animationMode); WSA_DisplayFrame(wsa, frame++, posX, posY, SCREEN_0); if (mode == 1 && frame == frameCount) { frame = 0; } else { if (mode == 3) frame--; } if (Input_Keyboard_NextKey() != 0 && g_canSkipIntro) { WSA_Unload(wsa); return; } do { GameLoop_PalettePart_Update(false); sleepIdle(); } while (g_timerTimeout != 0 && timeout > g_timerGUI); } if (mode == 2) { bool displayed; do { GameLoop_PlaySubtitle(animationMode); displayed = WSA_DisplayFrame(wsa, frame++, posX, posY, SCREEN_0); } while (displayed); } if ((animation->flags & 0x10) != 0) { memset(&g_palette_998A[3 * 1], 63, 255 * 3); memcpy(&g_palette_998A[215 * 3], s_palettePartCurrent, 18); GUI_SetPaletteAnimated(g_palette_998A, 15); memcpy(g_palette_998A, g_palette1, 256 * 3); } if ((animation->flags & 0x8) != 0) { GameLoop_PalettePart_Update(true); memcpy(&g_palette_998A[215 * 3], s_palettePartCurrent, 18); GUI_SetPaletteAnimated(g_palette_998A, 45); } WSA_Unload(wsa); animationMode++; animation++; while (timeout2 > g_timerGUI) sleepIdle(); } }
static void GameLoop_PlayAnimation(void) { const HouseAnimation_Animation *animation; uint8 animationMode = 0; animation = s_houseAnimation_animation; while (animation->duration != 0) { uint16 loc04; uint16 posX = 0; uint16 posY = 0; uint32 loc10 = g_timerGUI + animation->duration * 6; uint32 loc14 = loc10 + 30; uint32 loc18; uint32 loc1C; uint16 mode = animation->flags & 0x3; bool loc20; uint32 loc24; uint16 locdi; uint16 frame; void *wsa; if ((animation->flags & 0x20) == 0) { posX = 8; posY = 24; } s_var_8068 = 0; if (mode == 0) { wsa = NULL; frame = 0; } else { char filenameBuffer[16]; if (mode == 3) { frame = animation->frameCount; loc20 = true; } else { frame = 0; loc20 = ((animation->flags & 0x40) != 0) ? true : false; } if ((animation->flags & 0x480) != 0) { GUI_ClearScreen(SCREEN_1); wsa = GFX_Screen_Get_ByIndex(SCREEN_2); loc24 = GFX_Screen_GetSize_ByIndex(SCREEN_2) + GFX_Screen_GetSize_ByIndex(SCREEN_3); loc20 = false; } else { wsa = GFX_Screen_Get_ByIndex(SCREEN_1); loc24 = GFX_Screen_GetSize_ByIndex(SCREEN_1) + GFX_Screen_GetSize_ByIndex(SCREEN_2) + GFX_Screen_GetSize_ByIndex(SCREEN_3); } snprintf(filenameBuffer, sizeof(filenameBuffer), "%s.WSA", animation->string); wsa = WSA_LoadFile(filenameBuffer, wsa, loc24, loc20); } locdi = 0; if ((animation->flags & 0x8) != 0) { loc10 -= 45; locdi++; } else { if ((animation->flags & 0x10) != 0) { loc10 -= 15; locdi++; } } if ((animation->flags & 0x4) != 0) { GameLoop_PlaySubtitle(animationMode); WSA_DisplayFrame(wsa, frame++, posX, posY, SCREEN_0); GameLoop_PalettePart_Update(true); memcpy(&g_palette1[215 * 3], s_palettePartCurrent, 18); GUI_SetPaletteAnimated(g_palette1, 45); locdi++; } else { if ((animation->flags & 0x480) != 0) { GameLoop_PlaySubtitle(animationMode); WSA_DisplayFrame(wsa, frame++, posX, posY, SCREEN_1); locdi++; if ((animation->flags & 0x480) == 0x80) { GUI_Screen_FadeIn2(8, 24, 304, 120, SCREEN_1, SCREEN_0, 1, false); } else if ((animation->flags & 0x480) == 0x400) { GUI_Screen_FadeIn(1, 24, 1, 24, 38, 120, SCREEN_1, SCREEN_0); } } } loc1C = loc10 - g_timerGUI; loc18 = 0; loc04 = 1; switch (mode) { case 0: loc04 = animation->frameCount - locdi; loc18 = loc1C / loc04; break; case 1: loc04 = WSA_GetFrameCount(wsa); loc18 = loc1C / animation->frameCount; break; case 2: loc04 = WSA_GetFrameCount(wsa) - locdi; loc18 = loc1C / loc04; loc10 -= loc18; break; case 3: frame = animation->frameCount; loc04 = 1; loc18 = loc1C / 20; break; default: PrepareEnd(); Error("Bad mode in animation #%i.\n", animationMode); exit(0); } while (loc10 > g_timerGUI) { g_timerTimeout = loc18; GameLoop_PlaySubtitle(animationMode); WSA_DisplayFrame(wsa, frame++, posX, posY, SCREEN_0); if (mode == 1 && frame == loc04) { frame = 0; } else { if (mode == 3) frame--; } if (Input_Keyboard_NextKey() != 0 && g_canSkipIntro) { WSA_Unload(wsa); return; } do { GameLoop_PalettePart_Update(false); sleepIdle(); } while (g_timerTimeout != 0 && loc10 > g_timerGUI); } if (mode == 2) { bool displayed; do { GameLoop_PlaySubtitle(animationMode); displayed = WSA_DisplayFrame(wsa, frame++, posX, posY, SCREEN_0); } while (displayed); } if ((animation->flags & 0x10) != 0) { memset(&g_palette_998A[3 * 1], 63, 255 * 3); memcpy(&g_palette_998A[215 * 3], s_palettePartCurrent, 18); GUI_SetPaletteAnimated(g_palette_998A, 15); memcpy(g_palette_998A, g_palette1, 256 * 3); } if ((animation->flags & 0x8) != 0) { GameLoop_PalettePart_Update(true); memcpy(&g_palette_998A[215 * 3], s_palettePartCurrent, 18); GUI_SetPaletteAnimated(g_palette_998A, 45); } WSA_Unload(wsa); animationMode++; animation++; while (loc14 > g_timerGUI) sleepIdle(); } }