scummvm/engines/saga2/tromode.cpp

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2021-05-17 20:47:39 +02:00
/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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
* aint32 with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*
* Based on the original sources
* Faery Tale II -- The Halls of the Dead
* (c) 1993-1996 The Wyrmkeep Entertainment Co.
*/
#define FORBIDDEN_SYMBOL_ALLOW_ALL // FIXME: Remove
2021-05-17 20:47:39 +02:00
#include "saga2/std.h"
#include "saga2/cmisc.h"
#include "saga2/input.h"
#include "saga2/fta.h"
#include "saga2/itevideo.h"
#include "saga2/videos.h"
#include "saga2/player.h"
#include "saga2/tromode.h"
#include "saga2/messager.h"
#include "saga2/config.h"
#include "saga2/display.h"
#include "saga2/mainmap.h"
namespace Saga2 {
#define ERASE_BETWEEN TRUE
#define VIDEO_X 0
#define VIDEO_Y 0
/* ===================================================================== *
Imports
* ===================================================================== */
extern bool gameRunning; // true while game running
extern gMouseState prevState;
extern gMousePointer pointer; // the actual pointer
extern MouseExtState mouseQueue[];
extern configuration globalConfig;
extern bool allPlayerActorsDead;
extern int16 queueIn,
queueOut;
/* ===================================================================== *
External Prototypes
* ===================================================================== */
int16 OptionsDialog(bool disableSaveResume = FALSE);
void SystemEventLoop(void);
void ClearMessageQueue(void);
void freeAllTileBanks(void);
void PollMouse(void);
void resetInputDevices(void);
void blackOut(void);
void quickSavePalette(void);
void quickRestorePalette(void);
void cursorFullHide(bool onOff);
#ifdef _WIN32
void suspendWinTimer(void);
void resumeWinTimer(void);
#endif
/* ===================================================================== *
Local Prototypes
* ===================================================================== */
static void doIntro(void);
static void doWintro(int16 whichOne);
static void doLostro(void);
void waitForVideoFile(char *fileName);
static void waitForTimer(uint32 tenthsOfSecond);
static void waitForVideo(void);
void waitForInput(void);
static void playVideo(char *fileName, int x, int y, int16 from, int16 to);
static void TroModeSetup(void);
static void TroModeCleanup(void);
/* ===================================================================== *
Locals
* ===================================================================== */
static bool abortFlag = FALSE;
#ifndef NO_LOAD_AFTER_WIN
//DO_OUTRO_IN_CLEANUP
static int whichOutro = -1;
#endif
/* ===================================================================== *
Main entry points
* ===================================================================== */
// ------------------------------------------------------------------------
// Play intro video
void setIntroMode(void) {
blackOut();
if (!abortFlag) {
TroModeSetup();
doIntro();
TroModeCleanup();
}
showLoadMessage();
resetInputDevices();
}
// ------------------------------------------------------------------------
// Play outro video
void setOutroMode(void) {
}
// ------------------------------------------------------------------------
// Winning videos
extern GameWorld *currentWorld; // pointer to the current world
void setWintroMode(int16 whichOne) {
#ifdef NO_LOAD_AFTER_WIN
waitForVideoFile("INTRO.SMK");
if (!abortFlag) {
freeAllTileBanks();
currentWorld = NULL;
TroModeSetup();
doWintro(whichOne);
TroModeCleanup();
}
endGame();
#else
whichOutro = whichOne;
allPlayerActorsDead = TRUE;
#endif
}
// ------------------------------------------------------------------------
// Losing video
void fadeDown();
void fadeUp();
void dumpGBASE(char *msg);
void setLostroMode(void) {
waitForVideoFile("INTRO.SMK");
allPlayerActorsDead = FALSE;
if (GameMode::newmodeFlag)
GameMode::update();
if (!abortFlag) {
freeAllTileBanks();
TroModeSetup();
if (whichOutro >= 0)
doWintro(whichOutro);
else
doLostro();
whichOutro = -1;
TroModeCleanup();
}
OptionsDialog(TRUE);
reDrawScreen();
}
/* ===================================================================== *
Entry & termination
* ===================================================================== */
void TroModeExternEvent(void) {
abortFlag = TRUE;
}
// ------------------------------------------------------------------------
// Entry code
static void TroModeSetup(void) {
suspendAudio();
pointer.hide();
#ifdef _WIN32
cursorFullHide(TRUE);
#endif
quickSavePalette();
blackOut();
displayDisable(PlayingVideo);
pushVidState();
ClearMessageQueue();
resetInputDevices();
abortFlag = FALSE;
}
// ------------------------------------------------------------------------
// Exit
static void TroModeCleanup(void) {
endVideo();
popVidState();
displayEnable(PlayingVideo);
blackOut();
quickRestorePalette();
resumeAudio();
#ifdef _WIN32
cursorFullHide(FALSE);
#endif
pointer.show();
// pointer.manditoryShow(); // hide mouse pointer
resetInputDevices();
}
/* ===================================================================== *
Wait for Event type routines
* ===================================================================== */
//-----------------------------------------------------------------------
// Wait till file exists
void waitForVideoFile(char *fileName) { // file name & extension
char filespec[260];
bool fe;
abortFlag = FALSE;
if (!GetPrivateProfileInt("Options", "Videos", 1, iniFile)) {
abortFlag = TRUE;
return;
}
strncpy(filespec, globalConfig.videoFilePath, 260);
if (filespec[strlen(filespec) - 1] != '\\')
strcat(filespec, "\\");
strcat(filespec, fileName);
fe = fileExists(filespec);
if (!fe) {
abortFlag = TRUE;
return;
}
if (!fileReadable(filespec)) {
//systemConfigError( cpResFileLocked, filespec);
abortFlag = TRUE;
return;
}
return;
}
// ------------------------------------------------------------------------
// Wait a certain amount of time
static void waitForTimer(uint32 tenthsOfSecond) {
uint32 start = gameTime;
uint32 target = start + (TICKSPERSECOND * tenthsOfSecond / 10);
while (gameTime < target) {
SystemEventLoop();
if (abortFlag)
return;
}
}
// ------------------------------------------------------------------------
// Wait till a video completes
static void waitForVideo(void) {
while (checkVideo()) {
SystemEventLoop();
if (abortFlag)
return;
}
}
// ------------------------------------------------------------------------
// Wait till the user hits a key or clicks or screams or whatever
void waitForInput(void) {
abortFlag = FALSE;
while (!abortFlag) {
SystemEventLoop();
if (abortFlag)
return;
}
}
/* ===================================================================== *
Video playback
* ===================================================================== */
static void playAVideo(char *fileName, int x, int y) { //, int16 from, int16 to )
startVideo(fileName, x, y); //, ERASE_BETWEEN, 0,0 );
if (!checkVideo()) {
endVideo();
abortFlag = TRUE;
return;
}
waitForVideo();
}
/* ===================================================================== *
These are the actual video routines
* ===================================================================== */
// ------------------------------------------------------------------------
// intro video(s)
static void doIntro(void) {
playAVideo(INTRO_VID1, 0, 0);
abortFlag = FALSE;
playAVideo(INTRO_VID2, 0, 0);
// playVideo(INTRO_VID,VIDEO_X,VIDEO_Y,0,0); //if (abortFlag) { resumeAudio(); return; }
}
// ------------------------------------------------------------------------
// one of several endings
static void doWintro(int16 whichOne) {
switch (whichOne) {
case 0:
playAVideo(WIN_VID_1, 0, 0);
return;
case 1:
playAVideo(WIN_VID_2, 0, 0);
return;
case 2:
playAVideo(WIN_VID_3, 0, 0);
return;
case 3:
playAVideo(WIN_VID_4, 0, 0);
return;
}
}
// ------------------------------------------------------------------------
// lost
static void doLostro(void) {
playAVideo(LOSE_VID, 0, 0);
}
// ------------------------------------------------------------------------
// ------------------------------------------------------------------------
// ------------------------------------------------------------------------
#if 0
// ------------------------------------------------------------------------
// I didn't end up using GameModes
GameMode TroMode = {
NULL, // no previous mode
FALSE, // mode is not nestable
TroModeSetup,
TroModeCleanup,
TroModeHandleTask,
SystemKeyHandler,
};
static GameMode *prevModeStackPtr[ Max_Modes ];
static int prevModeStackCtr;
// ------------------------------------------------------------------------
// dummy code (originally for game mode)
static void TroModeHandleTask(void) {
}
static void goTroMode(void) {
prevModeStackCtr = GameMode::getStack(prevModeStackPtr);
GameMode::SetStack(&TroMode, End_List);
}
static void noTroMode(void) {
GameMode::SetStack(prevModeStackPtr, prevModeStackCtr);
}
// ------------------------------------------------------------------------
// I didn't end up using partial playback either
void doVideo(char *fileName, int x, int y, int16 from, int16 to) {
beginVideo(fileName, x, y, ERASE_BETWEEN, from, to);
if (!checkVideo()) {
endVideo();
abortFlag = TRUE;
return;
}
waitForVideo();
}
void contVideo(int16 from, int16 to) {
resumeVideo(from, to);
if (!checkVideo()) {
endVideo();
abortFlag = TRUE;
return;
}
waitForVideo();
}
void lastVideo(int16 from, int16 to) {
finaleVideo(from, to);
if (!checkVideo()) {
endVideo();
abortFlag = TRUE;
return;
}
//waitForVideo();
}
#endif
} // end of namespace Saga2