I still don't know how to draw the credits like the original did, but at
least the credits text is showing now. svn-id: r12053
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1 changed files with 314 additions and 47 deletions
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@ -18,6 +18,7 @@
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*/
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#include "common/stdafx.h"
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#include "common/file.h"
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#include "sword2/sword2.h"
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#include "sword2/defs.h"
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#include "sword2/interpreter.h"
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@ -365,84 +366,350 @@ int32 Logic::fnResetGlobals(int32 *params) {
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return IR_CONT;
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}
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// FIXME:
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//
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// The original credits used a different font. I think it's stored in the
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// font.clu file, but I don't know how to interpret it.
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//
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// The original used the entire screen. This version cuts off the top and
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// bottom of the screen, because that's where the menus would usually be.
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//
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// The original had some sort of smoke effect at the bottom of the screen.
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enum {
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LINE_LEFT,
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LINE_CENTER,
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LINE_RIGHT
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};
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struct CreditsLine {
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char *str;
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byte type;
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int top;
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int height;
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Memory *sprite;
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};
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#define CREDITS_FONT_HEIGHT 20
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int32 Logic::fnPlayCredits(int32 *params) {
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// This function just quits the game if this is the playable demo, ie.
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// credits are NOT played in the demo any more!
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// params: none
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if (!DEMO) {
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uint8 oldPal[1024];
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uint8 tmpPal[1024];
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int32 music_length;
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int32 pars[2];
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if (DEMO) {
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_vm->closeGame();
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return IR_CONT;
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}
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_vm->_sound->saveMusicState();
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// Prepare for the credits by fading down, stoping the music, etc.
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_vm->_sound->muteFx(true);
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_vm->_sound->muteSpeech(true);
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_vm->_sound->stopMusic();
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_vm->setMouse(0);
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memcpy(oldPal, _vm->_graphics->_palCopy, 1024);
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memset(tmpPal, 0, 1024);
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_vm->_sound->saveMusicState();
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_vm->_graphics->waitForFade();
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_vm->_graphics->fadeDown();
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_vm->_graphics->waitForFade();
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_vm->_sound->muteFx(true);
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_vm->_sound->muteSpeech(true);
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_vm->_sound->stopMusic();
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tmpPal[4] = 255;
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tmpPal[5] = 255;
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tmpPal[6] = 255;
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_vm->_graphics->setPalette(0, 256, tmpPal, RDPAL_INSTANT);
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_vm->_graphics->waitForFade();
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_vm->_graphics->fadeDown();
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_vm->_graphics->waitForFade();
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// Play the credits music. Is it enough with just one
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// repetition of it?
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_vm->_graphics->closeMenuImmediately();
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pars[0] = 309;
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pars[1] = FX_SPOT;
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fnPlayMusic(pars);
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// There are three files which I believe are involved in showing the
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// credits:
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//
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// credits.bmp - The "Smacker" logo, stored as follows:
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//
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// width 2 bytes, little endian
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// height 2 bytes, little endian
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// palette 3 * 256 bytes
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// data width * height bytes
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//
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// Note that the maximum colour component in the palette is 0x3F.
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// This is the same resolution as the _paletteMatch table. I doubt
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// that this is a coincidence, but let's use the image palette
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// directly anyway, just to be safe.
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//
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// credits.clu - The credits text
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//
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// This is simply a text file with CRLF line endings.
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// '^' is not shown, but used to mark the center of the line.
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// '@' is used as a placeholder for the "Smacker" logo. At least
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// when it appears alone.
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// Remaining lines are centered.
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//
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// fonts.clu - The credits font?
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//
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// FIXME: At this time I don't know how to interpret fonts.clu. For
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// now, let's just the standard speech font instead.
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music_length = 1000 * _vm->_sound->musicTimeRemaining();
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SpriteInfo spriteInfo;
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File f;
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int i;
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debug(0, "Credits music length: ~%d ms", music_length);
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// Read the "Smacker" logo
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_vm->_graphics->closeMenuImmediately();
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f.open("credits.bmp");
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while (_vm->_sound->musicTimeRemaining()) {
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_vm->_graphics->clearScene();
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_vm->_graphics->setNeedFullRedraw();
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if (!f.isOpen()) {
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warning("Can't find credits.bmp");
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return IR_CONT;
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}
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// FIXME: Draw the credits text. The actual text
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// messages are stored in credits.clu, and I'm guessing
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// that credits.bmp or font.clu may be the font.
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uint16 logoWidth = f.readUint16LE();
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uint16 logoHeight = f.readUint16LE();
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_vm->_graphics->updateDisplay();
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uint8 palette[1024];
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KeyboardEvent ke;
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for (i = 0; i < 256; i++) {
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palette[i * 4 + 0] = f.readByte() << 2;
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palette[i * 4 + 1] = f.readByte() << 2;
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palette[i * 4 + 2] = f.readByte() << 2;
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palette[i * 4 + 3] = 0;
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}
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if (_vm->_input->readKey(&ke) == RD_OK && ke.keycode == 27)
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break;
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uint8 *logoData = (uint8 *) malloc(logoWidth * logoHeight);
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_vm->_system->delay_msecs(30);
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f.read(logoData, logoWidth * logoHeight);
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f.close();
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_vm->_graphics->setPalette(0, 256, palette, RDPAL_INSTANT);
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// Read the credits text
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// This should be plenty
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CreditsLine creditsLines[350];
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for (i = 0; i < ARRAYSIZE(creditsLines); i++) {
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creditsLines[i].str = NULL;
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creditsLines[i].sprite = NULL;
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}
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char textLine[80];
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f.open("credits.clu");
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if (!f.isOpen()) {
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warning("Can't find credits.clu");
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return IR_CONT;
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}
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int lineTop = 400;
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int lineCount = 0;
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int pos = 0;
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textLine[0] = 0;
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int paragraphStart = 0;
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bool hasCenterMark = false;
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while (1) {
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if (lineCount >= ARRAYSIZE(creditsLines)) {
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warning("Too many credits lines");
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break;
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}
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fnStopMusic(NULL);
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_vm->_sound->restoreMusicState();
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byte b = f.readByte();
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if (f.ioFailed())
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break;
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// Remember that the current paragraph has at least once center
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// mark. If a paragraph has no center marks, it should be
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// centered.
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if (b == '^')
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hasCenterMark = true;
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if (b == '^' && pos != 0) {
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textLine[pos] = 0;
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creditsLines[lineCount].top = lineTop;
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creditsLines[lineCount].height = CREDITS_FONT_HEIGHT;
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creditsLines[lineCount].type = LINE_LEFT;
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creditsLines[lineCount].str = strdup(textLine);
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lineCount++;
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textLine[0] = '^';
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pos = 1;
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} else if (b == 0x0a) {
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creditsLines[lineCount].top = lineTop;
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if (textLine[0] == '^') {
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creditsLines[lineCount].str = strdup(textLine + 1);
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creditsLines[lineCount].type = LINE_RIGHT;
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} else {
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creditsLines[lineCount].str = strdup(textLine);
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creditsLines[lineCount].type = LINE_LEFT;
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}
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if (strcmp(textLine, "@") == 0) {
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creditsLines[lineCount].height = logoHeight;
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lineTop += logoHeight;
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} else {
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creditsLines[lineCount].height = CREDITS_FONT_HEIGHT;
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lineTop += CREDITS_FONT_HEIGHT;
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}
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if (strlen(textLine) > 0)
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lineCount++;
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else {
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if (!hasCenterMark)
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for (int j = paragraphStart; j < lineCount; j++)
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creditsLines[j].type = LINE_CENTER;
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paragraphStart = lineCount;
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hasCenterMark = false;
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}
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pos = 0;
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} else if (b == 0x0d) {
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textLine[pos++] = 0;
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} else
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textLine[pos++] = b;
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}
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f.close();
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// The paragraph detection above won't find the last paragraph, so we
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// have to deal with it separately.
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if (!hasCenterMark)
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for (int j = paragraphStart; j < lineCount; j++)
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creditsLines[j].type = LINE_CENTER;
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// We could easily add some ScummVM stuff to the credits, if we wanted
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// to. On the other hand, anyone with the attention span to actually
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// read all the credits probably already knows. :-)
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// Start the music and roll the credits
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// The credits music (which can also be heard briefly in the "carib"
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// cutscene) is played once, and there is no attempt at synchronizing
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// it with the credits scroll.
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int32 pars[2];
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pars[0] = 309;
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pars[1] = FX_SPOT;
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fnPlayMusic(pars);
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_vm->_graphics->clearScene();
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_vm->_graphics->setNeedFullRedraw();
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_vm->_graphics->updateDisplay();
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_vm->_graphics->fadeUp(0);
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spriteInfo.scale = 0;
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spriteInfo.scaledWidth = 0;
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spriteInfo.scaledHeight = 0;
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spriteInfo.type = RDSPR_DISPLAYALIGN | RDSPR_NOCOMPRESSION | RDSPR_TRANS;
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spriteInfo.blend = 0;
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int scrollPos = 0;
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while (scrollPos < lineTop + CREDITS_FONT_HEIGHT) {
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_vm->_graphics->clearScene();
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_vm->_graphics->setNeedFullRedraw();
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for (i = 0; i < lineCount; i++) {
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// Free any sprites that have scrolled off the screen
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if (creditsLines[i].top + creditsLines[i].height < scrollPos) {
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if (creditsLines[i].sprite) {
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_vm->_memory->freeMemory(creditsLines[i].sprite);
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creditsLines[i].sprite = NULL;
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debug(2, "Freeing sprite '%s'", creditsLines[i].str);
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}
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if (creditsLines[i].str) {
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free(creditsLines[i].str);
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creditsLines[i].str = NULL;
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}
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} else if (creditsLines[i].top < scrollPos + 400) {
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if (!creditsLines[i].sprite) {
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debug(2, "Creating sprite '%s'", creditsLines[i].str);
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creditsLines[i].sprite = _vm->_fontRenderer->makeTextSprite((uint8 *) creditsLines[i].str, 600, 14, _vm->_speechFontId, 0);
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}
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FrameHeader *frame = (FrameHeader *) creditsLines[i].sprite->ad;
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spriteInfo.y = creditsLines[i].top - scrollPos;
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spriteInfo.w = frame->width;
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spriteInfo.h = frame->height;
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spriteInfo.data = creditsLines[i].sprite->ad + sizeof(FrameHeader);
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switch (creditsLines[i].type) {
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case LINE_LEFT:
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spriteInfo.x = 640 / 2 - 5 - frame->width;
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break;
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case LINE_RIGHT:
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spriteInfo.x = 640 / 2 + 5;
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break;
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case LINE_CENTER:
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if (strcmp(creditsLines[i].str, "@") == 0) {
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spriteInfo.data = logoData;
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spriteInfo.x = (640 - logoWidth) / 2;
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spriteInfo.w = logoWidth;
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spriteInfo.h = logoHeight;
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} else
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spriteInfo.x = (640 - frame->width) / 2;
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break;
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}
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_vm->_graphics->drawSprite(&spriteInfo);
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}
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}
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_vm->_graphics->setPalette(0, 256, oldPal, RDPAL_FADE);
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_vm->_graphics->fadeUp();
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_vm->_graphics->updateDisplay();
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_vm->buildDisplay();
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_vm->_graphics->waitForFade();
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_vm->_sound->muteFx(false);
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_vm->_sound->muteSpeech(false);
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KeyboardEvent ke;
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if (_vm->_input->readKey(&ke) == RD_OK && ke.keycode == 27) {
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fnStopMusic(NULL);
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break;
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}
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_vm->_system->delay_msecs(20);
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scrollPos++;
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}
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if (_vm->_features & GF_DEMO) {
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_vm->closeGame();
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// We're done. Clean up and try to put everything back where it was
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// before the credits.
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for (i = 0; i < lineCount; i++) {
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if (creditsLines[i].str)
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free(creditsLines[i].str);
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if (creditsLines[i].sprite)
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_vm->_memory->freeMemory(creditsLines[i].sprite);
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}
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if (logoData)
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free(logoData);
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_vm->_graphics->fadeDown();
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_vm->_graphics->waitForFade();
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// The music should have stopped by now, but I suppose there is a
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// slim chance it hasn't on a really, really fast computer.
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while (_vm->_sound->musicTimeRemaining())
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_vm->_system->delay_msecs(100);
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_vm->_sound->restoreMusicState();
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_vm->_sound->muteFx(false);
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_vm->_sound->muteSpeech(false);
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_vm->_thisScreen.new_palette = 99;
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if (!_vm->_mouseStatus || _choosing)
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_vm->setMouse(NORMAL_MOUSE_ID);
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if (DEAD)
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_vm->buildSystemMenu();
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return IR_CONT;
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}
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