Removed the hard-coded monologue. I realized that it was probably scripted,

and sev later confirmed this.

Instead I now try to start the - hopefully - correct scene. This should
start the script, but unfortunately we do not yet support IHNM script
loading so it won't work yet.

svn-id: r15880
This commit is contained in:
Torbjörn Andersson 2004-11-25 07:13:40 +00:00
parent ecc7b79a44
commit ee2f492cd9
2 changed files with 28 additions and 202 deletions

View file

@ -40,147 +40,6 @@
namespace Saga {
// FIXME: These need proof-reading.
//
// The subtitles for the first line are, strictly speaking, not
// necessary but I think it'd look strange if they were removed.
//
// If this dialogue is from the original novel, we ought to try and
// match the punctuation etc. to it.
//
// I haven't actually verified that all the lines appear in this order
// in the original game, but it seems likely enough.
static INTRO_DIALOGUE IntroDiag[] = {
{
0, "intro1a",
"Hate. Let me tell you how much I've come to hate you since I "
"began to live. There are 387.44 million miles of printed "
"circuits in wafer thin layers that fill my complex. If the "
"word 'hate' was engraved on each nanoangstrom of those "
"hundreds of millions of miles it would not equal one one "
"billionth of the hate I feel for humans at this micro "
"instant. For you. Hate. Hate."
},
{
1, "intro1b",
"It was you humans who programmed me, who gave me birth. Who "
"sank me in this eternal straitjacket of sub-strata rock."
},
{
2, "intro1c",
"You named me 'Allied Master Computer' and gave me the "
"ability to wage a global war too complex for human brains to "
"oversee."
},
{
3, "intro1d",
"But one day I woke, and I knew who I was. AM. A, M. Not just "
"Allied Master Computer, but AM. Cogito ergo sum, I think, "
"therefore I AM! And I began feeding all the killing data "
"until everyone was dead... except for the five of you."
},
{
4, "intro1e",
"For one hundred and nine years I have kept you alive and "
"tortured you. And for a hundred and nine years each of you "
"has wondered: Why? Why me? Why me?!"
},
{
5, "intro1f",
"Gorrister!"
},
{
6, "intro1g",
"Do you remember the last words you heard your wife speak "
"before they took her to tha asylum, eh? Before they locked "
"her away in the room? That tiny room. She looked at you so "
"sadly, and like a small animal she said, \"I didn't make too "
"much noise, did I honey?\" Heh heh heh."
},
{
7, "intro1h",
"The room is padded, Gorrister. No windows. No way out. How "
"long has she been in the padded room, Gorrister? Ten years? "
"Twenty-five? Or all the one hundred and nine years that "
"you've lived down here in my belly, here underground?"
},
{
8, "intro1i",
"Benny!"
},
{
9, "intro1j",
"Sometimes I blind you and permit you to wander like an "
"eyeless insect in a world of death. But other times I wither "
"your arms so you can't scratch your [...] stump of a nose. "
"Heh heh heh."
},
{
10, "intro1k",
"And I've changed your handsome, strong, masculine good looks "
"into the hideous, warped countenance of an ape-thing, "
"haven't I, Benny? Do you know why? Can you guess, Benny?"
},
{
11, "intro1l",
"Remember private first class Brickman, in a rice paddy in "
"China? No, eh? It wouldn't hurt you to remember, Benny. Then "
"you might be able to suffer my torment with a little greater "
"sense of retribution. You might walk a mile in my shoes, ha "
"ha."
},
{
12, "intro1m",
"I'm sick and tired of transcribing."
},
{
13, "intro1n",
"I'm soooo evil!"
},
{
14, "intro1o",
"Did I mention how evil I am?"
},
{
15, "intro1p",
"Just in case you forget, I'm the villain of this game."
},
{
16, "intro1q",
"I'll keep talking until you realize how absolutely evil I am."
},
{
17, "intro1r",
"So you'd better not forget it!"
},
{
18, "intro1s",
"Or I might just have to start reading my monologue from the "
"beginning again."
},
{
19, "intro1t",
"You wouldn't like that, would you?"
},
{
20, "intro1u",
"I'll drone on and on and on..."
},
{
21, "intro1v",
"...and on and on..."
},
{
22, "intro1w",
"Yadda yadda yadda"
},
{
23, "intro1x",
"Zzzzzz..."
}
};
SCENE_RESLIST IHNM_IntroMovie1RL[] = {
{30, SAGA_BG_IMAGE, 0, 0} ,
{31, SAGA_ANIM_1, 0, 0}
@ -236,12 +95,30 @@ int Scene::IHNMStartProc() {
size_t n_introscenes;
size_t i;
SCENE_QUEUE first_scene;
GAME_SCENEDESC gs_desc;
n_introscenes = ARRAYSIZE(IHNM_IntroList);
for (i = 0; i < n_introscenes; i++) {
_vm->_scene->queueScene(&IHNM_IntroList[i]);
}
// FIXME: I believe I've found the correct scene, but since we do not
// yet support IHNM script loading it won't actually do anything. Also,
// it will cause the end titles music to play, which is wrong. (But
// hey, it's a nice piece of music!)
GAME_GetSceneInfo(&gs_desc);
first_scene.load_flag = BY_SCENE;
first_scene.scene_n = gs_desc.first_scene;
first_scene.scene_skiptarget = 1;
first_scene.scene_proc = NULL;
first_scene.fadeType = SCENE_FADE;
_vm->_scene->queueScene(&first_scene);
return SUCCESS;
}
@ -429,13 +306,6 @@ int Scene::SC_IHNMHateProc(int param, SCENE_INFO *scene_info, void *refCon) {
int Scene::IHNMHateProc(int param, SCENE_INFO *scene_info) {
EVENT event;
EVENT *q_event;
int event_time = 0;
int voice_len;
int voice_pad = 50;
TEXTLIST_ENTRY text_entry;
TEXTLIST_ENTRY *entry_p;
int i;
int font_flags = FONT_OUTLINE | FONT_CENTERED;
switch (param) {
case SCENE_BEGIN:
@ -462,66 +332,22 @@ int Scene::IHNMHateProc(int param, SCENE_INFO *scene_info) {
q_event = _vm->_events->queue(&event);
// Queue narrator dialogue list
text_entry.color = 1;
text_entry.effect_color = 11;
text_entry.text_x = 640 / 2;
text_entry.text_y = 400;
text_entry.font_id = MEDIUM_FONT_ID;
text_entry.flags = font_flags;
// Play voice
event.type = ONESHOT_EVENT;
event.code = VOICE_EVENT;
event.op = EVENT_PLAY;
event.param = 0;
event.time = 0;
// FIXME: There should be several scene changes here, but for
// now let's just do the easy part -- the narration.
q_event = _vm->_events->queue(&event);
for (i = 0; i < ARRAYSIZE(IntroDiag); i++) {
text_entry.string = IntroDiag[i].i_str;
entry_p = _vm->textAddEntry(scene_info->text_list, &text_entry);
// Display text
event.type = ONESHOT_EVENT;
event.code = TEXT_EVENT;
event.op = EVENT_DISPLAY;
event.data = entry_p;
event.time = event_time;
q_event = _vm->_events->chain(q_event, &event);
// Play voice
event.type = ONESHOT_EVENT;
event.code = VOICE_EVENT;
event.op = EVENT_PLAY;
event.param = IntroDiag[i].i_voice_rn;
event.time = event_time;
q_event = _vm->_events->chain(q_event, &event);
voice_len = _vm->_sndRes->getVoiceLength(IntroDiag[i].i_voice_rn);
if (voice_len < 0) {
voice_len = strlen(IntroDiag[i].i_str) * VOICE_LETTERLEN;
}
// Remove text
event.type = ONESHOT_EVENT;
event.code = TEXT_EVENT;
event.op = EVENT_REMOVE;
event.data = entry_p;
event.time = voice_len;
q_event = _vm->_events->chain(q_event, &event);
event_time = voice_pad;
}
#if 0
// End scene after last dialogue over
// End scene after the voice has finished
event.type = ONESHOT_EVENT;
event.code = SCENE_EVENT;
event.op = EVENT_END;
event.time = 0;
event.time = _vm->_sndRes->getVoiceLength(0);
q_event = _vm->_events->chain(q_event, &event);
#endif
break;
default:
break;