/* 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 3 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 * along with this program. If not, see . * */ #include "common/config-manager.h" #include "engines/nancy/nancy.h" #include "engines/nancy/sound.h" #include "engines/nancy/input.h" #include "engines/nancy/graphics.h" #include "engines/nancy/state/logo.h" namespace Common { DECLARE_SINGLETON(Nancy::State::Logo); } namespace Nancy { namespace State { void Logo::process() { switch (_state) { case kInit: init(); break; case kPlayIntroVideo: playIntroVideo(); break; case kStartSound: startSound(); break; case kRun: run(); break; case kStop: stop(); } } void Logo::onStateEnter(const NancyState::NancyState prevState) { // Handle returning from the GMM if (prevState == NancyState::kPause) { if (_state == kPlayIntroVideo) { _tvdVideoDecoder.pauseVideo(false); } else if (_state == kRun) { g_nancy->_sound->pauseSound("MSND", false); } } } bool Logo::onStateExit(const NancyState::NancyState nextState) { // Handle the GMM being called if (nextState == NancyState::kPause) { if (_state == kPlayIntroVideo) { _tvdVideoDecoder.pauseVideo(true); } else if (_state == kRun) { g_nancy->_sound->pauseSound("MSND", true); } return false; } else { return true; } } void Logo::init() { const ImageChunk *lg0 = (const ImageChunk *)g_nancy->getEngineData("LG0"); const ImageChunk *plg0 = (const ImageChunk *)g_nancy->getEngineData("PLG0"); if (!plg0) { plg0 = (const ImageChunk *)g_nancy->getEngineData("PLGO"); } assert(lg0); _logoImage.init(lg0->imageName); _logoImage.registerGraphics(); if (plg0) { _partnerLogoImage.init(plg0->imageName); _partnerLogoImage.registerGraphics(); } if (g_nancy->getGameType() == kGameTypeVampire && _tvdVideoDecoder.loadFile("VAMPINTR.AVI")) { _tvdVideoDecoder.start(); _videoObj.moveTo(Common::Rect(0, 0, 640, 480)); _videoObj._drawSurface.create(_tvdVideoDecoder.getWidth(), _tvdVideoDecoder.getHeight(), _tvdVideoDecoder.getPixelFormat()); _videoObj.setPalette(_tvdVideoDecoder.getPalette()); _videoObj.registerGraphics(); _videoObj.setVisible(true); _state = kPlayIntroVideo; } else { _state = kStartSound; } } // The Vampire Diaries originally shipped with a launcher that could either start the game // or play an introduction video. We don't bother giving the player a choice, and just // play the video before the game logo void Logo::playIntroVideo() { if (_tvdVideoDecoder.needsUpdate()) { const Graphics::Surface *frame = _tvdVideoDecoder.decodeNextFrame(); if (frame) { _videoObj._drawSurface.blitFrom(*frame); _videoObj.setVisible(true); } } if (_tvdVideoDecoder.endOfVideo() || (g_nancy->_input->getInput().input & NancyInput::kLeftMouseButtonDown)) { _state = kStartSound; _videoObj.setVisible(false); _tvdVideoDecoder.close(); } } void Logo::startSound() { g_nancy->_sound->playSound("MSND"); _startTicks = g_nancy->getTotalPlayTime(); _state = kRun; } void Logo::run() { if (g_nancy->getTotalPlayTime() - _startTicks >= g_nancy->getStaticData().logoEndAfter) { // Display game logo after partner logo if (!_partnerLogoImage._drawSurface.empty() && _partnerLogoImage.isVisible()) { _logoImage.setVisible(true); _partnerLogoImage.setVisible(false); _startTicks = g_nancy->getTotalPlayTime(); } else { _state = kStop; } } if (g_nancy->_input->getInput().input & NancyInput::kLeftMouseButtonDown) { _state = kStop; } } void Logo::stop() { // The original engine checks for N+D and N+C key combos here. // For the N+C key combo it looks for some kind of cheat file // to initialize the game state with. if (!ConfMan.hasKey("original_menus") || ConfMan.getBool("original_menus")) { g_nancy->setState(NancyState::kMainMenu); } else { g_nancy->setState(NancyState::kScene); } } } // End of namespace State } // End of namespace Nancy