[Scummvm-cvs-logs] CVS: scummvm/saga game.cpp,1.26,1.27 ihnm_introproc.cpp,1.25,1.26

Torbjörn Andersson eriktorbjorn at users.sourceforge.net
Wed Nov 24 23:14:20 CET 2004


Update of /cvsroot/scummvm/scummvm/saga
In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv16156

Modified Files:
	game.cpp ihnm_introproc.cpp 
Log Message:
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.


Index: game.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/saga/game.cpp,v
retrieving revision 1.26
retrieving revision 1.27
diff -u -d -r1.26 -r1.27
--- game.cpp	19 Nov 2004 07:41:59 -0000	1.26
+++ game.cpp	25 Nov 2004 07:13:40 -0000	1.27
@@ -283,7 +283,7 @@
 		"I Have No Mouth and I Must Scream (DOS)",
 		640, 480,
 		304,
-		1,
+		152,
 		&IHNM_Resources,
 		ARRAYSIZE(IHNMCD_GameFiles),
 		IHNMCD_GameFiles,

Index: ihnm_introproc.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/saga/ihnm_introproc.cpp,v
retrieving revision 1.25
retrieving revision 1.26
diff -u -d -r1.25 -r1.26
--- ihnm_introproc.cpp	24 Nov 2004 15:02:00 -0000	1.25
+++ ihnm_introproc.cpp	25 Nov 2004 07:13:40 -0000	1.26
@@ -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 @@
 	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::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 @@
 
 		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;
-
-		// FIXME: There should be several scene changes here, but for
-		//        now let's just do the easy part -- the narration.
-
-		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);
+		// Play voice
+		event.type = ONESHOT_EVENT;
+		event.code = VOICE_EVENT;
+		event.op = EVENT_PLAY;
+		event.param = 0;
+		event.time = 0;
 
-			event_time = voice_pad;
-		}
+		q_event = _vm->_events->queue(&event);
 
-#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;





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