This repository was archived by the owner on Mar 6, 2022. It is now read-only.
-
Notifications
You must be signed in to change notification settings - Fork 15
Expand file tree
/
Copy pathcutscene.cpp
More file actions
126 lines (116 loc) · 2.63 KB
/
cutscene.cpp
File metadata and controls
126 lines (116 loc) · 2.63 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
/*
* Fade To Black engine rewrite
* Copyright (C) 2006-2012 Gregory Montoir (cyx@users.sourceforge.net)
*/
#include "cutscene.h"
#include "file.h"
Cutscene::Cutscene(Render *render, Game *g, Sound *snd) {
_playCounter = 0;
memset(_playedTable, 0, sizeof(_playedTable));
_numToPlayCounter = -1;
_numToPlay = -1;
_interrupted = false;
for (int i = 0; i < kCutscenePlaybackQueueSize; ++i) {
_playQueue[i] = -1;
}
_playQueueSize = 0;
if (g_hasPsx) {
_player = CutscenePlayer_Dps_create();
} else {
_player = CutscenePlayer_Cin_create();
}
_player->_render = render;
_player->_game = g;
_player->_snd = snd;
}
Cutscene::~Cutscene() {
}
bool Cutscene::load(int num) {
debug(kDebug_CUTSCENE, "Cutscene::load() num %d", num);
_interrupted = false;
assert(num >= 0 && num < kCutsceneScenesCount);
if (num != 44 && num != 45) {
if (!_playedTable[num]) {
_playedTable[num] = 1;
++_playCounter;
}
}
return _player->load(num);
}
bool Cutscene::update(uint32_t ticks) {
return _player->update(ticks);
}
void Cutscene::unload() {
_player->unload();
}
bool Cutscene::isInterrupted() const {
return _interrupted;
}
void Cutscene::queue(int num, int counter) {
debug(kDebug_CUTSCENE, "Cutscene::queue() num %d counter %d", num, counter);
if (_numToPlay < 0) {
_numToPlay = num;
_numToPlayCounter = 0;
} else {
if (_playQueueSize < kCutscenePlaybackQueueSize) {
_playQueue[_playQueueSize] = num;
++_playQueueSize;
} else {
warning("Cutscene::queue() queue size %d, skipping cutscene %d", _playQueueSize, num);
}
}
}
int Cutscene::dequeue() {
debug(kDebug_CUTSCENE, "Cutscene::dequeue() _playQueueSize %d", _playQueueSize);
if (_playQueueSize > 0) {
const int num = _playQueue[0];
--_playQueueSize;
for (int i = 0; i < _playQueueSize; ++i) {
_playQueue[i] = _playQueue[i + 1];
}
_playQueue[_playQueueSize] = -1;
return num;
}
return -1;
}
int Cutscene::changeToNext() {
const int cutsceneNum = _numToPlay;
if (!isInterrupted()) {
do {
int num = dequeue();
if (num < 0) {
switch (_numToPlay) {
case 47: // logo ea
num = 39;
break;
case 39: // logo dsi
num = 13;
break;
case 13: // 'intro'
num = 37;
break;
case 37: // opening credits - 'title'
num = 53;
break;
case 53: // 'gendeb'
num = 29;
break;
// game completed
case 48: // closing credits - 'mgm'
num = 44;
break;
case 44: // fade to black - 'fade1'
num = 13;
break;
default:
num = -1;
break;
}
}
_numToPlay = num;
} while (_numToPlay >= 0 && !load(_numToPlay));
} else {
_numToPlay = -1;
}
return cutsceneNum;
}