scummvm/engines/saga2/beegee.cpp

412 lines
11 KiB
C++
Raw Normal View History

2021-05-17 18:47:39 +00:00
/* 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*
* Based on the original sources
* Faery Tale II -- The Halls of the Dead
* (c) 1993-1996 The Wyrmkeep Entertainment Co.
*/
#include "saga2/std.h"
#include "saga2/idtypes.h"
2021-05-17 18:47:39 +00:00
#include "saga2/tile.h"
#include "saga2/music.h"
#include "saga2/player.h"
#include "saga2/audtweak.h"
namespace Saga2 {
#define AUXTHEMES 2
#define USEAUXTHEME 0xe0
/* ===================================================================== *
Types
* ===================================================================== */
struct auxAudioTheme {
bool active;
Location l;
soundSegment loopID;
auxAudioTheme() {
2021-06-13 14:56:52 +00:00
active = false;
2021-05-17 18:47:39 +00:00
loopID = 0;
l = Nowhere;
}
};
auxAudioTheme aats[AUXTHEMES];
void addAuxTheme(Location loc, soundSegment lid);
void killAuxTheme(soundSegment lid);
void killAllAuxThemes(void);
/* ===================================================================== *
Constants
* ===================================================================== */
const TilePoint AudibilityVector = TilePoint(1, 1, 0);
const int32 checkGameTime = 1000;
/* ===================================================================== *
Imports
* ===================================================================== */
extern volatile int32 gameTime;
extern int16 currentMapNum; // which map is in use
extern uint16 rippedRoofID;
extern GameObject *getViewCenterObject(void);
#if DEBUG
extern bool debugAudioThemes;
#endif
/* ===================================================================== *
Locals
* ===================================================================== */
static Deejay grandMasterFTA;
static uint32 currentTheme = 0;
static uint32 auxTheme = 0;
static Point32 themeAt;
static int32 lastGameTime = 0;
static int32 elapsedGameTime = 0;
2021-06-13 14:56:52 +00:00
static bool playingExternalLoop = false;
2021-05-17 18:47:39 +00:00
int activeFactions[maxFactions];
TilePoint themeVectors[MaxThemes];
int16 themeCount[MaxThemes];
/* ===================================================================== *
Prototypes
* ===================================================================== */
#define musicResID(i) MKTAG('X','M','I',i)
2021-05-17 18:47:39 +00:00
inline metaTileNoise getSound(MetaTilePtr mt) {
int hmm = mt->HeavyMetaMusic();
return (hmm >= 0 && hmm < MaxThemes) ? hmm : 0;
}
inline uint32 metaNoiseID(metaTileNoise mtnID) {
return mtnID ? MKTAG('T', 'E', 'R', mtnID) : 0;
2021-05-17 18:47:39 +00:00
}
void _playLoop(uint32 s);
MetaTileID lookupMetaID(TilePoint coords);
/* ===================================================================== *
Module code
* ===================================================================== */
//-----------------------------------------------------------------------
// init
void initAudioEnvirons(void) {
}
/* ===================================================================== *
Looped sound engine
* ===================================================================== */
void addAuxTheme(Location loc, soundSegment lid) {
for (int i = 0; i < AUXTHEMES; i++) {
if (!aats[i].active) {
aats[i].l = loc;
aats[i].loopID = lid;
2021-06-13 14:56:52 +00:00
aats[i].active = true;
2021-05-17 18:47:39 +00:00
return;
}
}
}
void killAuxTheme(soundSegment lid) {
for (int i = 0; i < AUXTHEMES; i++) {
if (aats[i].active && aats[i].loopID == lid) {
2021-06-13 14:56:52 +00:00
aats[i].active = false;
2021-05-17 18:47:39 +00:00
}
}
}
void killAllAuxThemes(void) {
for (int i = 0; i < AUXTHEMES; i++) {
2021-06-13 14:56:52 +00:00
aats[i].active = false;
2021-05-17 18:47:39 +00:00
}
}
//-----------------------------------------------------------------------
// Hooks to allow other loops to play
void disableBGLoop(int32 s) {
playingExternalLoop = s;
}
void enableBGLoop(void) {
uint32 cr = currentTheme;
2021-06-13 14:56:52 +00:00
playingExternalLoop = false;
2021-05-17 18:47:39 +00:00
currentTheme = 0;
audioEnvironmentUseSet(cr, auxTheme, themeAt);
}
//-----------------------------------------------------------------------
// Main loop selection routine - called from Tile.cpp
static int32 pct = 0;
void setAreaSound(const TilePoint &) {
pct = (pct + 1) % 8;
if (pct == 0) {
if (!playingExternalLoop) {
TilePoint baseCoords = centerActorCoords() >> tileUVShift;
TilePoint mtPos;
metaTileNoise loopID = 0;
soundSegment ss = 0;
Point32 themePos;
for (int r = 1; r < 5 && loopID == 0 ; r++) {
TileRegion regn;
regn.max = baseCoords + ((AudibilityVector * r) << kPlatShift) ; ///tileUVSize;
regn.min = baseCoords - ((AudibilityVector * r) << kPlatShift); ///tileUVSize;
2021-05-17 18:47:39 +00:00
MetaTileIterator mIter(currentMapNum, regn);
int i = 0;
int j = 0;
TilePoint dist = AudibilityVector * r << (kPlatShift + 1);
2021-05-17 18:47:39 +00:00
dist = dist << 4;
themePos.x = dist.u;
themePos.y = dist.v;
MetaTilePtr mt = mIter.first(&mtPos);
for (i = 0; i < 16; i++) {
themeVectors[i] = TilePoint(0, 0, 0);
}
while (mt) {
i++;
if (getSound(mt)) {
j++;
TilePoint thisDist = mtPos - baseCoords;
int theme = getSound(mt);
themeCount[theme]++;
if (thisDist.magnitude() < dist.magnitude()) {
dist = thisDist;
loopID = getSound(mt);
themePos.x = thisDist.u;
themePos.y = thisDist.v;
}
}
mt = mIter.next(&mtPos);
}
for (i = 0; i < AUXTHEMES; i++) {
if (aats[i].active) {
Location loc = getCenterActor()->notGetWorldLocation();
if (aats[i].l.context == Nothing || loc.context == aats[i].l.context) {
TilePoint tp = (aats[i].l >> tileUVShift) - baseCoords;
if (tp.magnitude() < dist.magnitude()) {
dist = tp;
loopID = USEAUXTHEME;
ss = aats[i].loopID;
themePos.x = tp.u;
themePos.y = tp.v;
}
}
}
}
}
if (rippedRoofID) {
loopID = 0;
}
audioEnvironmentUseSet(loopID, ss, themePos << kPlatShift);
2021-05-17 18:47:39 +00:00
} else if (playingExternalLoop != -1) {
audioEnvironmentUseSet(playingExternalLoop, 0, Point16(0, 0)); //themePos << kPlatShift);
2021-05-17 18:47:39 +00:00
}
}
}
//-----------------------------------------------------------------------
// Implement a particular loop
void audioEnvironmentUseSet(int16 audioSet, int32 auxID, Point32 relPos) {
uint32 res;
if (audioSet == USEAUXTHEME)
res = auxID;
else if (audioSet > 0 && audioSet <= 16)
res = metaNoiseID(audioSet);
else
res = 0;
if (currentTheme != audioSet || auxTheme != auxID) {
currentTheme = audioSet;
auxTheme = auxID;
themeAt = relPos;
_playLoop(0);
if (currentTheme)
playLoopAt(res, themeAt);
} else if (currentTheme && themeAt != relPos) {
#if DEBUG
if (debugAudioThemes) {
WriteStatusF(9, "Thm: %2.2d (%d,%d) was (%d,%d) ", audioSet, relPos.x, relPos.y, themeAt.x, themeAt.y);
}
#endif
themeAt = relPos;
moveLoop(themeAt);
}
}
//-----------------------------------------------------------------------
// Intermittent sound check
void audioEnvironmentCheck(void) {
uint32 delta = g_system->getMillis() - lastGameTime;
lastGameTime = g_system->getMillis();
2021-05-17 18:47:39 +00:00
if (currentTheme) {
elapsedGameTime += delta;
if (elapsedGameTime > checkGameTime) {
int i;
elapsedGameTime = 0;
const IntermittentAudioRecord &iar = intermittentAudioRecords[currentTheme];
int16 totalProb = iar.noSoundOdds;
for (i = 0; i < 4; i++)
totalProb += iar.soundOdds[i];
if (totalProb <= iar.noSoundOdds)
return;
2021-06-02 15:50:54 +00:00
int32 pval = g_vm->_rnd->getRandomNumber(totalProb - 1);
2021-05-17 18:47:39 +00:00
if (pval < iar.noSoundOdds)
return;
pval -= iar.noSoundOdds;
for (i = 0; i < 4; i++) {
if (pval < iar.soundOdds[i]) {
//GameObject *go=getViewCenterObject();
//Location cal=Location(TilePoint(themeAt.x,themeAt.y,0),go->IDParent());
//playSound(metaNoiseID((currentTheme*10)+i));
playSoundAt(metaNoiseID((currentTheme * 10) + i), themeAt);
return;
} else
pval -= iar.soundOdds[i];
}
}
}
}
/* ===================================================================== *
Music environment engine
* ===================================================================== */
//-----------------------------------------------------------------------
// Intermittent sound check
int Deejay::current = 0;
int Deejay::currentID = 0;
void Deejay::select(void) {
int choice = 0;
#if DEBUG & 0
if (1)
choice = 0;
else
#endif
if (susp)
choice = 0;
else if (enemy >= 0)
choice = enemy + 6;
else if (aggr)
choice = 5;
else if (ugd)
choice = 3;
//else if ( !day )
// choice=4;
else if (current != 4 && (current > 2 || current < 1)) {
2021-06-02 15:50:54 +00:00
choice = 1 + g_vm->_rnd->getRandomNumber(2);
2021-05-17 18:47:39 +00:00
if (choice == 3) choice++;
} else
choice = current;
if (currentID != musicMapping(choice)) {
currentID = musicMapping(choice);
if (currentID)
playMusic(musicResID(currentID));
else
playMusic(0);
}
current = choice;
#if DEBUG
if (debugAudioThemes) {
WriteStatusF(8, "Music: %2.2d => %2.2d ", current, currentID);
}
#endif
}
//-----------------------------------------------------------------------
// Faction enumeration routines
void clearActiveFactions(void) {
for (int i = 0; i < maxFactions; i++)
activeFactions[i] = 0;
}
void incrementActiveFaction(Actor *a) {
activeFactions[a->faction]++;
}
void useActiveFactions(void) {
int highCount = 0;
int highFaction = 0;
for (int i = 0; i < maxFactions; i++) {
if (activeFactions[i] > highCount) {
highCount = activeFactions[i];
highFaction = i;
}
}
if (highCount)
grandMasterFTA.setEnemy(highFaction);
else
grandMasterFTA.setEnemy(NoEnemy);
}
//-----------------------------------------------------------------------
// Aggresssion & day/night control
void audioEnvironmentSetAggression(bool onOff) {
grandMasterFTA.setAggression(onOff);
}
void audioEnvironmentSetDaytime(bool onOff) {
grandMasterFTA.setDaytime(onOff);
}
void audioEnvironmentSuspend(bool onOff) {
grandMasterFTA.setSuspend(onOff);
}
void audioEnvironmentSetWorld(int mapNum) {
grandMasterFTA.setWorld(mapNum == 1);
}
} // end of namespace Saga2