ZVISION: Use ValueSlot for volume in ActionMusic

As suggested by Marisa-Chan. I had based my earlier implementation
on parseCritera(), and was unaware of this alternative. The good
thing is that the diff from the old code is now much smaller, which
should reduce the risk of regressions. (There is a lot I haven't
tested here...)
This commit is contained in:
Torbjörn Andersson 2015-01-26 22:07:47 +01:00
parent d0f95b40e8
commit dd5cd42f2e
2 changed files with 28 additions and 39 deletions

View File

@ -21,7 +21,6 @@
*/
#include "common/scummsys.h"
#include "common/tokenizer.h"
#include "video/video_decoder.h"
#include "zvision/scripting/actions.h"
@ -446,51 +445,48 @@ bool ActionMenuBarEnable::execute() {
ActionMusic::ActionMusic(ZVision *engine, int32 slotkey, const Common::String &line, bool global) :
ResultAction(engine, slotkey),
_volume(255),
_note(0),
_prog(0),
_universe(global) {
Common::StringTokenizer tokenizer(line);
uint type = 0;
char fileNameBuffer[25];
uint loop = 0;
char volumeBuffer[15];
// Parse the type of action. Type 4 actions are MIDI commands, not
// files. These are only used by Zork: Nemesis, for the flute and piano
// puzzles (tj4e and ve6f, as well as vr)
uint type = atoi(tokenizer.nextToken().c_str());
// Volume is optional. If it doesn't appear, assume full volume
strcpy(volumeBuffer, "100");
sscanf(line.c_str(), "%u %24s %u %14s", &type, fileNameBuffer, &loop, volumeBuffer);
// Type 4 actions are MIDI commands, not files. These are only used by
// Zork: Nemesis, for the flute and piano puzzles (tj4e and ve6f, as well
// as vr)
if (type == 4) {
_midi = true;
_prog = atoi(tokenizer.nextToken().c_str());
_note = atoi(tokenizer.nextToken().c_str());
_volume = atoi(tokenizer.nextToken().c_str());
_volumeIsAKey = false;
int note;
int prog;
sscanf(line.c_str(), "%u %d %d %14s", &type, &prog, &note, volumeBuffer);
_volume = new ValueSlot(_engine->getScriptManager(), volumeBuffer);
_note = note;
_prog = prog;
} else {
_midi = false;
_fileName = tokenizer.nextToken();
_loop = atoi(tokenizer.nextToken().c_str()) == 1;
if (!tokenizer.empty()) {
Common::String token = tokenizer.nextToken();
if (token.contains('[')) {
sscanf(token.c_str(), "[%u]", &_volume);
_volumeIsAKey = true;
} else {
_volume = atoi(token.c_str());
if (_volume > 100) {
warning("ActionMusic: Adjusting volume for %s from %d to 100", _fileName.c_str(), _volume);
_volume = 100;
}
_volumeIsAKey = false;
}
} else {
// Volume is optional. If it doesn't appear, assume full volume
_volume = 100;
_volumeIsAKey = false;
_fileName = Common::String(fileNameBuffer);
_loop = loop == 1 ? true : false;
if (volumeBuffer[0] != '[' && atoi(volumeBuffer) > 100) {
// I thought I saw a case like this in Zork Nemesis, so
// let's guard against it.
warning("ActionMusic: Adjusting volume for %s from %s to 100", _fileName.c_str(), volumeBuffer);
strcpy(volumeBuffer, "100");
}
_volume = new ValueSlot(engine->getScriptManager(), volumeBuffer);
}
}
ActionMusic::~ActionMusic() {
if (!_universe)
_engine->getScriptManager()->killSideFx(_slotKey);
delete _volume;
}
bool ActionMusic::execute() {
@ -499,12 +495,7 @@ bool ActionMusic::execute() {
_engine->getScriptManager()->setStateValue(_slotKey, 2);
}
uint volume;
if (_volumeIsAKey) {
volume = _engine->getScriptManager()->getStateValue(_volume);
} else {
volume = _volume;
}
uint volume = _volume->getValue();
if (_midi) {
_engine->getScriptManager()->addSideFX(new MusicMidiNode(_engine, _slotKey, _prog, _note, volume));
@ -513,7 +504,6 @@ bool ActionMusic::execute() {
return true;
// Volume in the script files is mapped to [0, 100], but the ScummVM mixer uses [0, 255]
_engine->getScriptManager()->addSideFX(new MusicNode(_engine, _slotKey, _fileName, _loop, volume * 255 / 100));
}

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@ -224,8 +224,7 @@ public:
private:
Common::String _fileName;
bool _loop;
uint32 _volume;
bool _volumeIsAKey;
ValueSlot *_volume;
bool _universe;
bool _midi;
int8 _note;