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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...)
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@ -21,7 +21,6 @@
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*/
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#include "common/scummsys.h"
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#include "common/tokenizer.h"
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#include "video/video_decoder.h"
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#include "zvision/scripting/actions.h"
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@ -446,51 +445,48 @@ bool ActionMenuBarEnable::execute() {
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ActionMusic::ActionMusic(ZVision *engine, int32 slotkey, const Common::String &line, bool global) :
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ResultAction(engine, slotkey),
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_volume(255),
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_note(0),
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_prog(0),
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_universe(global) {
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Common::StringTokenizer tokenizer(line);
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uint type = 0;
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char fileNameBuffer[25];
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uint loop = 0;
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char volumeBuffer[15];
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// Parse the type of action. Type 4 actions are MIDI commands, not
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// files. These are only used by Zork: Nemesis, for the flute and piano
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// puzzles (tj4e and ve6f, as well as vr)
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uint type = atoi(tokenizer.nextToken().c_str());
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// Volume is optional. If it doesn't appear, assume full volume
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strcpy(volumeBuffer, "100");
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sscanf(line.c_str(), "%u %24s %u %14s", &type, fileNameBuffer, &loop, volumeBuffer);
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// Type 4 actions are MIDI commands, not files. These are only used by
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// Zork: Nemesis, for the flute and piano puzzles (tj4e and ve6f, as well
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// as vr)
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if (type == 4) {
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_midi = true;
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_prog = atoi(tokenizer.nextToken().c_str());
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_note = atoi(tokenizer.nextToken().c_str());
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_volume = atoi(tokenizer.nextToken().c_str());
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_volumeIsAKey = false;
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int note;
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int prog;
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sscanf(line.c_str(), "%u %d %d %14s", &type, &prog, ¬e, volumeBuffer);
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_volume = new ValueSlot(_engine->getScriptManager(), volumeBuffer);
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_note = note;
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_prog = prog;
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} else {
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_midi = false;
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_fileName = tokenizer.nextToken();
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_loop = atoi(tokenizer.nextToken().c_str()) == 1;
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if (!tokenizer.empty()) {
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Common::String token = tokenizer.nextToken();
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if (token.contains('[')) {
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sscanf(token.c_str(), "[%u]", &_volume);
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_volumeIsAKey = true;
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} else {
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_volume = atoi(token.c_str());
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if (_volume > 100) {
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warning("ActionMusic: Adjusting volume for %s from %d to 100", _fileName.c_str(), _volume);
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_volume = 100;
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}
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_volumeIsAKey = false;
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}
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} else {
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// Volume is optional. If it doesn't appear, assume full volume
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_volume = 100;
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_volumeIsAKey = false;
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_fileName = Common::String(fileNameBuffer);
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_loop = loop == 1 ? true : false;
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if (volumeBuffer[0] != '[' && atoi(volumeBuffer) > 100) {
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// I thought I saw a case like this in Zork Nemesis, so
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// let's guard against it.
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warning("ActionMusic: Adjusting volume for %s from %s to 100", _fileName.c_str(), volumeBuffer);
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strcpy(volumeBuffer, "100");
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}
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_volume = new ValueSlot(engine->getScriptManager(), volumeBuffer);
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}
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}
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ActionMusic::~ActionMusic() {
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if (!_universe)
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_engine->getScriptManager()->killSideFx(_slotKey);
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delete _volume;
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}
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bool ActionMusic::execute() {
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@ -499,12 +495,7 @@ bool ActionMusic::execute() {
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_engine->getScriptManager()->setStateValue(_slotKey, 2);
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}
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uint volume;
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if (_volumeIsAKey) {
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volume = _engine->getScriptManager()->getStateValue(_volume);
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} else {
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volume = _volume;
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}
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uint volume = _volume->getValue();
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if (_midi) {
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_engine->getScriptManager()->addSideFX(new MusicMidiNode(_engine, _slotKey, _prog, _note, volume));
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@ -513,7 +504,6 @@ bool ActionMusic::execute() {
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return true;
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// Volume in the script files is mapped to [0, 100], but the ScummVM mixer uses [0, 255]
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_engine->getScriptManager()->addSideFX(new MusicNode(_engine, _slotKey, _fileName, _loop, volume * 255 / 100));
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}
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@ -224,8 +224,7 @@ public:
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private:
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Common::String _fileName;
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bool _loop;
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uint32 _volume;
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bool _volumeIsAKey;
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ValueSlot *_volume;
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bool _universe;
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bool _midi;
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int8 _note;
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