scummvm/engines/titanic/sound/auto_music_player_base.cpp

116 lines
3.4 KiB
C++

/* 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.
*
*/
#include "titanic/sound/auto_music_player_base.h"
#include "titanic/game_manager.h"
namespace Titanic {
BEGIN_MESSAGE_MAP(CAutoMusicPlayerBase, CGameObject)
ON_MESSAGE(StatusChangeMsg)
ON_MESSAGE(TimerMsg)
ON_MESSAGE(LoadSuccessMsg)
ON_MESSAGE(ChangeMusicMsg)
END_MESSAGE_MAP()
CAutoMusicPlayerBase::CAutoMusicPlayerBase() : CGameObject(),
_initialMute(true), _isEnabled(false), _volumeMode(VOL_NORMAL), _transition(1) {
}
void CAutoMusicPlayerBase::save(SimpleFile *file, int indent) {
file->writeNumberLine(1, indent);
file->writeQuotedLine(_filename, indent);
file->writeNumberLine(_initialMute, indent);
file->writeNumberLine(_isEnabled, indent);
file->writeNumberLine(_volumeMode, indent);
file->writeNumberLine(_transition, indent);
CGameObject::save(file, indent);
}
void CAutoMusicPlayerBase::load(SimpleFile *file) {
file->readNumber();
_filename = file->readString();
_initialMute = file->readNumber();
_isEnabled = file->readNumber();
_volumeMode = (VolumeMode)file->readNumber();
_transition = file->readNumber();
CGameObject::load(file);
}
bool CAutoMusicPlayerBase::StatusChangeMsg(CStatusChangeMsg *msg) {
return true;
}
bool CAutoMusicPlayerBase::TimerMsg(CTimerMsg *msg) {
CChangeMusicMsg musicMsg;
musicMsg._action = MUSIC_START;
musicMsg.execute(this);
return true;
}
bool CAutoMusicPlayerBase::LoadSuccessMsg(CLoadSuccessMsg *msg) {
if (_isEnabled) {
// WORKAROUND: A problem was encountered with the EmbLobby music player
// not getting turned off when room was left, so was turned on again
// when loading a savegame elsewhere. This guards against it
CRoomItem *newRoom = getGameManager()->getRoom();
if (findRoom() != newRoom) {
_isEnabled = false;
return true;
}
playAmbientSound(_filename, _volumeMode, _initialMute, true, 0,
Audio::Mixer::kMusicSoundType);
}
return true;
}
bool CAutoMusicPlayerBase::ChangeMusicMsg(CChangeMusicMsg *msg) {
if (_isEnabled && msg->_action == MUSIC_STOP) {
_isEnabled = false;
stopAmbientSound(_transition, -1);
}
if (!msg->_filename.empty()) {
_filename = msg->_filename;
if (_isEnabled) {
stopAmbientSound(_transition, -1);
playAmbientSound(_filename, _volumeMode, _initialMute, true, 0,
Audio::Mixer::kMusicSoundType);
}
}
if (!_isEnabled && msg->_action == MUSIC_START) {
_isEnabled = true;
playAmbientSound(_filename, _volumeMode, _initialMute, true, 0,
Audio::Mixer::kMusicSoundType);
}
return true;
}
} // End of namespace Titanic