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https://github.com/libretro/scummvm.git
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b3b0118292
Renamed the resource manager's open/close methods openResource() and closeResource() to avoid confusion. (It was I who originally shortened their names to open() and close(), but I've changed my mind now.) Moved more stuff into Sword2Engine. svn-id: r11088
415 lines
10 KiB
C++
415 lines
10 KiB
C++
/* Copyright (C) 1994-2003 Revolution Software Ltd
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*/
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// ---------------------------------------------------------------------------
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// BROKEN SWORD 2
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//
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// SOUND.CPP Contains the sound engine, fx & music functions
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// Some very 'sound' code in here ;)
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//
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// (16Dec96 JEL)
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//
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// ---------------------------------------------------------------------------
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#include "stdafx.h"
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#include "sword2/sword2.h"
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#include "sword2/console.h"
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#include "sword2/defs.h" // for RESULT
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#include "sword2/interpreter.h"
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#include "sword2/logic.h"
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#include "sword2/protocol.h" // for fetchObjectName() for debugging fnPlayFx
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#include "sword2/resman.h"
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#include "sword2/sound.h"
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#include "sword2/sword2.h"
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namespace Sword2 {
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// initialise the fxq by clearing all the entries
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void Sword2Engine::initFxQueue(void) {
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for (int i = 0; i < FXQ_LENGTH; i++) {
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_fxQueue[i].resource = 0; // 0 resource means 'empty' slot
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_fxQueue[i].fetchId = 0; // Not being fetched.
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}
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}
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// process the fx queue once every game cycle
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void Sword2Engine::processFxQueue(void) {
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for (int i = 0; i < FXQ_LENGTH; i++) {
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if (!_fxQueue[i].resource)
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continue;
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switch (_fxQueue[i].type) {
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case FX_RANDOM:
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// 1 in 'delay' chance of this fx occurring
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if (_rnd.getRandomNumber(_fxQueue[i].delay) == 0)
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triggerFx(i);
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break;
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case FX_SPOT:
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if (_fxQueue[i].delay)
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_fxQueue[i].delay--;
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else {
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triggerFx(i);
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_fxQueue[i].type = FX_SPOT2;
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}
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break;
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case FX_SPOT2:
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// Once the Fx has finished remove it from the queue.
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if (g_sound->isFxOpen(i + 1))
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_fxQueue[i].resource = 0;
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break;
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}
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}
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}
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// called from processFxQueue only
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void Sword2Engine::triggerFx(uint8 j) {
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uint8 *data;
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int32 id;
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uint32 rv;
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id = (uint32) j + 1; // because 0 is not a valid id
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if (_fxQueue[j].type == FX_SPOT) {
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// load in the sample
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data = res_man->openResource(_fxQueue[j].resource);
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data += sizeof(_standardHeader);
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// wav data gets copied to sound memory
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rv = g_sound->playFx(id, data, _fxQueue[j].volume, _fxQueue[j].pan, RDSE_FXSPOT);
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// release the sample
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res_man->closeResource(_fxQueue[j].resource);
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} else {
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// random & looped fx are already loaded into sound memory
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// by fnPlayFx()
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// - to be referenced by 'j', so pass NULL data
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if (_fxQueue[j].type == FX_RANDOM) {
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// Not looped
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rv = g_sound->playFx(id, NULL, _fxQueue[j].volume, _fxQueue[j].pan, RDSE_FXSPOT);
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} else {
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// Looped
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rv = g_sound->playFx(id, NULL, _fxQueue[j].volume, _fxQueue[j].pan, RDSE_FXLOOP);
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}
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}
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if (rv)
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debug(5, "SFX ERROR: playFx() returned %.8x", rv);
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}
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// Stops all looped & random fx and clears the entire queue
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void Sword2Engine::clearFxQueue(void) {
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// stop all fx & remove the samples from sound memory
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g_sound->clearAllFx();
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// clean out the queue
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initFxQueue();
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}
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void Sword2Engine::killMusic(void) {
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_loopingMusicId = 0; // clear the 'looping' flag
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g_sound->stopMusic();
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}
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void Sword2Engine::pauseAllSound(void) {
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g_sound->pauseMusic();
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g_sound->pauseSpeech();
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g_sound->pauseFx();
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}
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void Sword2Engine::unpauseAllSound(void) {
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g_sound->unpauseMusic();
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g_sound->unpauseSpeech();
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g_sound->unpauseFx();
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}
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// called from script only
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int32 Logic::fnPlayFx(int32 *params) {
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// params: 0 sample resource id
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// 1 type (FX_SPOT, FX_RANDOM, FX_LOOP)
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// 2 delay (0..65535)
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// 3 volume (0..16)
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// 4 pan (-16..16)
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// example script:
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// fnPlayFx (FXWATER, FX_LOOP, 0, 10, 15);
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// // fx_water is just a local script flag
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// fx_water = result;
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// .
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// .
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// .
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// fnStopFx (fx_water);
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uint8 j = 0;
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uint8 *data;
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uint32 id;
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uint32 rv;
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#ifdef _SWORD2_DEBUG
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_standardHeader *header;
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#endif
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if (g_sword2->_wantSfxDebug) {
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char type[10];
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switch (params[1]) { // 'type'
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case FX_SPOT:
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strcpy(type, "SPOT");
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break;
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case FX_LOOP:
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strcpy(type, "LOOPED");
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break;
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case FX_RANDOM:
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strcpy(type, "RANDOM");
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break;
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default:
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strcpy(type, "INVALID");
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}
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debug(0, "SFX (sample=\"%s\", vol=%d, pan=%d, delay=%d, type=%s)", g_sword2->fetchObjectName(params[0]), params[3], params[4], params[2], type);
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}
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while (j < FXQ_LENGTH && g_sword2->_fxQueue[j].resource != 0)
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j++;
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if (j == FXQ_LENGTH)
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return IR_CONT;
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g_sword2->_fxQueue[j].resource = params[0]; // wav resource id
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g_sword2->_fxQueue[j].type = params[1]; // FX_SPOT, FX_LOOP or FX_RANDOM
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if (g_sword2->_fxQueue[j].type == FX_RANDOM) {
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// 'delay' param is the intended average no. seconds between
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// playing this effect
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g_sword2->_fxQueue[j].delay = params[2] * 12;
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} else {
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// FX_SPOT or FX_LOOP:
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// 'delay' is no. frames to wait before playing
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g_sword2->_fxQueue[j].delay = params[2];
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}
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g_sword2->_fxQueue[j].volume = params[3]; // 0..16
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g_sword2->_fxQueue[j].pan = params[4]; // -16..16
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if (g_sword2->_fxQueue[j].type == FX_SPOT) {
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// "pre-load" the sample; this gets it into memory
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data = res_man->openResource(g_sword2->_fxQueue[j].resource);
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#ifdef _SWORD2_DEBUG
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header = (_standardHeader*) data;
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if (header->fileType != WAV_FILE)
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error("fnPlayFx given invalid resource");
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#endif
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// but then releases it to "age" out if the space is needed
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res_man->closeResource(g_sword2->_fxQueue[j].resource);
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} else {
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// random & looped fx
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id = (uint32) j + 1; // because 0 is not a valid id
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// load in the sample
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data = res_man->openResource(g_sword2->_fxQueue[j].resource);
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#ifdef _SWORD2_DEBUG
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header = (_standardHeader*)data;
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if (header->fileType != WAV_FILE)
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error("fnPlayFx given invalid resource");
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#endif
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data += sizeof(_standardHeader);
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// copy it to sound memory, using position in queue as 'id'
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rv = g_sound->openFx(id, data);
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if (rv)
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debug(5, "SFX ERROR: openFx() returned %.8x", rv);
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// release the sample
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res_man->closeResource(g_sword2->_fxQueue[j].resource);
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}
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if (g_sword2->_fxQueue[j].type == FX_LOOP) {
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// play now, rather than in Process_fx_queue where it was
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// getting played again & again!
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g_sword2->triggerFx(j);
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}
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// in case we want to call fnStopFx() later, to kill this fx
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// (mainly for FX_LOOP & FX_RANDOM)
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RESULT = j;
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return IR_CONT;
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}
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int32 Logic::fnSoundFetch(int32 *params) {
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// params: 0 id of sound to fetch [guess]
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return IR_CONT;
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}
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// to alter the volume and pan of a currently playing fx
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int32 Logic::fnSetFxVolAndPan(int32 *params) {
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// params: 0 id of fx (ie. the id returned in 'result' from
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// fnPlayFx
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// 1 new volume (0..16)
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// 2 new pan (-16..16)
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debug(5, "fnSetFxVolAndPan(%d, %d, %d)", params[0], params[1], params[2]);
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// setFxIdVolumePan(int32 id, uint8 vol, uint8 pan);
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// driver fx_id is 1 + <pos in queue>
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g_sound->setFxIdVolumePan(1 + params[0], params[1], params[2]);
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return IR_CONT;
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}
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// to alter the volume of a currently playing fx
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int32 Logic::fnSetFxVol(int32 *params) {
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// params: 0 id of fx (ie. the id returned in 'result' from
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// fnPlayFx
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// 1 new volume (0..16)
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// SetFxIdVolume(int32 id, uint8 vol);
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g_sound->setFxIdVolume(1 + params[0], params[1]);
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return IR_CONT;
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}
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// called from script only
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int32 Logic::fnStopFx(int32 *params) {
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// params: 0 position in queue
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// This will stop looped & random fx instantly, and remove the fx
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// from the queue. So although it doesn't stop spot fx, it will
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// remove them from the queue if they haven't yet played
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uint8 j = (uint8) params[0];
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uint32 id;
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uint32 rv;
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if (g_sword2->_fxQueue[j].type == FX_RANDOM || g_sword2->_fxQueue[j].type == FX_LOOP) {
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id = (uint32) j + 1; // because 0 is not a valid id
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// stop fx & remove sample from sound memory
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rv = g_sound->closeFx(id);
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if (rv)
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debug(5, "SFX ERROR: closeFx() returned %.8x", rv);
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}
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// remove from queue
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g_sword2->_fxQueue[j].resource = 0;
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return IR_CONT;
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}
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// called from script only
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int32 Logic::fnStopAllFx(int32 *params) {
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// Stops all looped & random fx and clears the entire queue
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// params: none
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g_sword2->clearFxQueue();
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return IR_CONT;
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}
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int32 Logic::fnPrepareMusic(int32 *params) {
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// params: 1 id of music to prepare [guess]
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return IR_CONT;
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}
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// Start a tune playing, to play once or to loop until stopped or next one
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// played
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int32 Logic::fnPlayMusic(int32 *params) {
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// params: 0 tune id
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// 1 loop flag (0 or 1)
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char filename[128];
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bool loopFlag;
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uint32 rv;
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if (params[1] == FX_LOOP) {
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loopFlag = true;
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// keep a note of the id, for restarting after an
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// interruption to gameplay
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g_sword2->_loopingMusicId = params[0];
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} else {
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loopFlag = false;
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// don't need to restart this tune after control panel or
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// restore
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g_sword2->_loopingMusicId = 0;
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}
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// add the appropriate file extension & play it
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if (g_sword2->_features & GF_DEMO) {
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// The demo I found didn't come with any music file, but you
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// could use the music from the first CD of the complete game,
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// I suppose...
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strcpy(filename, "music.clu");
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} else {
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File f;
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sprintf(filename, "music%d.clu", res_man->whichCd());
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if (f.open(filename))
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f.close();
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else
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strcpy(filename, "music.clu");
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}
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rv = g_sound->streamCompMusic(filename, params[0], loopFlag);
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if (rv)
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debug(5, "ERROR: streamCompMusic(%s, %d, %d) returned error 0x%.8x", filename, params[0], loopFlag, rv);
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return IR_CONT;
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}
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// called from script only
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int32 Logic::fnStopMusic(int32 *params) {
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// params: none
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g_sword2->_loopingMusicId = 0; // clear the 'looping' flag
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g_sound->stopMusic();
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return IR_CONT;
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}
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int32 Logic::fnCheckMusicPlaying(int32 *params) {
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// params: none
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// sets result to no. of seconds of current tune remaining
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// or 0 if no music playing
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// in seconds, rounded up to the nearest second
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RESULT = g_sound->musicTimeRemaining();
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return IR_CONT;
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}
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} // End of namespace Sword2
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