mirror of
https://github.com/libretro/scummvm.git
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628cfa3d47
This change should have no functional change, but makes the sound code more decoupled, modular and readable, prior to attempting a fix for bug #3528164 - "DREAMWEB: missing sound effects/music cues during main title".
196 lines
4.3 KiB
C++
196 lines
4.3 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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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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* 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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* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "dreamweb/sound.h"
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#include "dreamweb/dreamweb.h"
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namespace DreamWeb {
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void DreamWebEngine::showRain() {
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Common::List<Rain>::iterator i;
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// Do nothing if there's no rain at all
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if (_rainList.empty())
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return;
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const uint8 *frameData = _mainSprites.getFrameData(58);
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for (i = _rainList.begin(); i != _rainList.end(); ++i) {
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Rain &rain = *i;
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uint16 y = rain.y + _mapAdY + _mapYStart;
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uint16 x = rain.x + _mapAdX + _mapXStart;
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uint16 size = rain.size;
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uint16 offset = (rain.w3 - rain.b5) & 511;
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rain.w3 = offset;
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const uint8 *src = frameData + offset;
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uint8 *dst = workspace() + y * 320 + x;
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for (uint16 j = 0; j < size; ++j) {
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uint8 v = src[j];
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if (v != 0)
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*dst = v;
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dst += 320-1; // advance diagonally
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}
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}
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if (_sound->isChannel1Playing())
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return;
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if (_realLocation == 2 && _vars._beenMugged != 1)
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return;
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if (_realLocation == 55)
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return;
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if (randomNumber() >= 1) // play thunder with 1 in 256 chance
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return;
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uint8 soundIndex;
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if (_sound->getChannel0Playing() != 6)
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soundIndex = 4;
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else
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soundIndex = 7;
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_sound->playChannel1(soundIndex);
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}
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uint8 DreamWebEngine::getBlockOfPixel(uint8 x, uint8 y) {
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uint8 flag, flagEx, type, flagX, flagY;
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checkOne(x + _mapXStart, y + _mapYStart, &flag, &flagEx, &type, &flagX, &flagY);
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if (flag & 1)
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return 0;
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else
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return type;
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}
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void DreamWebEngine::splitIntoLines(uint8 x, uint8 y) {
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do {
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Rain rain;
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// Look for line start
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while (!getBlockOfPixel(x, y)) {
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--x;
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++y;
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if (x == 0 || y >= _mapYSize)
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return;
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}
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rain.x = x;
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rain.y = y;
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uint8 length = 1;
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// Look for line end
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while (getBlockOfPixel(x, y)) {
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--x;
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++y;
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if (x == 0 || y >= _mapYSize)
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break;
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++length;
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}
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rain.size = length;
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rain.w3 = _rnd.getRandomNumber(65535);
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rain.b5 = _rnd.getRandomNumberRng(4, 7);
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_rainList.push_back(rain);
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} while (x > 0 && y < _mapYSize);
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}
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struct RainLocation {
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uint8 location;
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uint8 x, y;
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uint8 rainSpacing;
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};
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static const RainLocation rainLocationList[] = {
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{ 1,44,10,16 },
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{ 4,11,30,14 },
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{ 4,22,30,14 },
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{ 3,33,10,14 },
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{ 10,33,30,14 },
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{ 10,22,30,24 },
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{ 9,22,10,14 },
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{ 2,33,0,14 },
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{ 2,22,0,14 },
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{ 6,11,30,14 },
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{ 7,11,20,18 },
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{ 7,0,20,18 },
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{ 7,0,30,18 },
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{ 55,44,0,14 },
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{ 5,22,30,14 },
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{ 8,0,10,18 },
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{ 8,11,10,18 },
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{ 8,22,10,18 },
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{ 8,33,10,18 },
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{ 8,33,20,18 },
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{ 8,33,30,18 },
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{ 8,33,40,18 },
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{ 8,22,40,18 },
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{ 8,11,40,18 },
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{ 21,44,20,18 },
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{ 255,0,0,0 }
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};
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void DreamWebEngine::initRain() {
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const RainLocation *r = rainLocationList;
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_rainList.clear();
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uint8 rainSpacing = 0;
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// look up location in rainLocationList to determine rainSpacing
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for (r = rainLocationList; r->location != 0xff; ++r) {
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if (r->location == _realLocation &&
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r->x == _mapX && r->y == _mapY) {
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rainSpacing = r->rainSpacing;
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break;
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}
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}
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if (rainSpacing == 0) {
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// location not found in rainLocationList: no rain
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return;
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}
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// start lines of rain from top of screen
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uint8 x = 4;
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do {
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uint8 delta = _rnd.getRandomNumberRng(3, rainSpacing - 1);
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x += delta;
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if (x >= _mapXSize)
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break;
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splitIntoLines(x, 0);
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} while (true);
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// start lines of rain from side of screen
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uint8 y = 0;
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do {
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uint8 delta = _rnd.getRandomNumberRng(3, rainSpacing - 1);
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y += delta;
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if (y >= _mapYSize)
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break;
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splitIntoLines(_mapXSize - 1, y);
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} while (true);
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}
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} // End of namespace DreamWeb
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