scummvm/engines/saga2/beegee.cpp
2021-12-26 18:48:43 +01:00

427 lines
12 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 3 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, see <http://www.gnu.org/licenses/>.
*
*
* Based on the original sources
* Faery Tale II -- The Halls of the Dead
* (c) 1993-1996 The Wyrmkeep Entertainment Co.
*/
#include "saga2/saga2.h"
#include "saga2/idtypes.h"
#include "saga2/tile.h"
#include "saga2/beegee.h"
#include "saga2/player.h"
namespace Saga2 {
#define AUXTHEMES 2
#define USEAUXTHEME 0xe0
void addAuxTheme(Location loc, uint32 lid);
void killAuxTheme(uint32 lid);
void killAllAuxThemes();
enum audioTerrains {
kAudioTerrainForest = 1,
kAudioTerrainSurf,
kAudioTerrainCity,
kAudioTerrainCavern,
kAudioTerrainColdWind,
kAudioTerrainJungle,
kAudioTerrainLava,
kAudioTerrainRiver,
kAudioTerrainFire,
kAudioTerrainLIMIT
};
enum {
kCheckGameTime = 1000
};
struct IntermittentAudioRecord {
int noSoundOdds;
int soundOdds[4];
};
const IntermittentAudioRecord intermittentAudioRecords[kAudioTerrainLIMIT] = {
//
// none 1 2 3 4
//
{ 0, { 0, 0, 0, 0 } }, // no record
{ 1, { 1, 0, 0, 0 } }, // Forest
{ 0, { 0, 0, 0, 0 } }, // Surf
{ 0, { 0, 0, 0, 0 } }, // City
{ 0, { 0, 0, 0, 0 } }, // Cavern
{ 0, { 0, 0, 0, 0 } }, // ColdWind
{ 0, { 0, 0, 0, 0 } }, // Jungle
{ 0, { 0, 0, 0, 0 } }, // Lava
{ 0, { 0, 0, 0, 0 } }, // River
{ 0, { 0, 0, 0, 0 } } // Fire
};
// Factional music mapping
// Built in factions
// 0 = suspended
// 1 = daytime 1
// 2 = daytime 2
// 3 = underground
// 4 = nighttime
// 5 = aggressive
// Faction based
// 6 = faction 0
// 7 = faction 1
// etc
inline int8 musicMapping(int16 musicChoice) {
if (musicChoice < 1) {
return 0;
} else if (musicChoice < 6) {
return musicChoice;
} else if (musicChoice == 6) {
return 6;
} else if (musicChoice > 11 && musicChoice < 14) {
return 7;
} else if (musicChoice > 8 && musicChoice < 12) {
return 8;
} else {
return 6;
}
}
const static StaticTilePoint AudibilityVector = { 1, 1, 0 };
/* ===================================================================== *
Imports
* ===================================================================== */
extern volatile int32 gameTime;
extern uint16 rippedRoofID;
extern GameObject *getViewCenterObject();
#if DEBUG
extern bool debugAudioThemes;
#endif
/* ===================================================================== *
Prototypes
* ===================================================================== */
#define musicResID(i) MKTAG('X','M','I',i)
inline metaTileNoise getSound(MetaTilePtr mt) {
int hmm = mt->HeavyMetaMusic();
return (hmm >= 0 && hmm < kMaxThemes) ? hmm : 0;
}
inline uint32 metaNoiseID(metaTileNoise mtnID) {
return mtnID ? MKTAG('T', 'E', 'R', mtnID) : 0;
}
void _playLoop(uint32 s);
MetaTileID lookupMetaID(TilePoint coords);
/* ===================================================================== *
Module code
* ===================================================================== */
//-----------------------------------------------------------------------
// init
void initAudioEnvirons() {
}
/* ===================================================================== *
Looped sound engine
* ===================================================================== */
void addAuxTheme(Location loc, uint32 lid) {
for (int i = 0; i < AUXTHEMES; i++) {
if (!g_vm->_grandMasterFTA->_aats[i].active) {
g_vm->_grandMasterFTA->_aats[i].l = loc;
g_vm->_grandMasterFTA->_aats[i].loopID = lid;
g_vm->_grandMasterFTA->_aats[i].active = true;
return;
}
}
}
void killAuxTheme(uint32 lid) {
for (int i = 0; i < AUXTHEMES; i++) {
if (g_vm->_grandMasterFTA->_aats[i].active && g_vm->_grandMasterFTA->_aats[i].loopID == lid) {
g_vm->_grandMasterFTA->_aats[i].active = false;
}
}
}
void killAllAuxThemes() {
for (int i = 0; i < AUXTHEMES; i++) {
g_vm->_grandMasterFTA->_aats[i].active = false;
}
}
//-----------------------------------------------------------------------
// Hooks to allow other loops to play
void disableBGLoop(bool s) {
g_vm->_grandMasterFTA->_playingExternalLoop = s;
}
void enableBGLoop() {
uint32 cr = g_vm->_grandMasterFTA->_currentTheme;
g_vm->_grandMasterFTA->_playingExternalLoop = false;
g_vm->_grandMasterFTA->_currentTheme = 0;
audioEnvironmentUseSet(cr, g_vm->_grandMasterFTA->_auxTheme, g_vm->_grandMasterFTA->_themeAt);
}
//-----------------------------------------------------------------------
// Main loop selection routine - called from Tile.cpp
void setAreaSound(const TilePoint &) {
g_vm->_grandMasterFTA->_pct = (g_vm->_grandMasterFTA->_pct + 1) % 8;
if (g_vm->_grandMasterFTA->_pct == 0) {
if (!g_vm->_grandMasterFTA->_playingExternalLoop) {
TilePoint baseCoords = centerActorCoords() >> kTileUVShift;
TilePoint mtPos;
metaTileNoise loopID = 0;
uint32 ss = 0;
Point32 themePos;
for (int r = 1; r < 5 && loopID == 0 ; r++) {
TileRegion regn;
TilePoint AudVec = TilePoint(AudibilityVector);
regn.max = baseCoords + ((AudVec * r) << kPlatShift) ; ///kTileUVSize;
regn.min = baseCoords - ((AudVec * r) << kPlatShift); ///kTileUVSize;
MetaTileIterator mIter(g_vm->_currentMapNum, regn);
int i = 0;
int j = 0;
TilePoint dist = AudVec * r << (kPlatShift + 1);
dist = dist << 4;
themePos.x = dist.u;
themePos.y = dist.v;
MetaTilePtr mt = mIter.first(&mtPos);
while (mt) {
i++;
if (getSound(mt)) {
j++;
TilePoint thisDist = mtPos - baseCoords;
if (thisDist.magnitude() < dist.magnitude()) {
dist = thisDist;
loopID = getSound(mt);
themePos.x = thisDist.u;
themePos.y = thisDist.v;
}
}
mt = mIter.next(&mtPos);
}
for (i = 0; i < AUXTHEMES; i++) {
if (g_vm->_grandMasterFTA->_aats[i].active) {
Location loc = getCenterActor()->notGetWorldLocation();
if (g_vm->_grandMasterFTA->_aats[i].l.context == Nothing || loc.context == g_vm->_grandMasterFTA->_aats[i].l.context) {
TilePoint tp = (g_vm->_grandMasterFTA->_aats[i].l >> kTileUVShift) - baseCoords;
if (tp.magnitude() < dist.magnitude()) {
dist = tp;
loopID = USEAUXTHEME;
ss = g_vm->_grandMasterFTA->_aats[i].loopID;
themePos.x = tp.u;
themePos.y = tp.v;
}
}
}
}
}
if (rippedRoofID) {
loopID = 0;
}
audioEnvironmentUseSet(loopID, ss, themePos << kPlatShift);
} else if (g_vm->_grandMasterFTA->_playingExternalLoop) {
audioEnvironmentUseSet(g_vm->_grandMasterFTA->_playingExternalLoop, 0, Point16(0, 0)); //themePos << kPlatShift);
}
}
}
//-----------------------------------------------------------------------
// Implement a particular loop
void audioEnvironmentUseSet(int16 audioSet, int32 auxID, Point32 relPos) {
uint32 res;
if (audioSet == USEAUXTHEME)
res = auxID;
else if (audioSet > 0 && audioSet <= 16)
res = metaNoiseID(audioSet);
else
res = 0;
if (g_vm->_grandMasterFTA->_currentTheme != (uint16)audioSet || g_vm->_grandMasterFTA->_auxTheme != (uint32)auxID) {
g_vm->_grandMasterFTA->_currentTheme = audioSet;
g_vm->_grandMasterFTA->_auxTheme = auxID;
g_vm->_grandMasterFTA->_themeAt.x = relPos.x;
g_vm->_grandMasterFTA->_themeAt.y = relPos.y;
_playLoop(0);
if (g_vm->_grandMasterFTA->_currentTheme)
playLoopAt(res, g_vm->_grandMasterFTA->_themeAt);
} else if (g_vm->_grandMasterFTA->_currentTheme && g_vm->_grandMasterFTA->_themeAt != relPos) {
#if DEBUG
if (debugAudioThemes) {
WriteStatusF(9, "Thm: %2.2d (%d,%d) was (%d,%d) ", audioSet, relPos.x, relPos.y, g_vm->_grandMasterFTA->_themeAt.x, g_vm->_grandMasterFTA->_themeAt.y);
}
#endif
g_vm->_grandMasterFTA->_themeAt.x = relPos.x;
g_vm->_grandMasterFTA->_themeAt.y = relPos.y;
moveLoop(g_vm->_grandMasterFTA->_themeAt);
}
}
//-----------------------------------------------------------------------
// Intermittent sound check
void audioEnvironmentCheck() {
uint32 delta = gameTime - g_vm->_grandMasterFTA->_lastGameTime;
g_vm->_grandMasterFTA->_lastGameTime = gameTime;
if (g_vm->_grandMasterFTA->_currentTheme > 0 && g_vm->_grandMasterFTA->_currentTheme <= kAudioTerrainLIMIT) {
g_vm->_grandMasterFTA->_elapsedGameTime += delta;
if (g_vm->_grandMasterFTA->_elapsedGameTime > kCheckGameTime) {
int i;
g_vm->_grandMasterFTA->_elapsedGameTime = 0;
const IntermittentAudioRecord &iar = intermittentAudioRecords[g_vm->_grandMasterFTA->_currentTheme];
int16 totalProb = iar.noSoundOdds;
for (i = 0; i < 4; i++)
totalProb += iar.soundOdds[i];
if (totalProb <= iar.noSoundOdds)
return;
int32 pval = g_vm->_rnd->getRandomNumber(totalProb - 1);
if (pval < iar.noSoundOdds)
return;
pval -= iar.noSoundOdds;
for (i = 0; i < 4; i++) {
if (pval < iar.soundOdds[i]) {
//GameObject *go=getViewCenterObject();
//Location cal=Location(TilePoint(g_vm->_grandMasterFTA->_themeAt.x,g_vm->_grandMasterFTA->_themeAt.y,0),go->IDParent());
//playSound(metaNoiseID((g_vm->_grandMasterFTA->_currentTheme*10)+i));
playSoundAt(metaNoiseID((g_vm->_grandMasterFTA->_currentTheme * 10) + i), g_vm->_grandMasterFTA->_themeAt);
return;
} else
pval -= iar.soundOdds[i];
}
}
} else if (g_vm->_grandMasterFTA->_currentTheme)
warning("currentTheme out of range: %d", g_vm->_grandMasterFTA->_currentTheme);
}
/* ===================================================================== *
Music environment engine
* ===================================================================== */
//-----------------------------------------------------------------------
// Intermittent sound check
void Deejay::select() {
int choice = 0;
#if DEBUG & 0
if (1)
choice = 0;
else
#endif
if (_susp)
choice = 0;
else if (_enemy >= 0)
choice = _enemy + 6;
else if (_aggr)
choice = 5;
else if (_ugd)
choice = 3;
//else if ( !day )
// choice=4;
else if (_current != 4 && (_current > 2 || _current < 1)) {
choice = 1 + g_vm->_rnd->getRandomNumber(2);
if (choice == 3) choice++;
} else
choice = _current;
if (_currentID != musicMapping(choice)) {
_currentID = musicMapping(choice);
if (_currentID)
playMusic(musicResID(_currentID));
else
playMusic(0);
}
_current = choice;
#if DEBUG
if (debugAudioThemes) {
WriteStatusF(8, "Music: %2.2d => %2.2d ", _current, _currentID);
}
#endif
}
//-----------------------------------------------------------------------
// Faction enumeration routines
void clearActiveFactions() {
for (int i = 0; i < kMaxFactions; i++)
g_vm->_grandMasterFTA->_activeFactions[i] = 0;
}
void incrementActiveFaction(Actor *a) {
g_vm->_grandMasterFTA->_activeFactions[a->_faction]++;
}
void useActiveFactions() {
int highCount = 0;
int highFaction = 0;
for (int i = 0; i < kMaxFactions; i++) {
if (g_vm->_grandMasterFTA->_activeFactions[i] > highCount) {
highCount = g_vm->_grandMasterFTA->_activeFactions[i];
highFaction = i;
}
}
if (highCount)
g_vm->_grandMasterFTA->setEnemy(highFaction);
else
g_vm->_grandMasterFTA->setEnemy(kNoEnemy);
}
//-----------------------------------------------------------------------
// Aggresssion & day/night control
void audioEnvironmentSetAggression(bool onOff) {
g_vm->_grandMasterFTA->setAggression(onOff);
}
void audioEnvironmentSetDaytime(bool onOff) {
g_vm->_grandMasterFTA->setDaytime(onOff);
}
void audioEnvironmentSuspend(bool onOff) {
g_vm->_grandMasterFTA->setSuspend(onOff);
}
void audioEnvironmentSetWorld(int mapNum) {
g_vm->_grandMasterFTA->setWorld(mapNum == 1);
}
} // end of namespace Saga2