mirror of
https://github.com/libretro/scummvm.git
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110 lines
3.1 KiB
C++
110 lines
3.1 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "common/endian.h"
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#include "common/file.h"
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#include "gob/gob.h"
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#include "gob/inter.h"
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#include "gob/global.h"
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#include "gob/dataio.h"
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#include "gob/draw.h"
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#include "gob/game.h"
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#include "gob/script.h"
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#include "gob/resources.h"
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#include "gob/sound/sound.h"
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namespace Gob {
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#define OPCODEVER Inter_v3
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#define OPCODEDRAW(i, x) _opcodesDraw[i]._OPCODEDRAW(OPCODEVER, x)
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#define OPCODEFUNC(i, x) _opcodesFunc[i]._OPCODEFUNC(OPCODEVER, x)
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#define OPCODEGOB(i, x) _opcodesGob[i]._OPCODEGOB(OPCODEVER, x)
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Inter_v3::Inter_v3(GobEngine *vm) : Inter_v2(vm), _ignoreSpeakerOff(false) {
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}
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void Inter_v3::setupOpcodesDraw() {
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Inter_v2::setupOpcodesDraw();
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}
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void Inter_v3::setupOpcodesFunc() {
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Inter_v2::setupOpcodesFunc();
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OPCODEFUNC(0x22, o3_speakerOn);
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OPCODEFUNC(0x23, o3_speakerOff);
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OPCODEFUNC(0x32, o3_copySprite);
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}
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void Inter_v3::setupOpcodesGob() {
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OPCODEGOB( 0, o2_loadInfogramesIns);
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OPCODEGOB( 1, o2_startInfogrames);
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OPCODEGOB( 2, o2_stopInfogrames);
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OPCODEGOB( 10, o2_playInfogrames);
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OPCODEGOB(100, o3_wobble);
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}
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void Inter_v3::o3_speakerOn(OpFuncParams ¶ms) {
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int16 frequency = _vm->_game->_script->readValExpr();
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int32 length = -1;
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_ignoreSpeakerOff = false;
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// WORKAROUND: This is the footsteps sound. The scripts just fire
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// speaker on" and then a "speaker off" after a short while. Since
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// we have delay in certain places avoid 100% CPU all the time and
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// our PC speaker emulator sometimes "swallows" very short beeper
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// bursts issued in this way, this is in general quite wonky and
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// prone to fail, as can be seen in bug report #5808. Therefore,
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// we explicitely set a length in this case and ignore the next
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// speaker off command.
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if (frequency == 50) {
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length = 5;
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_ignoreSpeakerOff = true;
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}
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_vm->_sound->speakerOn(frequency, length);
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}
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void Inter_v3::o3_speakerOff(OpFuncParams ¶ms) {
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if (!_ignoreSpeakerOff)
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_vm->_sound->speakerOff();
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_ignoreSpeakerOff = false;
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}
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void Inter_v3::o3_copySprite(OpFuncParams ¶ms) {
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o1_copySprite(params);
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// For the close-up "fading" in the CD version
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if (_vm->_draw->_destSurface == Draw::kFrontSurface)
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_vm->_video->sparseRetrace(Draw::kFrontSurface);
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}
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void Inter_v3::o3_wobble(OpGobParams ¶ms) {
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_vm->_draw->wobble(*_vm->_draw->_backSurface);
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}
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} // End of namespace Gob
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