mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-15 22:28:10 +00:00
330 lines
8.4 KiB
C++
330 lines
8.4 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/savefile.h"
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#include "engines/grim/debug.h"
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#include "engines/grim/grim.h"
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#include "engines/grim/lua_v1.h"
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#include "engines/grim/actor.h"
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#include "engines/grim/savegame.h"
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#include "engines/grim/set.h"
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#include "engines/grim/imuse/imuse.h"
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#include "engines/grim/lua/lauxlib.h"
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namespace Grim {
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enum ImuseParam {
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IM_SOUND_PLAY_COUNT = 0x100,
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IM_SOUND_PEND_COUNT = 0x200,
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IM_SOUND_GROUP = 0x400,
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IM_SOUND_PRIORITY = 0x500,
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IM_SOUND_VOL = 0x600,
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IM_SOUND_PAN = 0x700
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};
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static float ImToMixer = 2.f;
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void Lua_V1::ImStartSound() {
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lua_Object nameObj = lua_getparam(1);
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lua_Object priorityObj = lua_getparam(2);
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lua_Object groupObj = lua_getparam(3);
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if (!lua_isstring(nameObj) && !lua_isnumber(nameObj))
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return;
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if (!lua_isnumber(priorityObj) || !lua_isnumber(groupObj))
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return;
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const char *soundName = lua_getstring(nameObj);
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int priority = (int)lua_getnumber(priorityObj);
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int group = (int)lua_getnumber(groupObj);
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// Start the sound with the appropriate settings
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if (g_imuse->startSound(soundName, group, 0, 127, 64, priority, nullptr)) {
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// FIXME actually it's pushnumber from result of startSound
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lua_pushstring(soundName);
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}
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}
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void Lua_V1::ImStopSound() {
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lua_Object nameObj = lua_getparam(1);
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if (lua_isnumber(nameObj))
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error("ImStopsound: name from value not supported");
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const char *soundName = lua_getstring(nameObj);
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g_imuse->stopSound(soundName);
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}
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void Lua_V1::ImStopAllSounds() {
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g_imuse->stopAllSounds();
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}
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void Lua_V1::ImPause() {
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g_imuse->pause(true);
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}
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void Lua_V1::ImResume() {
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g_imuse->pause(false);
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}
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void Lua_V1::ImSetVoiceEffect() {
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const char *effectName;
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effectName = luaL_check_string(1);
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Debug::warning(Debug::Sound, "ImSetVoiceEffect(%s) Voice effects are not yet supported", effectName);
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}
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void Lua_V1::ImSetMusicVol() {
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lua_Object volObj = lua_getparam(1);
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if (!lua_isnumber(volObj))
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return;
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g_system->getMixer()->setVolumeForSoundType(Audio::Mixer::kMusicSoundType, (int)(lua_getnumber(volObj) * ImToMixer));
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}
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void Lua_V1::ImGetMusicVol() {
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lua_pushnumber(g_system->getMixer()->getVolumeForSoundType(Audio::Mixer::kMusicSoundType) / ImToMixer);
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}
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void Lua_V1::ImSetVoiceVol() {
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lua_Object volObj = lua_getparam(1);
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if (!lua_isnumber(volObj))
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return;
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g_system->getMixer()->setVolumeForSoundType(Audio::Mixer::kSpeechSoundType, (int)(lua_getnumber(volObj) * ImToMixer));
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}
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void Lua_V1::ImGetVoiceVol() {
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lua_pushnumber(g_system->getMixer()->getVolumeForSoundType(Audio::Mixer::kSpeechSoundType) / ImToMixer);
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}
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void Lua_V1::ImSetSfxVol() {
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lua_Object volObj = lua_getparam(1);
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if (!lua_isnumber(volObj))
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return;
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g_system->getMixer()->setVolumeForSoundType(Audio::Mixer::kSFXSoundType, (int)(lua_getnumber(volObj) * ImToMixer));
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}
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void Lua_V1::ImGetSfxVol() {
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lua_pushnumber(g_system->getMixer()->getVolumeForSoundType(Audio::Mixer::kSFXSoundType) / ImToMixer);
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}
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void Lua_V1::ImSetParam() {
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lua_Object nameObj = lua_getparam(1);
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lua_Object paramObj = lua_getparam(2);
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lua_Object valueObj = lua_getparam(3);
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if (lua_isnumber(nameObj))
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error("ImSetParam: getting name from number is not supported");
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if (!lua_isstring(nameObj)) {
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lua_pushnumber(-1.0);
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return;
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}
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const char *soundName = lua_getstring(nameObj);
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int param = (int)lua_getnumber(paramObj);
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int value = (int)lua_getnumber(valueObj);
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if (value < 0)
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value = 0;
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switch (param) {
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case IM_SOUND_VOL:
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g_imuse->setVolume(soundName, value);
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break;
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case IM_SOUND_PAN:
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g_imuse->setPan(soundName, value);
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break;
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default:
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error("ImSetParam() Unimplemented %d", param);
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}
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}
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void Lua_V1::ImGetParam() {
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lua_Object nameObj = lua_getparam(1);
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lua_Object paramObj = lua_getparam(2);
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if (lua_isnumber(nameObj))
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error("ImGetParam: getting name from number is not supported");
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if (!lua_isstring(nameObj)) {
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lua_pushnumber(-1.0);
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return;
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}
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const char *soundName = lua_getstring(nameObj);
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int param = (int)lua_getnumber(paramObj);
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switch (param) {
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case IM_SOUND_PLAY_COUNT:
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lua_pushnumber(g_imuse->getCountPlayedTracks(soundName));
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break;
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case IM_SOUND_VOL:
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lua_pushnumber(g_imuse->getVolume(soundName));
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break;
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default:
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error("ImGetParam() Unimplemented %d", param);
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}
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}
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void Lua_V1::ImFadeParam() {
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lua_Object nameObj = lua_getparam(1);
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lua_Object opcodeObj = lua_getparam(2);
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lua_Object valueObj = lua_getparam(3);
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lua_Object durationObj = lua_getparam(4);
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if (!lua_isstring(nameObj) && !lua_isnumber(nameObj)) {
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lua_pushnumber(0);
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return;
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}
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if (!lua_isnumber(opcodeObj) || !lua_isnumber(valueObj) || !lua_isnumber(durationObj))
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return;
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if (lua_isnumber(nameObj)) {
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error("ImFadeParam: getting name from number is not supported");
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}
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const char *soundName = lua_getstring(nameObj);
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int opcode = (int)lua_getnumber(opcodeObj);
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int value = (int)lua_getnumber(valueObj);
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if (value < 0)
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value = 0;
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int duration = (int)lua_getnumber(durationObj);
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switch (opcode) {
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case IM_SOUND_PAN:
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g_imuse->setFadePan(soundName, value, duration);
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break;
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default:
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error("ImFadeParam(%s, %x, %d, %d)", soundName, opcode, value, duration);
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break;
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}
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}
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void Lua_V1::ImSetState() {
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lua_Object stateObj = lua_getparam(1);
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if (!lua_isnumber(stateObj))
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return;
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g_imuseState = (int)lua_getnumber(stateObj);
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}
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void Lua_V1::ImSetSequence() {
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lua_Object stateObj = lua_getparam(1);
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if (!lua_isnumber(stateObj))
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return;
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int state = (int)lua_getnumber(stateObj);
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lua_pushnumber(g_imuse->setMusicSequence(state));
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}
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void Lua_V1::SaveIMuse() {
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SaveGame *savedIMuse = SaveGame::openForSaving("grim.tmp");
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if (!savedIMuse)
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return;
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g_imuse->saveState(savedIMuse);
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delete savedIMuse;
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}
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void Lua_V1::RestoreIMuse() {
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SaveGame *savedIMuse = SaveGame::openForLoading("grim.tmp");
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if (!savedIMuse)
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return;
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g_imuse->stopAllSounds();
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g_imuse->resetState();
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g_imuse->restoreState(savedIMuse);
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delete savedIMuse;
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g_system->getSavefileManager()->removeSavefile("grim.tmp");
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}
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void Lua_V1::SetSoundPosition() {
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Math::Vector3d pos;
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int minVolume = 10;
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int maxVolume = 127;
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float someParam = 0;
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int argId = 1;
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lua_Object paramObj;
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if (g_grim->getCurrSet()) {
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g_grim->getCurrSet()->getSoundParameters(&minVolume, &maxVolume);
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}
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lua_Object nameObj = lua_getparam(argId++);
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if (!lua_isnumber(nameObj) && !lua_isstring(nameObj))
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return;
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lua_Object actorObj = lua_getparam(argId++);
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if (lua_isuserdata(actorObj) && lua_tag(actorObj) == MKTAG('A','C','T','R')) {
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Actor *actor = getactor(actorObj);
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if (!actor)
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return;
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pos = actor->getPos();
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} else if (lua_isnumber(actorObj)) {
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float x = lua_getnumber(actorObj);
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float y = lua_getnumber(argId++);
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float z = lua_getnumber(argId++);
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pos.set(x, y, z);
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}
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paramObj = (int)lua_getparam(argId++);
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if (lua_isnumber(paramObj)) {
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minVolume = (int)lua_getnumber(paramObj);
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if (minVolume > 127)
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minVolume = 127;
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}
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paramObj = lua_getparam(argId++);
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if (lua_isnumber(paramObj)) {
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maxVolume = (int)lua_getnumber(paramObj);
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if (maxVolume > 127)
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maxVolume = 127;
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else if (maxVolume < minVolume)
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maxVolume = minVolume;
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}
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paramObj = lua_getparam(argId++);
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if (lua_isnumber(paramObj)) {
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someParam = (int)lua_getnumber(paramObj);
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if (someParam < 0.0)
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someParam = 0.0;
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}
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if (g_grim->getCurrSet()) {
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if (lua_isnumber(nameObj))
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error("SetSoundPosition: number is not yet supported");
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else {
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const char *soundName = lua_getstring(nameObj);
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g_grim->getCurrSet()->setSoundPosition(soundName, pos, minVolume, maxVolume);
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}
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}
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}
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void Lua_V1::IsSoundPlaying() {
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// dummy
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}
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void Lua_V1::PlaySoundAt() {
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// dummy
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}
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void Lua_V1::LoadBundle() {
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// loading grimdemo.mus is allready handled
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}
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void Lua_V1::PlaySound() {
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// dummy
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}
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} // end of namespace Grim
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