mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-22 18:02:05 +00:00
e25e85fbb0
Now any sound playing on the channels is stopped immediately. This fixes missing voice-overs in the intro, makes it possible to skip lines of conversation, and fixes a problem where the sound effect from the Altar Room would keep playing after leaving the room. Possibly other glitches as well.
158 lines
4.0 KiB
C++
158 lines
4.0 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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#ifndef DREAMWEB_H
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#define DREAMWEB_H
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#include "common/error.h"
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#include "common/file.h"
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#include "common/random.h"
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#include "common/rect.h"
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#include "common/savefile.h"
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#include "common/scummsys.h"
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#include "common/system.h"
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#include "audio/audiostream.h"
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#include "audio/mixer.h"
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#include "engines/advancedDetector.h"
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#include "engines/engine.h"
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#include "dreamweb/dreamgen.h"
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#include "dreamweb/console.h"
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namespace DreamWeb {
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// Engine Debug Flags
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enum {
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kDebugAnimation = (1 << 0),
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kDebugSaveLoad = (1 << 1)
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};
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struct DreamWebGameDescription {
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ADGameDescription desc;
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};
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class DreamWebEngine : public Engine {
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private:
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DreamWebConsole *_console;
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bool _vSyncInterrupt;
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protected:
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// Engine APIs
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virtual Common::Error run();
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virtual bool hasFeature(EngineFeature f) const;
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public:
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DreamWebEngine(OSystem *syst, const DreamWebGameDescription *gameDesc);
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virtual ~DreamWebEngine();
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void setVSyncInterrupt(bool flag);
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void waitForVSync();
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Common::Error loadGameState(int slot);
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Common::Error saveGameState(int slot, const Common::String &desc);
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bool canLoadGameStateCurrently();
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bool canSaveGameStateCurrently();
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uint8 randomNumber() { return _rnd.getRandomNumber(255); }
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void openFile(const Common::String &name);
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uint32 readFromFile(uint8 *data, unsigned size);
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uint32 skipBytes(uint32 bytes);
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void closeFile();
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void mouseCall(); //fill mouse pos and button state
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void processEvents();
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void setPalette();
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void fadeDos();
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void blit(const uint8 *src, int pitch, int x, int y, int w, int h);
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void cls();
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void getPalette(uint8 *data, uint start, uint count);
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void setPalette(const uint8 *data, uint start, uint count);
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void openSaveFileForWriting(const Common::String &name);
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uint writeToSaveFile(const uint8 *data, uint size);
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bool openSaveFileForReading(const Common::String &name);
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uint readFromSaveFile(uint8 *data, uint size);
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void setShakePos(int pos) { _system->setShakePos(pos); }
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void printUnderMonitor();
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void quit();
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void loadSounds(uint bank, const Common::String &file);
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bool loadSpeech(const Common::String &filename);
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void enableSavingOrLoading(bool enable = true) { _enableSavingOrLoading = enable; }
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Common::Language getLanguage() const { return _language; }
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uint8 modifyChar(uint8 c) const;
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void stopSound(uint8 channel);
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private:
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void keyPressed(uint16 ascii);
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void setSpeed(uint speed);
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void soundHandler();
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void playSound(uint8 channel, uint8 id, uint8 loops);
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const DreamWebGameDescription *_gameDescription;
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Common::RandomSource _rnd;
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Common::File _file;
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Common::OutSaveFile *_outSaveFile;
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Common::InSaveFile *_inSaveFile;
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uint _speed;
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bool _turbo;
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uint _oldMouseState;
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int _loadSavefile;
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bool _enableSavingOrLoading;
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Common::Language _language;
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struct Sample {
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uint offset;
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uint size;
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Sample(): offset(), size() {}
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};
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struct SoundData {
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Common::Array<Sample> samples;
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Common::Array<uint8> data;
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};
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SoundData _soundData[2];
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Common::Array<uint8> _speechData;
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Audio::SoundHandle _channelHandle[2];
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uint8 _channel0, _channel1;
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DreamGen::DreamGenContext _context;
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};
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} // End of namespace DreamWeb
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#endif
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