scummvm/engines/titanic/sound/music_room_instrument.cpp
2018-05-24 15:30:55 +02:00

354 lines
8.7 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "titanic/sound/music_room_instrument.h"
#include "titanic/sound/sound_manager.h"
#include "titanic/core/project_item.h"
#include "titanic/core/game_object.h"
namespace Titanic {
bool CMusicRoomInstrument::_pianoToggle;
int CMusicRoomInstrument::_pianoCtr;
int CMusicRoomInstrument::_bassCtr;
byte *CMusicRoomInstrument::_buffer;
double *CMusicRoomInstrument::_array;
int CMusicRoomInstrument::_arrayIndex;
void CMusicRoomInstrument::init() {
_pianoToggle = false;
_pianoCtr = 0;
_bassCtr = 0;
_buffer = nullptr;
_array = nullptr;
_arrayIndex = 0;
}
void CMusicRoomInstrument::deinit() {
delete[] _buffer;
delete[] _array;
_buffer = nullptr;
}
CMusicRoomInstrument::CMusicRoomInstrument(CProjectItem *project, CSoundManager *soundManager, MusicWaveInstrument instrument) :
_project(project), _soundManager(soundManager), _instrument(instrument) {
Common::fill(&_gameObjects[0], &_gameObjects[4], (CGameObject *)nullptr);
_insStartTime = 0.0;
_waveIndex = -1;
_readPos = 0;
_readIncrement = 0;
_size = 0;
_count = 0;
_field4C = 0;
switch (instrument) {
case MV_PIANO:
_gameObjects[0] = static_cast<CGameObject *>(_project->findByName("Piano Man"));
_gameObjects[1] = static_cast<CGameObject *>(_project->findByName("Piano Mouth"));
_gameObjects[2] = static_cast<CGameObject *>(_project->findByName("Piano Left Arm"));
_gameObjects[3] = static_cast<CGameObject *>(_project->findByName("Piano Right Arm"));
_insStartTime = 0.45;
break;
case MV_BASS:
_gameObjects[0] = static_cast<CGameObject *>(_project->findByName("Bass Player"));
break;
case MV_BELLS:
_gameObjects[0] = static_cast<CGameObject *>(_project->findByName("Tubular Bells"));
_insStartTime = 0.4;
break;
case MV_SNAKE:
_gameObjects[0] = static_cast<CGameObject *>(_project->findByName("Snake_Hammer"));
_gameObjects[1] = static_cast<CGameObject *>(_project->findByName("Snake_Glass"));
_gameObjects[2] = static_cast<CGameObject *>(_project->findByName("Snake_Head"));
_insStartTime = 0.17;
break;
}
}
void CMusicRoomInstrument::setFilesCount(uint count) {
assert(_items.empty());
_items.resize(count);
}
void CMusicRoomInstrument::load(int index, const CString &filename, int v3) {
assert(!_items[index]._waveFile);
_items[index]._waveFile = createWaveFile(filename);
_items[index]._value = v3;
}
CWaveFile *CMusicRoomInstrument::createWaveFile(const CString &name) {
if (name.empty())
return nullptr;
return _soundManager->loadSound(name);
}
void CMusicRoomInstrument::start() {
if (_gameObjects[0]) {
switch (_instrument) {
case MV_PIANO:
_gameObjects[0]->playMovie(0, 29, MOVIE_STOP_PREVIOUS);
_gameObjects[2]->loadFrame(14);
_gameObjects[3]->loadFrame(22);
break;
case MV_BELLS:
_gameObjects[0]->loadFrame(0);
_gameObjects[0]->movieSetPlaying(true);
break;
case MV_SNAKE:
_field4C = 22;
_gameObjects[1]->playMovie(0, 22, 0);
_gameObjects[2]->playMovie(0, 35, MOVIE_STOP_PREVIOUS);
_gameObjects[0]->playMovie(0, 1, MOVIE_STOP_PREVIOUS);
_gameObjects[0]->playMovie(0, 1, 0);
_gameObjects[0]->playMovie(0, 1, 0);
_gameObjects[0]->playMovie(0, 1, 0);
_gameObjects[0]->playMovie(0, 1, 0);
break;
default:
break;
}
}
}
void CMusicRoomInstrument::stop() {
if (_gameObjects[0]) {
switch (_instrument) {
case MV_PIANO:
_gameObjects[1]->setVisible(false);
_gameObjects[2]->setVisible(false);
_gameObjects[3]->setVisible(false);
_gameObjects[0]->playMovie(29, 58, MOVIE_STOP_PREVIOUS);
break;
case MV_BELLS:
_gameObjects[0]->stopMovie();
break;
default:
break;
}
}
}
void CMusicRoomInstrument::update(int val) {
if (_gameObjects[0]) {
switch (_instrument) {
case MV_PIANO:
_gameObjects[1]->setVisible(true);
_gameObjects[2]->setVisible(true);
_gameObjects[3]->setVisible(true);
_gameObjects[_pianoToggle ? 3 : 2]->playMovie(MOVIE_STOP_PREVIOUS);
_pianoToggle = !_pianoToggle;
switch (_pianoCtr) {
case 0:
_gameObjects[1]->playMovie(0, 4, MOVIE_STOP_PREVIOUS);
break;
case 1:
_gameObjects[1]->playMovie(4, 8, MOVIE_STOP_PREVIOUS);
break;
case 2:
_gameObjects[1]->playMovie(8, 12, MOVIE_STOP_PREVIOUS);
break;
case 3:
_gameObjects[1]->playMovie(12, 16, MOVIE_STOP_PREVIOUS);
break;
default:
break;
}
_pianoCtr = (_pianoCtr + 1) % 4;
break;
case MV_BASS:
switch (_bassCtr) {
case 0:
_gameObjects[0]->playMovie(0, 7, MOVIE_STOP_PREVIOUS);
break;
case 1:
_gameObjects[0]->playMovie(7, 14, MOVIE_STOP_PREVIOUS);
break;
case 2:
_gameObjects[0]->playMovie(15, 24, MOVIE_STOP_PREVIOUS);
break;
case 3:
_gameObjects[0]->playMovie(25, 33, MOVIE_STOP_PREVIOUS);
break;
default:
break;
}
// WORKAROUND: Original didn't change the selected bass animation
_bassCtr = (_bassCtr + 1) % 4;
break;
case MV_BELLS:
switch (val) {
case 60:
_gameObjects[0]->playMovie(0, 512, MOVIE_STOP_PREVIOUS);
_gameObjects[0]->movieSetPlaying(true);
_insStartTime = 0.6;
break;
case 62:
_gameObjects[0]->playMovie(828, 1023, MOVIE_STOP_PREVIOUS);
_insStartTime = 0.3;
break;
case 63:
_gameObjects[0]->playMovie(1024, 1085, MOVIE_STOP_PREVIOUS);
break;
default:
break;
}
break;
case MV_SNAKE: {
_gameObjects[0]->playMovie(0, 7, MOVIE_STOP_PREVIOUS);
double tempVal = 46.0 - ((double)(val - 14) * 1.43);
int frameNum = _field4C;
int frameNum1 = (int)((tempVal - frameNum) * 0.25);
_gameObjects[1]->playMovie(frameNum1, frameNum1, MOVIE_STOP_PREVIOUS);
frameNum += frameNum1;
_gameObjects[1]->playMovie(frameNum, frameNum, 0);
frameNum += frameNum1;
_gameObjects[1]->playMovie(frameNum, frameNum, 0);
_gameObjects[2]->playMovie(45, 49, MOVIE_STOP_PREVIOUS);
break;
}
default:
break;
}
}
}
void CMusicRoomInstrument::clear() {
_waveIndex = 0;
_readPos = 0;
_readIncrement = 0;
_size = 0;
_count = 0;
}
void CMusicRoomInstrument::reset(uint total) {
_waveIndex = -1;
_readPos = 0;
_readIncrement = 0;
_size = total;
_count = 0;
}
int CMusicRoomInstrument::read(int16 *ptr, uint size) {
if (!_size)
return 0;
if (size >= _size)
size = _size;
if (_waveIndex != -1) {
// Lock the specified wave file for access
const int16 *data = _items[_waveIndex]._waveFile->lock();
assert(data);
const int16 *src = data;
// Loop through merging data from the wave file into the dest buffer
for (uint idx = 0; idx < (size / sizeof(int16)); ++idx, _readPos += _readIncrement) {
uint srcPos = _readPos >> 8;
if (srcPos >= _count)
break;
int16 val = READ_LE_UINT16(src + srcPos);
*ptr++ += val;
}
// Unlock the wave file
_items[_waveIndex]._waveFile->unlock(data);
}
_size -= size;
return size;
}
void CMusicRoomInstrument::chooseWaveFile(int index, int size) {
if (!_array)
setupArray(-36, 36);
int minDiff = ABS(_items[0]._value - index);
int waveIndex = 0;
for (uint idx = 1; idx < _items.size(); ++idx) {
int diff = ABS(_items[idx]._value - index);
if (diff < minDiff) {
minDiff = diff;
waveIndex = idx;
}
}
const CInstrumentWaveFile &wf = _items[waveIndex];
int arrIndex = _arrayIndex - wf._value + index;
uint waveSize = wf._waveFile->size();
_waveIndex = waveIndex;
_readPos = 0;
_readIncrement = (int)(_array[arrIndex] * 256);
_size = size;
_count = waveSize / 2;
}
void CMusicRoomInstrument::setupArray(int minVal, int maxVal) {
// Delete any prior array and recreate it
delete[] _array;
int arrSize = maxVal - minVal + 1;
_array = new double[arrSize];
_arrayIndex = ABS(minVal);
// Setup array contents
_array[_arrayIndex] = 1.0;
double val = 1.0594634;
for (int idx = 1; idx <= maxVal; ++idx) {
_array[_arrayIndex + idx] = val;
val *= 1.0594634;
}
val = 0.94387404038686;
for (int idx = -1; idx >= minVal; --idx) {
_array[_arrayIndex + idx] = val;
val *= 0.94387404038686;
}
}
} // End of namespace Titanic