scummvm/engines/icb/fn_sting_pc.cpp

263 lines
7.7 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.
*
* Additional copyright for this file:
* Copyright (C) 1999-2000 Revolution Software Ltd.
* This code is based on source code created by Revolution Software,
* used with permission.
*
* 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/>.
*
*/
#include "engines/icb/debug.h"
#include "engines/icb/icb.h"
#include "engines/icb/global_objects.h"
#include "engines/icb/mission.h"
#include "engines/icb/session.h"
#include "engines/icb/common/ptr_util.h"
#include "engines/icb/sound/direct_sound.h"
#include "engines/icb/sound/music_manager.h"
#include "engines/icb/sound.h"
namespace ICB {
mcodeFunctionReturnCodes fn_preload_sting(int32 &result, int32 *params) { return (MS->fn_preload_sting(result, params)); }
mcodeFunctionReturnCodes fn_play_sting(int32 &result, int32 *params) { return (MS->fn_play_sting(result, params)); }
mcodeFunctionReturnCodes fn_stop_sting(int32 &result, int32 *params) { return (MS->fn_stop_sting(result, params)); }
mcodeFunctionReturnCodes speak_allocate_music(int32 &result, int32 *params) { return (MS->speak_allocate_music(result, params)); }
mcodeFunctionReturnCodes speak_preload_music(int32 &result, int32 *params) { return (MS->speak_preload_music(result, params)); }
mcodeFunctionReturnCodes speak_play_music(int32 &result, int32 *params) { return (MS->speak_play_music(result, params)); }
mcodeFunctionReturnCodes speak_stop_music(int32 &result, int32 *params) { return (MS->speak_stop_music(result, params)); }
mcodeFunctionReturnCodes speak_end_music(int32 &result, int32 *params) { return (MS->speak_end_music(result, params)); }
// Global data for this file
int32 inSpeechMusicAllocated = 0;
// Useful prototype
bool8 DoesClusterContainFile(const char *clustername, uint32 hash_to_find, uint32 &fileoffset, uint32 &filesize);
void LoadSting(uint32 looking_for_hash, bool8 looping = FALSE8) {
#ifdef PC_DEMO
return;
#endif
pxString clustername;
// Just so that the game can be run from non-clustered data
/*const char* cluster_root = "thegame\\english\\pc\\everything\\cd1";*/
// Do nothing if parameter zero
if (looking_for_hash == 0)
return;
clustername.Format("g\\music.clu");
// To store offsets in cluster
uint32 file_offset, file_size;
// Take a look
if (!DoesClusterContainFile(clustername, looking_for_hash, file_offset, file_size)) {
// Wav not present in global cluster either
Fatal_error(pxVString("Music file: %d could not be found in the global music cluster", looking_for_hash));
}
// If we've allocated some emulated psx memory
if (inSpeechMusicAllocated != 0) {
if ((int32)file_size > inSpeechMusicAllocated)
Fatal_error("Cannot load music as it's size exceeds that given to speak_allocate_music()!");
}
// Pass parameters to the music manager through this low-level interface
if (g_theMusicManager) {
g_theMusicManager->LoadMusic(clustername, file_offset, /*looping,*/ GetMusicVolume());
}
}
void PlaySting(uint32 looking_for_hash, bool8 looping = FALSE8) {
#ifdef PC_DEMO
return;
#endif
pxString clustername;
// Just so that the game can be run from non-clustered data
/*const char* cluster_root = "thegame\\english\\pc\\everything\\cd1";*/
clustername.Format("g\\music.clu");
// To store offsets in cluster
uint32 file_offset, file_size;
// Take a look
if (!DoesClusterContainFile(clustername, looking_for_hash, file_offset, file_size)) {
// Wav not present in global cluster either
Fatal_error(pxVString("Music file: %d could not be found in the global music cluster", looking_for_hash));
}
if (g_theMusicManager) {
// This loads only if not already loaded then starts playback
g_theMusicManager->StartMusic(clustername, file_offset, /*looping,*/ GetMusicVolume());
}
}
mcodeFunctionReturnCodes _game_session::fn_play_sting(int32 &, int32 *params) {
if (g_icb->getGameType() == GType_ICB) {
if (inSpeechMusicAllocated != 0)
return IR_REPEAT;
if (g_theMusicManager) {
// Stop playback
g_theMusicManager->StopMusic();
}
PlaySting((uint32)params[0]);
} else if (g_icb->getGameType() == GType_ELDORADO) {
const char *sting_name = (const char *)MemoryUtil::resolvePtr(params[0]);
bool8 looping = FALSE8;
// Check for looping tag on sting name
uint32 len = strlen(sting_name);
if (len < 3)
Fatal_error("fn_play_sting(%s): Invalid sting name!", sting_name);
if (sting_name[len - 2] == '_' && sting_name[len - 1] == 't')
looping = TRUE8;
PlaySting(HashString(sting_name), looping);
}
return IR_CONT;
}
mcodeFunctionReturnCodes _game_session::fn_preload_sting(int32 &, int32 *params) {
if (g_icb->getGameType() == GType_ICB) {
if (inSpeechMusicAllocated != 0)
return IR_REPEAT;
if (g_theMusicManager) {
// Stop playback
g_theMusicManager->StopMusic();
}
LoadSting((uint32)params[0]);
} else if (g_icb->getGameType() == GType_ELDORADO) {
const char *sting_name = (const char *)MemoryUtil::resolvePtr(params[0]);
bool8 looping = FALSE8;
// Check for looping tag on sting name
uint32 len = strlen(sting_name);
if (len < 3)
Fatal_error("fn_play_sting(%s): Invalid sting name!", sting_name);
if (sting_name[len - 2] == '_' && sting_name[len - 1] == 't')
looping = TRUE8;
LoadSting(HashString(sting_name), looping);
}
return IR_CONT;
}
mcodeFunctionReturnCodes _game_session::fn_stop_sting(int32 &, int32 *) {
if (inSpeechMusicAllocated != 0)
return IR_REPEAT;
if (g_theMusicManager) {
// Stop playback
g_theMusicManager->StopMusic();
// Wait for fade to finish
if (g_theMusicManager->IsPlaying())
return IR_REPEAT;
}
return IR_CONT;
}
mcodeFunctionReturnCodes _game_session::speak_allocate_music(int32 &, int32 *params) {
int32 seconds = (int32)params[0];
int32 hertz = (int32)params[1];
// Hardcode this puupy to match the psx for now
hertz = 16000;
if (seconds <= 0 || seconds > 20)
Fatal_error("Invalid parameter to speak_allocate_music(secs, hz): secs = %d", seconds);
// Calculate the number of bytes requested to check later
inSpeechMusicAllocated = 2 * seconds * hertz * (16 / 8);
return IR_CONT;
}
mcodeFunctionReturnCodes _game_session::speak_preload_music(int32 &, int32 *params) {
if (inSpeechMusicAllocated == 0)
Fatal_error("speak_preload_music() called before speak_allocate_music()!");
if (g_theMusicManager) {
// Stop playback
g_theMusicManager->StopMusic();
}
LoadSting((uint32)params[0]);
return IR_CONT;
}
mcodeFunctionReturnCodes _game_session::speak_play_music(int32 &, int32 *params) {
if (inSpeechMusicAllocated == 0)
Fatal_error("speak_play_music() called before speak_allocate_music()!");
if (g_theMusicManager) {
// Stop playback
g_theMusicManager->StopMusic();
}
PlaySting((uint32)params[0]);
return IR_CONT;
}
mcodeFunctionReturnCodes _game_session::speak_stop_music(int32 &, int32 *) {
if (g_theMusicManager) {
// Stop playback
g_theMusicManager->StopMusic();
}
return IR_CONT;
}
mcodeFunctionReturnCodes _game_session::speak_end_music(int32 &, int32 *) {
inSpeechMusicAllocated = 0;
return IR_CONT;
}
} // End of namespace ICB