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authorPaul Gilbert2017-02-12 12:51:47 -0500
committerPaul Gilbert2017-02-12 12:51:47 -0500
commita542104f3ceb69086c8b4f2ea259bacb93f719ed (patch)
tree7d918e49df292a65acdd02dabd22a756bc6704b3 /engines/titanic/sound/music_room_instrument.cpp
parent70f1cd6efe9eab880692dfddf625180b5a0b9bb0 (diff)
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TITANIC: Rename CMusicWave to CMusicRoomInstrument
Diffstat (limited to 'engines/titanic/sound/music_room_instrument.cpp')
-rw-r--r--engines/titanic/sound/music_room_instrument.cpp353
1 files changed, 353 insertions, 0 deletions
diff --git a/engines/titanic/sound/music_room_instrument.cpp b/engines/titanic/sound/music_room_instrument.cpp
new file mode 100644
index 0000000000..5ec158f31f
--- /dev/null
+++ b/engines/titanic/sound/music_room_instrument.cpp
@@ -0,0 +1,353 @@
+/* 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);
+ _floatVal = 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"));
+ _floatVal = 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"));
+ _floatVal = 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"));
+ _floatVal = 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(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]->movieSetAudioTiming(true);
+ _gameObjects[0]->playMovie(0, 512, MOVIE_STOP_PREVIOUS);
+ _floatVal = 0.6;
+ break;
+
+ case 62:
+ _gameObjects[0]->playMovie(828, 1023, MOVIE_STOP_PREVIOUS);
+ _floatVal = 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 = (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::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::trigger() {
+ 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]->movieSetAudioTiming(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::reset() {
+ _waveIndex = 0;
+ _readPos = 0;
+ _readIncrement = 0;
+ _size = 0;
+ _count = 0;
+}
+
+void CMusicRoomInstrument::setSize(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