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/* 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/sound.h"
#include "titanic/game_manager.h"
namespace Titanic {
CSound::CSound(CGameManager *owner) : _gameManager(owner) {
}
void CSound::save(SimpleFile *file) const {
_soundManager.save(file);
}
void CSound::load(SimpleFile *file) {
_soundManager.load(file);
}
void CSound::preLoad() {
_soundManager.preLoad();
if (_gameManager)
_gameManager->_musicRoom.preLoad();
}
void CSound::preEnterView(CViewItem *newView, bool isNewRoom) {
warning("CSound::preEnterView");
}
bool CSound::fn1(int val) {
if (val == 0 || val == -1) {
if (!_soundManager.proc14())
return true;
}
return false;
}
void CSound::fn2(int handle) {
warning("TODO: CSound::fn3");
}
void CSound::fn3(int handle, int val2, int val3) {
warning("TODO: CSound::fn3");
}
uint CSound::loadSound(const CString &name) {
checkSounds();
// Check whether an entry for the given name is already active
for (CSoundItemList::iterator i = _sounds.begin(); i != _sounds.end(); ++i) {
CSoundItem *soundItem = *i;
if (soundItem->_name == name) {
// Found it, so move it to the front of the list and return
_sounds.remove(soundItem);
_sounds.push_front(soundItem);
return soundItem->_soundHandle;
}
}
// Create new sound item
CSoundItem *soundItem = new CSoundItem(name);
soundItem->_soundHandle = _soundManager.loadSound(name);
if (!soundItem->_soundHandle) {
// Could load sound, so destroy new item and return
delete soundItem;
return 0;
}
// Add the item to the list of sounds
_sounds.push_front(soundItem);
// If there are more than 10 sounds loaded, remove the last one,
// which is the least recently used of all of them
if (_sounds.size() > 10)
removeOldest();
return soundItem->_soundHandle;
}
void CSound::checkSounds() {
for (CSoundItemList::iterator i = _sounds.begin(); i != _sounds.end(); ++i) {
CSoundItem *soundItem = *i;
if (soundItem->_field24 && soundItem->_field28) {
if (_soundManager.isActive(soundItem->_soundHandle)) {
_sounds.remove(soundItem);
delete soundItem;
}
}
}
}
void CSound::removeOldest() {
for (CSoundItemList::iterator i = _sounds.reverse_begin();
i != _sounds.end(); --i) {
CSoundItem *soundItem = *i;
if (soundItem->_field28 && !_soundManager.isActive(soundItem->_soundHandle)) {
_sounds.remove(soundItem);
delete soundItem;
break;
}
}
}
} // End of namespace Titanic z
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