mirror of
https://github.com/scummvm/scummvm.git
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185 lines
5.1 KiB
C++
185 lines
5.1 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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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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*
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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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "titanic/sound/music_player.h"
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#include "titanic/sound/music_room.h"
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#include "titanic/translation.h"
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namespace Titanic {
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BEGIN_MESSAGE_MAP(CMusicPlayer, CGameObject)
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ON_MESSAGE(StartMusicMsg)
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ON_MESSAGE(StopMusicMsg)
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ON_MESSAGE(FrameMsg)
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ON_MESSAGE(EnterRoomMsg)
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ON_MESSAGE(LeaveRoomMsg)
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ON_MESSAGE(CreateMusicPlayerMsg)
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ON_MESSAGE(LoadSuccessMsg)
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END_MESSAGE_MAP()
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void CMusicPlayer::save(SimpleFile *file, int indent) {
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file->writeNumberLine(1, indent);
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file->writeNumberLine(_isActive, indent);
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file->writeQuotedLine(_stopTarget, indent);
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file->writeNumberLine(_musicActive, indent);
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file->writeNumberLine(_volume, indent);
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CGameObject::save(file, indent);
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}
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void CMusicPlayer::load(SimpleFile *file) {
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file->readNumber();
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_isActive = file->readNumber();
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_stopTarget = file->readString();
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_musicActive = file->readNumber();
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_volume = file->readNumber();
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CGameObject::load(file);
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}
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bool CMusicPlayer::StartMusicMsg(CStartMusicMsg *msg) {
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if (msg->_musicPlayer != this) {
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if (_isActive) {
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CStopMusicMsg stopMusicMsg;
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stopMusicMsg.execute(this);
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}
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return false;
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}
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if (!_isActive) {
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lockMouse();
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CCreateMusicPlayerMsg createMsg;
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createMsg.execute(this);
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CSetMusicControlsMsg controlsMsg;
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controlsMsg.execute(this, nullptr, MSGFLAG_SCAN);
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getMusicRoom()->setupMusic(_volume);
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_isActive = true;
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unlockMouse();
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}
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return true;
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}
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bool CMusicPlayer::StopMusicMsg(CStopMusicMsg *msg) {
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if (!_isActive)
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// Player isn't playing, so ignore message
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return false;
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// Stop the music
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CMusicRoom *musicRoom = getMusicRoom();
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if (musicRoom)
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musicRoom->stopMusic();
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_isActive = false;
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CMusicHasStoppedMsg stoppedMsg;
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stoppedMsg.execute(_stopTarget, nullptr, MSGFLAG_SCAN);
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return true;
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}
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bool CMusicPlayer::FrameMsg(CFrameMsg *msg) {
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if (_isActive && !CMusicRoom::_musicHandler->update()) {
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getMusicRoom()->stopMusic();
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_isActive = false;
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CMusicHasStoppedMsg stoppedMsg;
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stoppedMsg.execute(_stopTarget);
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}
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return true;
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}
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bool CMusicPlayer::EnterRoomMsg(CEnterRoomMsg *msg) {
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// Set up a timer that will create a music handler
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addTimer(100);
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return true;
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}
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bool CMusicPlayer::LeaveRoomMsg(CLeaveRoomMsg *msg) {
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getMusicRoom()->destroyMusicHandler();
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return true;
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}
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bool CMusicPlayer::CreateMusicPlayerMsg(CCreateMusicPlayerMsg *msg) {
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if (CMusicRoom::_musicHandler) {
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CMusicRoom::_musicHandler->setActive(_musicActive);
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return true;
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}
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CMusicRoomHandler *musicHandler = getMusicRoom()->createMusicHandler();
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CMusicRoomInstrument *ins;
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if (musicHandler) {
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ins = musicHandler->createInstrument(BELLS, 3);
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ins->load(0, TRANSLATE("z#490.wav", "z#227.wav"), 60);
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ins->load(1, TRANSLATE("z#488.wav", "z#225.wav"), 62);
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ins->load(2, TRANSLATE("z#489.wav", "z#226.wav"), 63);
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ins = musicHandler->createInstrument(SNAKE, 5);
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ins->load(0, TRANSLATE("z#493.wav", "z#230.wav"), 22);
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ins->load(1, TRANSLATE("z#495.wav", "z#232.wav"), 29);
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ins->load(2, TRANSLATE("z#492.wav", "z#229.wav"), 34);
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ins->load(3, TRANSLATE("z#494.wav", "z#231.wav"), 41);
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ins->load(4, TRANSLATE("z#491.wav", "z#228.wav"), 46);
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ins = musicHandler->createInstrument(PIANO, 5);
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ins->load(0, TRANSLATE("z#499.wav", "z#236.wav"), 26);
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ins->load(1, TRANSLATE("z#497.wav", "z#234.wav"), 34);
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ins->load(2, TRANSLATE("z#498.wav", "z#235.wav"), 38);
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ins->load(3, TRANSLATE("z#496.wav", "z#233.wav"), 46);
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ins->load(4, TRANSLATE("z#500.wav", "z#237.wav"), 60);
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ins = musicHandler->createInstrument(BASS, 7);
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ins->load(0, TRANSLATE("z#504.wav", "z#241.wav"), 22);
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ins->load(1, TRANSLATE("z#507.wav", "z#244.wav"), 29);
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ins->load(2, TRANSLATE("z#503.wav", "z#240.wav"), 34);
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ins->load(3, TRANSLATE("z#506.wav", "z#243.wav"), 41);
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ins->load(4, TRANSLATE("z#502.wav", "z#239.wav"), 46);
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ins->load(5, TRANSLATE("z#505.wav", "z#242.wav"), 53);
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ins->load(6, TRANSLATE("z#501.wav", "z#238.wav"), 58);
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CMusicRoom::_musicHandler->setActive(_musicActive);
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}
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return true;
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}
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bool CMusicPlayer::TimerMsg(CTimerMsg *msg) {
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CCreateMusicPlayerMsg playerMsg;
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playerMsg.execute(this);
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return true;
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}
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bool CMusicPlayer::LoadSuccessMsg(CLoadSuccessMsg *msg) {
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if (_isActive) {
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// Music is meant to be playing, so restart it
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CStopMusicMsg stopMsg;
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stopMsg.execute(this);
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CStartMusicMsg startMsg;
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startMsg.execute(this);
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}
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return true;
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}
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} // End of namespace Titanic
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