scummvm/engines/titanic/sound/music_player.cpp
2021-12-26 18:48:43 +01:00

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