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scummvm/engines/m4/burger/core/play_break.cpp
T

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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 "m4/burger/core/play_break.h"
#include "m4/platform/sound/digi.h"
#include "m4/burger/vars.h"
#include "m4/platform/sound/digi.h"
#include "m4/graphics/gr_series.h"
namespace M4 {
namespace Burger {
static void set_next_series_play_break(int32 slot) {
seriesPlayer *player = &_G(seriesPlayers)[slot];
player->current_break = player->break_list[player->index]; // Grab the info from the list
player->digi_trigger = false; // Assume for now gSERIES_PLAY_BREAK trigger will come from series_ play not digi_play
while (player->current_break.firstFrame >= 0) {
// If there is a positive frame to play from (or to in the case of SERIES_BACKWARDS)
// if variable is null or variable = value then this break is valid
if ((!player->current_break.variable) || (*(player->current_break.variable) == player->current_break.value)) {
// Are the first and last frame numbers backwards?
if ((player->current_break.lastFrame != -1) && (player->current_break.firstFrame > player->current_break.lastFrame)) {
player->current_break.flags = player->current_break.flags | SERIES_BACKWARD; // make sure SERIES_BACKWARD is in flags
int32 temp = player->current_break.firstFrame; // switch the first and last frame numbers
player->current_break.firstFrame = player->current_break.lastFrame;
player->current_break.lastFrame = temp;
}
if (player->current_break.flags & DIGI_STOP) {
// Should we do a digi_stop?
digi_stop(player->current_break.channel);
}
// Is there is a sound to play?
if (player->current_break.sound) {
// Should it be looped?
if (player->current_break.flags & DIGI_LOOP) {
digi_play_loop(player->current_break.sound, player->current_break.channel, player->current_break.volume, player->current_break.trigger);
} else {
// There is a sound to play and it is not looping (finite)
if (_G(seriesPlayers)[slot].current_break.loopCount == -1) { // Check if series is to loop as long as sound plays (loopCount = -1)
_G(seriesPlayers)[slot].digi_trigger = true; // Remember that the gSERIES_PLAY_BREAK will be a sound trigger
digi_play(player->current_break.sound, player->current_break.channel, player->current_break.volume, kSERIES_PLAY_BREAK_0 + slot);
} else {
// Use the play break trigger
digi_play(player->current_break.sound, player->current_break.channel, player->current_break.volume, player->current_break.trigger);
}
}
} else {
// No sound to play so see if there is a trigger to dispatch
if (player->current_break.trigger != NO_TRIGGER) {
kernel_trigger_dispatchx(kernel_trigger_create(player->current_break.trigger));
}
}
// Play the series
if (player->digi_trigger) {
// Don't ask for the gSERIES_PLAY_BREAK trigger
player->series_machine = series_play(player->name, player->depth, player->current_break.flags, NO_TRIGGER,
player->framerate, player->current_break.loopCount,
player->scale, player->x, player->y,
player->current_break.firstFrame, player->current_break.lastFrame);
} else { // ask for the gSERIES_PLAY_BREAK trigger
player->series_machine = series_play(player->name, player->depth, player->current_break.flags, (int16)slot + kSERIES_PLAY_BREAK_0,
player->framerate, player->current_break.loopCount,
player->scale, player->x, player->y,
player->current_break.firstFrame, player->current_break.lastFrame);
}
// play the shadow series if necessary
if (player->with_shadow) {
player->shadow_machine = series_play(player->shadow_name, player->depth + 1, player->current_break.flags, NO_TRIGGER,
player->framerate, player->current_break.loopCount,
player->scale, player->x, player->y,
player->current_break.firstFrame, player->current_break.lastFrame);
}
++player->index; // set up index to the next break in list
break; // we have handled a break so don't look any farther
} else { // variable didn't equate to value so keep looking
++player->index; // go to the next break in list
player->current_break = player->break_list[player->index]; // grab the info from the list
}
}
if (player->current_break.firstFrame < 0) {
// There were no more breaks, so unload series/sounds and send off trigger
player->in_use = false;
series_unload(player->series);
if (player->with_shadow)
series_unload(player->shadow_series);
if (player->preload_sounds)
digi_unload_play_breaks(player->break_list);
kernel_trigger_dispatchx(player->trigger);
}
}
void handle_series_play_break(int32 slot) {
seriesPlayer *player = &_G(seriesPlayers)[slot];
if (player->digi_trigger) { // if this was caused by a digi_trigger
kernel_terminate_machine(player->series_machine);
if (player->with_shadow) {
kernel_terminate_machine(player->shadow_machine);
}
}
set_next_series_play_break(slot);
}
int32 series_play_with_breaks(const seriesPlayBreak list[], const char *name, frac16 depth, int32 trigger, uint32 flags,
int32 framerate, int32 scale, int32 x, int32 y) {
int32 slot;
// look for a free player slot (MAX_SERIES_PLAYERS)
for (slot = 0; slot < MAX_SERIES_PLAYERS; ++slot) {
if (!(_G(seriesPlayers)[slot].in_use)) break;
}
if (slot >= MAX_SERIES_PLAYERS) {
// No free slots
term_message("**** all seriesPlayers are in use!");
return -1;
}
seriesPlayer *player = &_G(seriesPlayers)[slot];
player->in_use = true;
player->index = 0;
player->break_list = list;
player->name = name;
player->depth = depth;
player->trigger = kernel_trigger_create(trigger);
player->framerate = framerate;
player->scale = scale;
player->x = x;
player->y = y;
player->with_shadow = (bool)(flags & WITH_SHADOW);
player->preload_sounds = (bool)(flags & PRELOAD_SOUNDS);
player->series = series_load(name, -1, nullptr); // load sprite series
// Check if shadow sprites should be loaded
if (player->with_shadow) {
// Make shadow name by adding an "s" to the series name
Common::strcpy_s(player->shadow_name, name);
Common::strcat_s(player->shadow_name, "s\0");
player->shadow_series = series_load(player->shadow_name, -1, nullptr);
} else {
player->shadow_name[0] = '\0';
}
if (player->preload_sounds) { // check if sounds are to be preloaded
digi_preload_play_breaks(list);
}
set_next_series_play_break(slot);
term_message("series_play_with_breaks:%s shadow:%s preload_sounds:%d slot:%d",
player->name, player->shadow_name, player->preload_sounds, slot);
return slot;
}
void digi_preload_play_breaks(const seriesPlayBreak list[], bool loadAll) {
int32 i = 0;
// While there is a legitimate frame to break on
while (list[i].firstFrame >= 0) {
// If variable is null or variable = value then this break is used
if ((!list[i].variable) || (*(list[i].variable) == list[i].value) || loadAll) {
// If there is a sound to load for this break
if (list[i].sound) {
if (!digi_preload(list[i].sound)) {
term_message("**** Couldn't load: %s.RAW", list[i].sound);
}
}
}
++i; // Next in list please
}
}
void digi_unload_play_breaks(const seriesPlayBreak list[]) {
int32 i = 0;
while (list[i].firstFrame >= 0) {
// If there is a sound to unload
if (list[i].sound) {
digi_unload(list[i].sound); // Unload it
}
++i; // Next in list please
}
}
} // namespace Burger
} // namespace M4