Files
2026-02-02 04:50:13 +01:00

368 lines
10 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/>.
*
*/
/*
* Copyright (C) 2006-2010 - Frictional Games
*
* This file is part of Penumbra Overture.
*/
#include "hpl1/penumbra-overture/GameMusicHandler.h"
#include "hpl1/penumbra-overture/CharacterMove.h"
#include "hpl1/penumbra-overture/GameEnemy.h"
#include "hpl1/penumbra-overture/Init.h"
#include "hpl1/penumbra-overture/MapHandler.h"
#include "hpl1/penumbra-overture/Player.h"
#include "hpl1/penumbra-overture/SaveHandler.h"
//////////////////////////////////////////////////////////////////////////
// TRIGGER
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
cGameMusic::cGameMusic() {
Reset();
}
//-----------------------------------------------------------------------
void cGameMusic::Reset() {
msFile = "";
}
//-----------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// CONSTRUCTORS
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
cGameMusicHandler::cGameMusicHandler(cInit *apInit) : iUpdateable("GameMusicHandler") {
mpInit = apInit;
mpMusicHandler = mpInit->mpGame->GetSound()->GetMusicHandler();
mlMaxPrio = 10;
mvGameMusic.resize(mlMaxPrio + 1);
Reset();
}
//-----------------------------------------------------------------------
cGameMusicHandler::~cGameMusicHandler(void) {
}
//-----------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// PUBLIC METHODS
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
void cGameMusicHandler::OnStart() {
}
//-----------------------------------------------------------------------
void cGameMusicHandler::Update(float afTimeStep) {
///////////////////////////////////
// Check if close by music should be played.
// Music not playing
if (mbAttackPlaying == false) {
if (mbEnemyClosePlaying == false) {
tString sMusic = "";
int lHighestPrio = -1;
tGameEnemyIterator enemyIt = mpInit->mpMapHandler->GetGameEnemyIterator();
while (enemyIt.HasNext()) {
iGameEnemy *pEnemy = enemyIt.Next();
if (pEnemy->GetHealth() <= 0 || pEnemy->IsActive() == false)
continue;
float fDist = cMath::Vector3Dist(pEnemy->GetMover()->GetCharBody()->GetFeetPosition(),
mpInit->mpPlayer->GetCharacterBody()->GetFeetPosition());
if (fDist < pEnemy->GetCloseMusicStartDist()) {
if (pEnemy->GetCloseMusic() != "" && (sMusic == "" || lHighestPrio < pEnemy->GetCloseMusicPrio())) {
sMusic = pEnemy->GetCloseMusic();
lHighestPrio = pEnemy->GetCloseMusicPrio();
}
}
}
if (sMusic != "") {
mfEnemyGoneCount = 0;
mfEnemyCloseCount += afTimeStep;
if (mfEnemyCloseCount > 2.0f) {
Play(sMusic, true, 1, 0.25f, 5);
mbEnemyClosePlaying = true;
}
}
}
// Music playing
else {
bool bFound = false;
tGameEnemyIterator enemyIt = mpInit->mpMapHandler->GetGameEnemyIterator();
while (enemyIt.HasNext()) {
iGameEnemy *pEnemy = enemyIt.Next();
if (pEnemy->GetHealth() <= 0 || pEnemy->IsActive() == false)
continue;
float fDist = cMath::Vector3Dist(pEnemy->GetMover()->GetCharBody()->GetFeetPosition(),
mpInit->mpPlayer->GetCharacterBody()->GetFeetPosition());
if (fDist < pEnemy->GetCloseMusicStopDist()) {
bFound = true;
}
}
if (bFound == false) {
mfEnemyCloseCount = 0;
mfEnemyGoneCount += afTimeStep;
if (mfEnemyGoneCount > 6.0f) {
Stop(0.2f, 5);
mbEnemyClosePlaying = false;
}
}
}
}
///////////////////////////////////
// Check if attack music should be played.
if (mbAttackPlaying == false && m_setAttackers.empty() == false) {
mfAttackStopCount = 0;
mfAttackPlayCount += afTimeStep;
if (mfAttackPlayCount > 1.5f) {
//////////////////////
// Go through attackers and get music with highest priority
tString sMusic = "";
int lMaxPrio = -9999;
tAttackerSetIt it = m_setAttackers.begin();
for (; it != m_setAttackers.end(); ++it) {
iGameEnemy *pEnemy = *it;
if (pEnemy->GetAttackMusic() != "" && pEnemy->GetAttackMusicPrio() > lMaxPrio) {
sMusic = pEnemy->GetAttackMusic();
lMaxPrio = pEnemy->GetAttackMusicPrio();
}
}
//////////////////////
// Play music if found
if (sMusic != "") {
if (mbEnemyClosePlaying) {
mbEnemyClosePlaying = false;
Stop(0.2f, 5);
}
Play(sMusic, true, 1, 1.3f, 9);
mbAttackPlaying = true;
// Log("Play!");
mfAttackPlayCount = 0;
}
}
} else if (mbAttackPlaying && m_setAttackers.empty()) {
mfAttackPlayCount = 0;
mfAttackStopCount += afTimeStep;
if (mfAttackStopCount > 1.2f) {
mbAttackPlaying = false;
Stop(0.2f, 9);
// Log("Stop!");
mfAttackStopCount = 0;
}
}
///////////////////////////////////
// Check if current song is over
if (mlCurrentMaxPrio >= 0) {
if (mpMusicHandler->GetCurrentSong() == NULL) {
mvGameMusic[mlCurrentMaxPrio].msFile = "";
mlCurrentMaxPrio = -1;
PlayHighestPriority();
}
}
}
//-----------------------------------------------------------------------
void cGameMusicHandler::Reset() {
for (size_t i = 0; i < mvGameMusic.size(); ++i) {
mvGameMusic[i].Reset();
}
mlCurrentMaxPrio = -1;
mbAttackPlaying = false;
m_setAttackers.clear();
mfAttackPlayCount = 0;
mfAttackStopCount = 0;
mbEnemyClosePlaying = false;
mfEnemyCloseCount = 0;
mfEnemyGoneCount = 0;
}
//-----------------------------------------------------------------------
void cGameMusicHandler::Play(const tString &asFile, bool abLoop, float afVolume, float afFade, int alPrio) {
if (alPrio > mlMaxPrio)
alPrio = mlMaxPrio;
if (mvGameMusic[alPrio].msFile == asFile)
return;
// If higher or equal to song playing, start playing
if (mlCurrentMaxPrio <= alPrio) {
mpMusicHandler->Play(asFile, afVolume, afFade, abLoop);
mlCurrentMaxPrio = alPrio;
}
// Set game music properites
mvGameMusic[alPrio].mbLoop = abLoop;
mvGameMusic[alPrio].mfVolume = afVolume;
mvGameMusic[alPrio].msFile = asFile;
}
//-----------------------------------------------------------------------
void cGameMusicHandler::Stop(float afFade, int alPrio) {
if (alPrio > mlMaxPrio)
alPrio = mlMaxPrio;
// Check if there is any song playing at this prio
if (mvGameMusic[alPrio].msFile != "") {
mvGameMusic[alPrio].msFile = "";
// Check the current song playing is this
if (alPrio == mlCurrentMaxPrio) {
mpMusicHandler->Stop(afFade);
// Play next song in priority if there is any.
mlCurrentMaxPrio = -1;
PlayHighestPriority();
}
}
}
//-----------------------------------------------------------------------
void cGameMusicHandler::AddAttacker(iGameEnemy *apEntity) {
m_setAttackers.insert(apEntity);
}
//-----------------------------------------------------------------------
void cGameMusicHandler::RemoveAttacker(iGameEnemy *apEntity) {
m_setAttackers.erase(apEntity);
}
bool cGameMusicHandler::AttackerExist(iGameEnemy *apEntity) {
tAttackerSetIt it = m_setAttackers.find(apEntity);
if (it == m_setAttackers.end())
return false;
return true;
}
//-----------------------------------------------------------------------
void cGameMusicHandler::OnWorldLoad() {
m_setAttackers.clear();
// Update(2.0f);
}
void cGameMusicHandler::OnWorldExit() {
m_setAttackers.clear();
for (int i = 0; i < 60; ++i)
Update(0.1f);
}
//-----------------------------------------------------------------------
void cGameMusicHandler::LoadFromGlobal(cGameMusicHandler_GlobalSave *apSave) {
mlCurrentMaxPrio = apSave->mlCurrentMaxPrio;
mbEnemyClosePlaying = apSave->mbEnemyClosePlaying;
mbAttackPlaying = apSave->mbAttackPlaying;
for (size_t i = 0; i < mvGameMusic.size(); ++i) {
mvGameMusic[i].msFile = apSave->mvGameMusic[i].msFile;
mvGameMusic[i].mfVolume = apSave->mvGameMusic[i].mfVolume;
mvGameMusic[i].mbLoop = apSave->mvGameMusic[i].mbLoop;
}
}
//-----------------------------------------------------------------------
void cGameMusicHandler::SaveToGlobal(cGameMusicHandler_GlobalSave *apSave) {
apSave->mlCurrentMaxPrio = mlCurrentMaxPrio;
apSave->mbEnemyClosePlaying = mbEnemyClosePlaying;
apSave->mbAttackPlaying = mbAttackPlaying;
apSave->mvGameMusic.Resize(mvGameMusic.size());
for (size_t i = 0; i < mvGameMusic.size(); ++i) {
apSave->mvGameMusic[i].msFile = mvGameMusic[i].msFile;
apSave->mvGameMusic[i].mfVolume = mvGameMusic[i].mfVolume;
apSave->mvGameMusic[i].mbLoop = mvGameMusic[i].mbLoop;
}
}
//-----------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// PRIVATE METHODS
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
void cGameMusicHandler::PlayHighestPriority() {
for (int i = mlMaxPrio; i >= 0; --i) {
if (mvGameMusic[i].msFile != "") {
// If looped, play
if (mvGameMusic[i].mbLoop) {
mpMusicHandler->Play(mvGameMusic[i].msFile,
mvGameMusic[i].mfVolume,
0.3f, true);
mlCurrentMaxPrio = (int)i;
break;
}
// If not looped remove
else {
mvGameMusic[i].msFile = "";
}
}
}
}
//-----------------------------------------------------------------------