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MusicState.cpp
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245 lines (181 loc) · 6.29 KB
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#include "MusicState.h"
#include "MusicTimes.h"
#include "DebugMode.h"
MusicState musicState;
HANDLE hMusicStateMutex = CreateMutex (nullptr, FALSE, nullptr);
MusicType MusicState::getWorldType () const {
return worldType;
}
MusicType* MusicState::getWorldTypePtr () {
return &worldType;
}
MusicType MusicState::setWorldType (MusicType newWorldType) {
MusicType prevWorldType = worldType;
worldType = newWorldType;
return prevWorldType;
}
MusicType MusicState::getEventType () const {
return eventType;
}
MusicType* MusicState::getEventTypePtr () {
return &eventType;
}
MusicType MusicState::setEventType (MusicType newEventType) {
MusicType prevEventType = eventType;
eventType = newEventType;
return prevEventType;
}
SpecialMusicType MusicState::getSpecialType () {
return specialType;
}
SpecialMusicType* MusicState::getSpecialTypePtr () {
return &specialType;
}
SpecialMusicType MusicState::setSpecialType (SpecialMusicType newSpecialType) {
SpecialMusicType prevSpecialType = specialType;
specialType = newSpecialType;
return prevSpecialType;
}
MusicType MusicState::getCurrentMusicType () {
if (worldType != MusicType::mtSpecial) { //Not special (death/success)
if (eventType == MusicType::mtSpecial) {
return MusicType::mtSpecial;
} else if (battleState >= 2) {
return MusicType::mtBattle;
}
}
if (checkOverride ()) {
return overrideCurType;
} else {
return worldType;
}
}
bool MusicState::updateMusicState (bool stopped) {
if (worldType < MusicType::mtBattle) {
if (lastWorldType != worldType) {
_EMCDEBUG ("%lld | MusicState >> Save world music type: %d -> %d", timeStamp, lastWorldType, worldType);
lastWorldType = worldType;
}
} else if (lastWorldType != MusicType::mtNotKnown && worldType > MusicType::mtNotKnown) {
_EMCDEBUG ("%lld | MusicState >> Restore world music type: %d (%u) -> %d", timeStamp, worldType, wrlType, lastWorldType);
worldType = lastWorldType;
eventType = MusicType::mtSpecial;
lastWorldType = MusicType::mtNotKnown;
}
//State machine for battle music:
switch (battleState) {
case BattleState::bsNoBattle: //Not in battle
if (isInBattle ()) { //Battle is starting. Let's start the delay timer.
WaitForSingleObject (hMusicTimesMutex, INFINITE);
milliseconds startBattleDelay = milliseconds(musicTimes.getStartBattleDelay ());
battleDelay = now + startBattleDelay;
_MESSAGE ("%lld | MusicState >> Start battle delay: %lld + %lld => %lld", timeStamp, timeStamp, startBattleDelay.count (), battleDelay.count ());
musicTimes.recalculateStartBattleDelay ();
ReleaseMutex (hMusicTimesMutex);
battleState = BattleState::bsStartBattle;
}
break;
case BattleState::bsStartBattle:
if (!isInBattle ()) { //Battle ended before delay passed. Return to NoBattle.
battleState = BattleState::bsNoBattle;
_MESSAGE ("%lld | MusicState >> Battle ended before start delay passed: %lld", timeStamp, battleDelay.count ());
} else if (battleDelay < now) { //Delay passed. Let's rock!!
battleState = BattleState::bsBattle;
_MESSAGE ("%lld | MusicState >> Start battle delay passed: %lld", timeStamp, battleDelay.count ());
}
break;
case BattleState::bsEndBattle:
if (isInBattle ()) { //Battle restarted before delay passed. Return to Battle.
battleState = BattleState::bsBattle;
_MESSAGE ("%lld | MusicState >> Battle restarted before stop delay passed: %lld", timeStamp, battleDelay.count ());
} else if (battleDelay < now) { //Delay passed. Calm down music.
battleState = BattleState::bsNoBattle;
_MESSAGE ("%lld | MusicState >> Stop battle delay passed: %lld", timeStamp, battleDelay.count ());
}
break;
case BattleState::bsBattle: //In battle
if (!isInBattle ()) { //Battle is ending. Let's start the delay timer.
WaitForSingleObject (hMusicTimesMutex, INFINITE);
milliseconds stopBattleDelay = milliseconds(musicTimes.getStopBattleDelay ());
battleDelay = now + stopBattleDelay;
_MESSAGE ("%lld | MusicState >> Stop battle delay: %lld + %lld ==> %lld", timeStamp, timeStamp, stopBattleDelay.count (), battleDelay.count ());
musicTimes.recalculateStopBattleDelay ();
ReleaseMutex (hMusicTimesMutex);
battleState = BattleState::bsEndBattle;
}
break;
}
if (stopped) {
if (pauseTime == TIME_ZERO) {
WaitForSingleObject (hMusicTimesMutex, INFINITE);
milliseconds pause = milliseconds(musicTimes.getPauseTime ());
pauseTime = now + pause;
_MESSAGE ("%lld | MusicState >> Pause between track: %lld + %lld ==> %lld", timeStamp, timeStamp, pause.count (), pauseTime.count ());
musicTimes.recalculatePauseTime ();
ReleaseMutex (hMusicTimesMutex);
}
return now < pauseTime;
} else if (pauseTime != TIME_ZERO) {
_MESSAGE ("%lld | MusicState >> Reset pause variables", timeStamp);
pauseTime = TIME_ZERO;
}
return false;
}
bool MusicState::isLocked () {
return locked;
}
MusicType MusicState::getOverrideType () {
return overrideCurType;
}
void MusicState::overrideType (MusicType musicType, bool lock) {
if (musicType == MusicType::mtNotKnown) {
overrideCurType = MusicType::mtNotKnown;
overridePrevType = MusicType::mtNotKnown;
overridden = false;
locked = false;
} else {
overrideCurType = musicType;
overridePrevType = worldType;
overridden = true;
locked = lock;
}
}
bool MusicState::checkOverride () {
if (overridden) {
if (locked || worldType == overridePrevType) { //nothing changed
return true;
} else if (worldType <= 255) {
overridden = false;
overrideCurType = MusicType::mtNotKnown;
_MESSAGE ("%lld | MusicState >> Cell changed -> soft override disabled");
}
}
return false;
}
bool MusicState::isBattleOverridden () {
return battleOverridde;
}
bool MusicState::setBattleOverride (bool battleOverride) {
if (MusicState::battleOverridde != battleOverridde) {
MusicState::battleOverridde = battleOverride;
return true;
}
return false;
}
bool MusicState::isInBattle () {
return eventType == MusicType::mtBattle && !battleOverridde;
}
bool MusicState::isBattleMusicPlaying () {
return battleState >= 2;
}
void MusicState::reloadBattleState () {
if (battleState >= 2) {
if (eventType != MusicType::mtBattle) {
battleState = BattleState::bsNoBattle;
}
} else {
if (eventType == MusicType::mtBattle) {
battleState = BattleState::bsBattle;
}
}
}