306 lines
7.2 KiB
C
Executable File
306 lines
7.2 KiB
C
Executable File
#include "math.h"
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#include <Sound.h>
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#include <Memory.h>
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#include <OSUtils.h>
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#include <QDOffscreen.h>
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#include "global.h"
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#include "Exile.sound.h"
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#include "text.h"
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#include "fields.h"
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#define NUM_SOUNDS 99
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Handle sound_handles[NUM_SOUNDS];
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extern Boolean play_sounds,in_startup_mode;
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extern WindowPtr mainPtr;
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extern Boolean gInBackground;
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extern party_record_type party;
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extern Boolean monsters_going;
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extern short num_chirps_played,overall_mode;
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extern scenario_data_type scenario;
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short last_played = 10000;
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short error_beeps = 0;
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Boolean always_asynch[100] = {FALSE,FALSE,FALSE,FALSE,FALSE,
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FALSE,TRUE,FALSE,FALSE,FALSE,
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FALSE,FALSE,FALSE,FALSE,FALSE, // 10
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FALSE,FALSE,FALSE,FALSE,FALSE,
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FALSE,FALSE,FALSE,FALSE,TRUE, // 20
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TRUE,FALSE,FALSE,FALSE,FALSE,
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FALSE,FALSE,FALSE,FALSE,TRUE, // 30
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FALSE,FALSE,TRUE,FALSE,TRUE,
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FALSE,TRUE,TRUE,TRUE,TRUE, // 40
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TRUE,TRUE,TRUE,TRUE,TRUE,
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TRUE,FALSE,FALSE,FALSE,FALSE, // 50
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TRUE,FALSE,FALSE,FALSE,FALSE,
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FALSE,TRUE,FALSE,FALSE,FALSE, // 60
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FALSE,FALSE,FALSE,FALSE,FALSE,
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FALSE,FALSE,FALSE,FALSE,FALSE, // 70
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FALSE,TRUE,TRUE,TRUE,TRUE,
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TRUE,TRUE,TRUE,TRUE,FALSE, // 80
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TRUE,FALSE,FALSE,FALSE,FALSE,
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FALSE,TRUE,FALSE,FALSE,FALSE, // 90
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FALSE,FALSE,FALSE,FALSE,FALSE};
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Boolean load_when_play[100] = {
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0,0,1,1,1,1,0,1,1,1,
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0,0,0,1,0,1,1,1,1,1,
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1,1,1,1,1,1,1,0,1,1,
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1,1,1,1,0,1,1,0,1,1,
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1,1,1,1,1,1,1,0,0,0,
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0,1,1,1,1,0,1,1,1,1,
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1,0,1,1,1,1,1,1,1,0,
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0,0,0,0,0,0,1,1,1,1,
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1,1,1,1,1,0,0,0,0,0,
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1,1,1,1,1,1,1,1,1,0
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};
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short sound_delay[100] = {0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,25,25,0,0,0,0,
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0,0,0,0,8,0,0,8,0,0,
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0,0,0,10,20,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,
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0,13,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0
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};
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//Allocate SndChannelPtr chan[4] as a global variable.
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//Allocate char numchannel = 3; (This gives 4 channels, = 2 gives 3 etc...
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//Allocate char channel; This is just used as a counter so each sound is played by the next
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//channel in line. You can have up to 4 sounds playing at once.
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short snd_played[4] = {-1,-1,-1,-1};
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pascal void snd_channel_callback(SndChannelPtr theChannel,SndCommand theCommand);
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SndChannelPtr chan[4];
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char numchannel = 3;
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char channel = 0;
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Boolean sound_going(short which_s) {
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short i;
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for (i = 0; i < 4; i++)
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if (snd_played[i] == which_s)
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return TRUE;
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return FALSE;
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}
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pascal void snd_channel_callback(SndChannelPtr theChannel,SndCommand theCommand) {
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long theA5;
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short channel = -1,i,which_sound;
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#ifndef EXILE_BIG_GUNS
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theA5 = SetA5(theCommand.param2);
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#endif
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for (i = 0; i < 4; i++)
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if (chan[i] == theChannel)
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channel = i;
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which_sound = snd_played[channel];
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snd_played[channel] = -1;
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//if (in_startup_mode == FALSE)
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// print_num(0,snd_played[channel],channel);
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if ((sound_going(which_sound) == FALSE) && (load_when_play[which_sound] == TRUE)) {
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HUnlock(sound_handles[which_sound]);
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//if (in_startup_mode == FALSE)
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// print_num(99,snd_played[channel],channel);
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}
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#ifndef EXILE_BIG_GUNS
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theA5 = SetA5(theA5);
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#endif
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}
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void load_sounds ()
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{
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short i,t;
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SndCallBackUPP callback;
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for (i = 0; i < NUM_SOUNDS; i++)
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if (load_when_play[i] == FALSE) {
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sound_handles[i] = GetResource('snd ', 20000 + i);
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}
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callback = NewSndCallBackProc(snd_channel_callback);
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for(t=0;t<4;t++)/****** setup 4 sound channels **********/
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{
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SndNewChannel(&chan[t], sampledSynth, initMono + initNoDrop, callback);
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chan[t]->qLength = 128;
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}
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}
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void play_sound(short which) // if < 0, play asynch
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{
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if (PSD[304][9] > 0)
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return;
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if (in_startup_mode == TRUE) {
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//if (FrontWindow() != mainPtr) {
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// return;
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// }
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if (gInBackground) {
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return;
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}
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}
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if (play_sounds == TRUE)
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force_play_sound(which);
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}
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/*
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sound(id)
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int id;
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{
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Boolean secondtry = FALSE;
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channel++;
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if (channel > numchannel) channel = 0;
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sndhandle = NIL;
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sndhandle = GetResource('snd ',abs(id));
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if (sndhandle != NIL)
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{
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HLock(sndhandle);
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HNoPurge(sndhandle);
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if (id > 0) SndPlay(chan[channel],sndhandle,TRUE);/****** Normal SndPlay *****/
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/* else SndPlay(chan[channel],sndhandle,FALSE);/****** play ASYNC *****/
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/* }
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}
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*/
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void force_play_sound(short which)
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{
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Handle sndhandle;
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long dummy;
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OSErr err;
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short which2,i;
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SndCommand theCommand;
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if ((which > NUM_SOUNDS) || (-1 * which > NUM_SOUNDS)) {
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//SysBeep(2);
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return;
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}
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// if (play_sounds == TRUE)
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// SndPlay(NIL, sound_handles[which], TRUE);
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if (play_sounds == TRUE) {
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which2 = a_v(which);
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channel++;
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if (channel > numchannel) channel = 0;
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if (snd_played[channel] >= 0)
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return;
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if ((sound_going(which2) == FALSE) && (load_when_play[((which < 0) ? -1 * which : which)] == TRUE)) {
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sound_handles[((which < 0) ? -1 * which : which)]
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= GetResource('snd ',20000 + ((which < 0) ? -1 * which : which));
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}
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sndhandle = sound_handles[((which < 0) ? -1 * which : which)];
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if (which > 0)
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if (always_asynch[which] == TRUE)
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which = which * -1;
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if (sndhandle != NIL)
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{
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HLock(sndhandle);
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if (which < 0) err = SndPlay(chan[channel],(SndListHandle) sndhandle,TRUE);/****** Normal SndPlay *****/
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else {
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err = SndPlay(chan[channel],(SndListHandle) sndhandle,FALSE);
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}
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if (err != 0) {
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if (error_beeps < 5) {
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SysBeep(50);
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error_beeps++;
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}
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add_string_to_buf("Sound Error. Error codes:");
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print_nums(channel,which,err);
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add_string_to_buf("Your system could not play a sound.");
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add_string_to_buf("Make sure editor isn't running.");
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add_string_to_buf("Turn off sounds if necessary.");
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HUnlock(sndhandle);
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return;
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}
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//HUnlock(sndhandle);
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//if (which < 0) {
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snd_played[channel] = which2;
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theCommand.cmd = callBackCmd;
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theCommand.param1 = 0;
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#ifndef EXILE_BIG_GUNS
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theCommand.param2 = SetCurrentA5();
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#endif
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#ifdef EXILE_BIG_GUNS
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theCommand.param2 = 0;
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#endif
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SndDoCommand(chan[channel],&theCommand,TRUE);
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// }
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}
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else SysBeep(2);
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if (which < 0)
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Delay(sound_delay[-1 * which],&dummy);
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}
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}
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void one_sound(short which)
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{
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if (which == last_played)
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return;
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play_sound(which);
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last_played = which;
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}
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void clear_sound_memory()
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{
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last_played = 100;
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}
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void flip_sound()
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{
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play_sounds = (play_sounds == TRUE) ? FALSE : TRUE;
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}
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void move_sound(unsigned char ter,short step)
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{
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short pic,spec;
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pic = scenario.ter_types[ter].picture;
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spec = scenario.ter_types[ter].special;
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if ((monsters_going == FALSE) && (overall_mode < 10) && (party.in_boat >= 0)) {
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if (spec == 21)
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return;
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play_sound(48);
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}
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else if ((monsters_going == FALSE) && (overall_mode < 10) && (party.in_horse >= 0)) {////
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play_sound(85);
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}
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else if ((ter >= 84) && (ter <= 89))
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play_sound(47);
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else if ((pic == 80) || (pic == 76)) // already played in special terrain check
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;
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else if (pic == 180)
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play_sound(55);
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else if (step % 2 == 0)
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play_sound(49);
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else play_sound(50);
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}
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void incidental_noises()
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{} |