Rename windows directories to remove spaces. This backslash business is getting old.
This commit is contained in:
1993
Win32/game/tools/dlogtool.cpp
Normal file
1993
Win32/game/tools/dlogtool.cpp
Normal file
File diff suppressed because it is too large
Load Diff
64
Win32/game/tools/dlogtool.h
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64
Win32/game/tools/dlogtool.h
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@@ -0,0 +1,64 @@
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#ifndef _DLOGTOOL_H
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#define _DLOGTOOL_H
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#include "../globvar.h"
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//#include "boe.graphutil.h"
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void cd_set_flag(short dlog_num,short item_num,short flag);
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short cd_get_led(short dlog_num,short item_num);
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short cd_create_custom_dialog(HWND parent,char *strs,short pic_num,short buttons[3]);
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void frame_di(HWND hDlg, short item_num, short val);
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HDC cd_get_dlog_dc(short which_slot);
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short cd_get_active(short dlog_num, short item_num);
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short cd_create_dialog_parent_num(short dlog_num,short parent);
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void cd_init_dialogs();
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short cd_create_dialog(short dlog_num,HWND parent) ;
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short cd_kill_dialog(short dlog_num,short parent_message);
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short cd_process_click(HWND window,POINT the_point, WPARAM wparam, LPARAM lparam,short *item);
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short cd_process_syskeystroke(HWND window,WPARAM wparam, LPARAM lparam,short *item);
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short cd_process_keystroke(HWND window,WPARAM wparam, LPARAM lparam,short *item);
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void cd_attach_key(short dlog_num,short item_num,char key);
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void cd_set_pict(short dlog_num, short item_num, short pict_num);
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void cd_activate_item(short dlog_num, short item_num, short status);
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void cd_set_item_text(short dlog_num, short item_num, char *str);
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void cd_set_item_num(short dlog_num, short item_num, short num);
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void cd_set_led(short dlog_num,short item_num,short state);
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void cd_text_frame(short dlog_num,short item_num,short frame);
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void cd_add_label(short dlog_num, short item_num, char *label, short label_flag);
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void cd_key_label(short dlog_num, short item_num,short loc);
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void cd_draw_item(short dlog_num,short item_num);
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void cd_initial_draw(short dlog_num);
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void cd_draw(short dlog_num);
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void cd_redraw(HWND window);
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void cd_frame_item(short dlog_num, short item_num, short width);
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void cd_erase_item(short dlog_num, short item_num);
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void cd_press_button(short dlog_num, short item_num);
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short cd_get_indices(short dlg_num, short item_num, short *dlg_index, short *item_index);
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short cd_get_dlg_index(short dlog_num);
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short cd_find_dlog(HWND window, short *dlg_num, short *dlg_key);
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short cd_get_item_id(short dlg_num, short item_num);
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void center_window(HWND window);
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RECT get_item_rect(HWND hDlg, short item_num);
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void frame_dlog_rect(HWND hDlg, RECT rect, short val);
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void draw_dialog_graphic(HWND hDlg, RECT rect, short which_g, Boolean do_frame,short win_or_gworld) ;
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void showcursor(Boolean a);
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short cd_create_custom_pic_dialog(HWND parent, HBITMAP picture);
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void cd_get_text_edit_str(short dlog_num, char *str);
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// NOTE!!! Expects a c string
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inline void cd_set_text_edit_str(short, char *str)
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{ if (edit_box != NULL) SetWindowText(edit_box,str); }
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inline void cdsin(short dlog_num, short item_num, short num)
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{ cd_set_item_num(dlog_num, item_num, num); }
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inline void csit(short dlog_num, short item_num, char *str)
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{ cd_set_item_text( dlog_num, item_num, str); }
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inline void csp(short dlog_num, short item_num, short pict_num)
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{ cd_set_pict( dlog_num, item_num, pict_num); }
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inline void cd_set_edit_focus() { if (edit_box) SetFocus(edit_box); }
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void ModalDialog();
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extern HWND dlgs[ND];
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RECT calc_rect(short i, short j);
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#endif
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56
Win32/game/tools/mathutil.cpp
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56
Win32/game/tools/mathutil.cpp
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@@ -0,0 +1,56 @@
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/*
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* mathutil.cpp
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* BoE
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*
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* Created by Celtic Minstrel on 16/04/09.
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*
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*/
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#include <cstdlib>
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#include "mathutil.h"
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//minmax, move_to_zero and ex_abs (return absolute value) are templates in the header file
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short get_ran (short times,short min,short max){
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long int store;
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short i, to_ret = 0;
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if(max < min) max = min;
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for (i = 1; i < times + 1; i++) {
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store = rand();
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to_ret += min + (store % (max - min + 1));//min + (((store + 32767) * (max - min + 1)) / 65536);
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}
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return to_ret;
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}
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short s_pow(short x,short y){
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return (short) pow((double) x, (double) y);
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}
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short s_sqrt(short val)
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{
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return (short) sqrt((double)(val));
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}
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short max(short a,short b){
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if (a > b)
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return a;
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else return b;
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}
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short min(short a,short b){
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if (a < b)
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return a;
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else return b;
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}
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short gcd(short a, short b){ // Grabbed from Wikipedia and translated to C code
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short t;
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while(b != 0){
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t = b;
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b = a % b;
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a = t;
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}
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return a;
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}
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44
Win32/game/tools/mathutil.h
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44
Win32/game/tools/mathutil.h
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@@ -0,0 +1,44 @@
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/*
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* mathutil.h
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* BoE
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*
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* Created by Celtic Minstrel on 16/04/09.
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*
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*/
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#include <cmath>
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using std::abs;
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#ifdef max
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#undef max
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#endif
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#ifdef min
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#undef min
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#endif
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extern short get_ran (short times,short min,short max);
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extern short s_pow(short x,short y);
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short s_sqrt(short val);
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short max(short a,short b);
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short min(short a,short b);
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short gcd(short a, short b);
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template <class T>
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void move_to_zero(T & value)
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{
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if (value > 0) --value;
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else if (value < 0) ++value;
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};
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template <class T>
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T minmax(T min, T max, T k)
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{
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return (k < min)? min : (k > max)? max : k;
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};
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template <class T>
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T ex_abs(T value)
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{
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return (value < 0)? (-value) : value;
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};
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399
Win32/game/tools/soundtool.cpp
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399
Win32/game/tools/soundtool.cpp
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@@ -0,0 +1,399 @@
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/*
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* soundtool.cpp
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* BoE
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*
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* Created by Celtic Minstrel on 16/04/09.
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*
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*/
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#include <cmath>
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#if defined(__APPLE__)
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#include <Carbon/Carbon.h>
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#elif defined(WIN32)
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#include <windows.h>
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#include <mmsystem.h>
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#endif
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#include <cstdio>
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#include "soundtool.h"
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#include "../classes/consts.h"
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#include "../globvar.h"
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#include "../boe.text.h"
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char* snds[NUM_SOUNDS];
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#if defined(WIN32)
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HGLOBAL sound_handles[NUM_SOUNDS];
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#endif
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bool 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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#ifdef __APPLE__
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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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#endif
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void init_snd_tool(){
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#ifdef __APPLE__
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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]) {
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sound_handles[i] = GetResource('snd ', 20000 + i);
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}
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}
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callback = NewSndCallBackUPP(snd_channel_callback);
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for(t=0;t<4;t++){ // set up 4 sound channels
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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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#endif
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}
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void play_sound(short which, short how_many_times) { // if < 0, play asynch
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#if defined(__APPLE__)
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Handle sndhandle;
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unsigned long dummy;
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OSErr err;
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SndCommand theCommand;
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if (!play_sounds || how_many_times == 0) return;
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if (abs(which) > NUM_SOUNDS) {
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//char msg[50];
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/*s*/printf(/*msg,*/"Error: Sound #%i does not exist.\n",abs(which));
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//give_error(msg,"",0);
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return;
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}
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channel++;
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if (channel > numchannel) channel = 0;
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if (!sound_going(abs(which)) && load_when_play[abs(which)])
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sndhandle = GetResource('snd ',20000 + abs(which));
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else sndhandle = sound_handles[abs(which)];
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if (which > 0)
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if (always_asynch[which])
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which *= -1;
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if (sndhandle != NULL)
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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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printf("Sound error.\n");
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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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}
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HUnlock(sndhandle);
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snd_played[channel] = abs(which);
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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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else SysBeep(20);
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if (which < 0)
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Delay(sound_delay[-1 * which],&dummy);
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if(how_many_times > 1)
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play_sound(which, how_many_times - 1);
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#elif defined(WIN32)
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short i,num_fails = 0;
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char snd_name[30];
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bool asyn = false,a_sound_did_get_played = false;
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bool not_asyn = false,check_sound;
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HRSRC h;
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if ((sounds_missing) || (!play_sounds) || (how_many_times == 0))
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return;
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if (which < 0) {
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asyn = true;
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which = which * -1;
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}
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if (which >= 1000) {
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which -= 1000;
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not_asyn = true;
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}
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if (which >= 100)
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return;
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if ((always_asynch[which] == true) &&
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((can_ignore[which] == 1) || (can_ignore[which] >= 3)))
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asyn = true;
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if ((can_ignore[which] > 0) && (can_ignore[which] < 5) && (party.stuff_done[SDF_LESS_SOUND] == 1))
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return;
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if ((can_ignore[which] != 1) && (can_ignore[which] < 3))
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asyn = false;
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if ((party.stuff_done[SDF_LESS_SOUND] == 1) && (can_ignore[which] < 5))
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asyn = false;
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if (not_asyn == true)
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asyn = false;
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if ((load_when_play[which] == true) && (sound_handles[which] == NULL)) {
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asyn = false;
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sprintf((char *)snd_name,"#%d",which + 1);
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h = FindResource(hModule,snd_name,"#100");
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sound_handles[which] = LoadResource(hModule,h);
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snds[which] = (char *) LockResource(sound_handles[which]);
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}
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if (store_last_sound_played == 6)
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sndPlaySound(NULL,0);
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if (asyn == true) {
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if (can_ignore[which] >= 4)
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check_sound = sndPlaySound(snds[which],SND_ASYNC | SND_MEMORY | SND_NOSTOP);
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else check_sound = sndPlaySound(snds[which],SND_ASYNC | SND_MEMORY);
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while (check_sound == false) {
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if (can_ignore[store_last_sound_played] == 4) {// then sound goes away
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return;
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}
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num_fails++;
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if (num_fails < 40)
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sound_pause(25);
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else {
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MessageBox(mainPtr,"Cannot play sounds - Sounds stuck error a. Game can still be played, but quietly. Check to make sure your sound drivers are up to date and not corrupted.",
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"Sound Error",MB_OK | MB_ICONEXCLAMATION);
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print_nums(111,which,num_fails);
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sounds_missing = true;
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return;
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}
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sndPlaySound(NULL,0);
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if (can_ignore[which] >= 4)
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check_sound = sndPlaySound(snds[which],SND_ASYNC | SND_MEMORY | SND_NOSTOP);
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else check_sound = sndPlaySound(snds[which],SND_ASYNC | SND_MEMORY);
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}
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a_sound_did_get_played = true;
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}
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else {
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if (can_ignore[which] >= 4)
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check_sound = sndPlaySound(snds[which],SND_SYNC | SND_MEMORY | SND_NOSTOP);
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else check_sound = sndPlaySound(snds[which],SND_SYNC | SND_MEMORY);
|
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while (check_sound == false) {
|
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if (can_ignore[store_last_sound_played] == 4) {// then sound goes away
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return;
|
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}
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|
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|
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num_fails++;
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if (num_fails < 40)
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sound_pause(25);
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else {
|
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MessageBox(mainPtr,"Cannot play sounds - Sounds stuck error b. Game can still be played, but quietly. Check to make sure your sound drivers are up to date and not corrupted.",
|
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"Sound Error",MB_OK | MB_ICONEXCLAMATION);
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print_nums(222,which,num_fails);
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sounds_missing = true;
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return;
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}
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sndPlaySound(NULL,0);
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if (can_ignore[which] >= 4)
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check_sound = sndPlaySound(snds[which],SND_SYNC | SND_MEMORY | SND_NOSTOP);
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else check_sound = sndPlaySound(snds[which],SND_SYNC | SND_MEMORY);
|
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}
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a_sound_did_get_played = true;
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}
|
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|
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store_last_sound_played = which;
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|
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if ((load_when_play[which] == true) && (asyn == false))
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sound_handles[which] = NULL;
|
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|
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for (i = 0; i < NUM_SOUNDS; i++)
|
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if ((load_when_play[which] == true) && (sound_handles[which] != NULL)
|
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&& (a_sound_did_get_played == true) && (i != which))
|
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{
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sound_handles[i] = NULL;
|
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}
|
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#endif
|
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}
|
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|
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#ifdef WIN32
|
||||
void kill_sound()
|
||||
{
|
||||
sndPlaySound(NULL,0);
|
||||
}
|
||||
#endif
|
||||
|
||||
void one_sound(short which)
|
||||
{
|
||||
if (which == last_played)
|
||||
return;
|
||||
play_sound(which);
|
||||
last_played = which;
|
||||
}
|
||||
|
||||
void clear_sound_memory(){
|
||||
last_played = 100;
|
||||
}
|
||||
|
||||
void flip_sound()
|
||||
{
|
||||
play_sounds = (play_sounds == true) ? false : true;
|
||||
}
|
||||
|
||||
|
||||
#ifdef WIN32
|
||||
void sound_pause(long len) {
|
||||
long t1,t2;
|
||||
|
||||
t1 = (long) GetCurrentTime();
|
||||
t2 = t1;
|
||||
while (t2 - t1 < len) {
|
||||
t2 = (long)GetCurrentTime();
|
||||
}
|
||||
}
|
||||
|
||||
void load_sounds(HMODULE handle)
|
||||
{
|
||||
short i,t,err;
|
||||
HRSRC h;
|
||||
char snd_name[20];
|
||||
WAVEOUTCAPS wavecaps;
|
||||
|
||||
hModule = handle;
|
||||
|
||||
t = waveOutGetNumDevs();
|
||||
if (t == 0) {
|
||||
sounds_missing = true;
|
||||
return;
|
||||
}
|
||||
err = waveOutGetDevCaps(0,&wavecaps,sizeof(WAVEOUTCAPS));
|
||||
if (err != 0) {
|
||||
sounds_missing = true;
|
||||
switch (err) {
|
||||
case MMSYSERR_BADDEVICEID:
|
||||
MessageBox(mainPtr,"Cannot initialize sounds - No sound device detected. Game can still be played, but quietly.",
|
||||
"Sound Error",MB_OK | MB_ICONEXCLAMATION);
|
||||
return;
|
||||
case MMSYSERR_NODRIVER:
|
||||
MessageBox(mainPtr,"Cannot initialize sounds - No driver installed. Game can still be played, but quietly.",
|
||||
"Sound Error",MB_OK | MB_ICONEXCLAMATION);
|
||||
return;
|
||||
case MMSYSERR_NOMEM :
|
||||
MessageBox(mainPtr,"Cannot initialize sounds - can't find enough memory. Game can still be played, but quietly.",
|
||||
"Sound Error",MB_OK | MB_ICONEXCLAMATION);
|
||||
return;
|
||||
case MMSYSERR_ALLOCATED:
|
||||
MessageBox(mainPtr,"Cannot initialize sounds - sound card already allocated. Game can still be played, but quietly.",
|
||||
"Sound Error",MB_OK | MB_ICONEXCLAMATION);
|
||||
return;
|
||||
case MMSYSERR_ERROR:
|
||||
MessageBox(mainPtr,"Cannot initialize sounds - internal error. Game can still be played, but quietly.",
|
||||
"Sound Error",MB_OK | MB_ICONEXCLAMATION);
|
||||
return;
|
||||
default:
|
||||
MessageBox(mainPtr,"Cannot initialize sounds - unidentified error. Game can still be played, but quietly.",
|
||||
"Sound Error",MB_OK | MB_ICONEXCLAMATION);
|
||||
return;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
for (i = 0; i < NUM_SOUNDS; i++) {
|
||||
sound_handles[i] = NULL;
|
||||
if (load_when_play[i] == false) {
|
||||
sprintf((char *)snd_name,"#%d",i + 1);
|
||||
h = FindResource(handle,snd_name,"#100");
|
||||
|
||||
sound_handles[i] = LoadResource(handle,h);
|
||||
snds[i] = (char*) LockResource(sound_handles[i]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void move_sound(unsigned char ter,short step)
|
||||
{
|
||||
short spec;
|
||||
|
||||
spec = scenario.ter_types[ter].special;
|
||||
|
||||
if ((monsters_going == false) && (overall_mode < MODE_COMBAT) && (party.in_boat >= 0)) {
|
||||
if (spec == TER_SPEC_TOWN_ENTRANCE)
|
||||
return;
|
||||
play_sound(48);
|
||||
}
|
||||
else if ((monsters_going == false) && (overall_mode < MODE_COMBAT) && (party.in_horse >= 0)) {////
|
||||
play_sound(85);
|
||||
}
|
||||
else if(spec == TER_SPEC_POISON_LAND) //if poisoned land don't play squish sound : BoE legacy behavior, can be removed safely
|
||||
return;
|
||||
// else if(spec == TER_SPEC_DISEASED_LAND) //if diseased land do the same
|
||||
// return;
|
||||
else switch(scenario.ter_types[ter].step_sound){
|
||||
case 0:
|
||||
if (step % 2 == 0) //footsteps alternate sound
|
||||
play_sound(49);
|
||||
else play_sound(50);
|
||||
break;
|
||||
case 1:
|
||||
play_sound(55); //squish
|
||||
break;
|
||||
case 2:
|
||||
play_sound(47); //crunch
|
||||
break;
|
||||
case 3:
|
||||
break; //silence : do nothing
|
||||
default:
|
||||
if (step % 2 == 0) //safety footsteps valve
|
||||
play_sound(49);
|
||||
else play_sound(50);
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
52
Win32/game/tools/soundtool.h
Normal file
52
Win32/game/tools/soundtool.h
Normal file
@@ -0,0 +1,52 @@
|
||||
/*
|
||||
* soundtool.h
|
||||
* BoE
|
||||
*
|
||||
* Created by Celtic Minstrel on 16/04/09.
|
||||
*
|
||||
*/
|
||||
|
||||
#ifndef _SOUNDTOOL_H
|
||||
#define _SOUNDTOOL_H
|
||||
|
||||
#define NUM_SOUNDS 100
|
||||
|
||||
typedef unsigned short snd_num_t;
|
||||
void init_snd_tool();
|
||||
void play_sound(short which, short how_many_times = 1);
|
||||
void one_sound(short which);
|
||||
|
||||
#if defined(__APPLE__)
|
||||
void clear_sound_memory();
|
||||
void flip_sound();
|
||||
|
||||
extern Handle sound_handles[NUM_SOUNDS];
|
||||
extern SndChannelPtr chan[4];
|
||||
extern char numchannel;
|
||||
extern char channel;
|
||||
#elif defined(WIN32)
|
||||
#include <windows.h> // for HMODULE
|
||||
void load_sounds (HMODULE handle);
|
||||
void sound_pause(long len);
|
||||
void kill_sound();
|
||||
|
||||
extern HMODULE hModule;
|
||||
extern short can_ignore[100];
|
||||
extern bool sounds_missing;
|
||||
extern HGLOBAL sound_handles[NUM_SOUNDS];
|
||||
extern char* snds[NUM_SOUNDS];
|
||||
#else
|
||||
#error Invalid platform
|
||||
#endif
|
||||
|
||||
extern short snd_played[4];
|
||||
extern bool play_sounds;
|
||||
extern short last_played;
|
||||
extern bool always_asynch[100];
|
||||
extern bool load_when_play[100];
|
||||
extern short sound_delay[100];
|
||||
extern short store_last_sound_played;
|
||||
|
||||
void move_sound(unsigned char ter,short step);
|
||||
|
||||
#endif
|
130
Win32/game/tools/soundvars.cpp
Normal file
130
Win32/game/tools/soundvars.cpp
Normal file
@@ -0,0 +1,130 @@
|
||||
#ifdef __APPLE__
|
||||
#include <Carbon/Carbon.h>
|
||||
Handle sound_handles[NUM_SOUNDS];
|
||||
#else
|
||||
#include <windows.h>
|
||||
#endif
|
||||
|
||||
bool play_sounds = true;
|
||||
short last_played = 10000;
|
||||
short store_last_sound_played = 0;
|
||||
|
||||
#ifdef __APPLE__ // TODO: should go over these to decide how to merge them
|
||||
bool always_asynch[100] = {
|
||||
false,false,false,false,false,
|
||||
false,true,false,false,false,
|
||||
false,false,false,false,false, // 10
|
||||
false,false,false,false,false,
|
||||
false,false,false,false,true, // 20
|
||||
true,false,false,false,false,
|
||||
false,false,false,false,true, // 30
|
||||
false,false,true,false,true,
|
||||
false,true,true,true,true, // 40
|
||||
true,true,true,true,true,
|
||||
true,false,false,false,false, // 50
|
||||
true,false,false,false,false,
|
||||
false,true,false,false,false, // 60
|
||||
false,false,false,false,false,
|
||||
false,false,false,false,false, // 70
|
||||
false,true,true,true,true,
|
||||
true,true,true,true,false, // 80
|
||||
true,false,false,false,false,
|
||||
false,true,false,false,false, // 90
|
||||
false,false,false,false,false
|
||||
};
|
||||
bool load_when_play[100] = {
|
||||
0,0,1,1,1,1,0,1,1,1,
|
||||
0,0,0,1,0,1,1,1,1,1,
|
||||
1,1,1,1,1,1,1,0,1,1,
|
||||
1,1,1,1,0,1,1,0,1,1,
|
||||
1,1,1,1,1,1,1,0,0,0,
|
||||
0,1,1,1,1,0,1,1,1,1,
|
||||
1,0,1,1,1,1,1,1,1,0,
|
||||
0,0,0,0,0,0,1,1,1,1,
|
||||
1,1,1,1,1,0,0,0,0,0,
|
||||
1,1,1,1,1,1,1,1,1,0
|
||||
};
|
||||
#else
|
||||
bool always_asynch[100] = {
|
||||
false,false,false,false,false,
|
||||
true,true,false,false,false,
|
||||
true,false,false,false,false, // 10
|
||||
false,false,false,false,false,
|
||||
false,false,true,false,true, // 20
|
||||
true,false,false,false,false,
|
||||
false,false,false,false,true, // 30
|
||||
false,false,true,false,true,
|
||||
false,true,true,true,true, // 40
|
||||
true,true,true,true,true,
|
||||
true,false,false,true,false, // 50
|
||||
true,false,false,false,false,
|
||||
false,true,false,false,false, // 60
|
||||
false,false,false,false,false,
|
||||
false,false,false,false,false, // 70
|
||||
false,true,true,true,true,
|
||||
true,true,true,true,false, // 80
|
||||
true,false,false,false,false,
|
||||
false,true,false,false,false, // 90
|
||||
false,false,false,false,false};
|
||||
bool load_when_play[100] = {
|
||||
0,0,1,1,1,0,0,1,1,1,
|
||||
0,0,0,1,0,1,1,1,1,1,
|
||||
1,1,0,1,1,1,1,0,1,1,
|
||||
1,1,1,1,0,1,1,0,1,1,
|
||||
1,1,1,1,1,1,1,0,0,0,
|
||||
0,1,1,0,1,0,1,1,1,1, // 50
|
||||
1,0,1,1,1,1,1,1,1,0,
|
||||
0,0,0,0,0,0,0,0,0,0, // 70
|
||||
1,1,1,1,1,0,0,0,0,0,
|
||||
1,0,1,1,1,1,1,1,1,0
|
||||
};
|
||||
#endif
|
||||
|
||||
short sound_delay[100] = {
|
||||
0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,25,25,0,0,0,0,
|
||||
0,0,0,0,8,0,0,8,0,0,
|
||||
0,0,0,10,20,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,
|
||||
0,13,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0
|
||||
};
|
||||
bool sounds_missing = false;
|
||||
|
||||
short can_ignore[100] = {
|
||||
0,0,0,0,0,5,3,0,0,0,
|
||||
5,5,5,0,5,0,0,0,0,0,
|
||||
0,0,5,0,0,0,0,0,0,2,
|
||||
2,2,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,1,1,1,
|
||||
1,0,0,5,0,1,0,0,0,0, // 50
|
||||
0,0,0,0,5,0,0,0,0,0,
|
||||
0,0,0,0,0, 0,5,5,5,5, // 70
|
||||
4,4,4,4,0,0,0,0,0,0,
|
||||
0,5,5,0,0,0,0,0,0,0
|
||||
}; // currently windows-only?
|
||||
// 1 - polite asych, 1 or 2 or 3- lose easily when pref is set for fewer snds
|
||||
// 3 can be async
|
||||
// 4 - nostop asynch ... when 4, this sound is NOSTOP, i.e. when played, is played
|
||||
// asynch, and refuses all other sounds. Sounds that come in are ignored, and
|
||||
// disappear into the ether
|
||||
// 5 - finally, bold asynch ... when 5, this sound is NOSTOP, i.e. when played, is played
|
||||
// asynch, and refuses all other sounds. When a sound is played on top of this, game
|
||||
// hangs on until sound is done, and then and only then plays later sound.
|
||||
|
||||
//Allocate SndChannelPtr chan[4] as a global variable.
|
||||
//Allocate char numchannel = 3; (This gives 4 channels, = 2 gives 3 etc...
|
||||
//Allocate char channel; This is just used as a counter so each sound is played by the next
|
||||
//channel in line. You can have up to 4 sounds playing at once.
|
||||
|
||||
#ifdef __APPLE__
|
||||
SndChannelPtr chan[4];
|
||||
char numchannel = 3;
|
||||
char channel;
|
||||
#else
|
||||
HMODULE hModule;
|
||||
#endif
|
||||
short snd_played[4] = {-1,-1,-1,-1};
|
Reference in New Issue
Block a user