Well, at present the Windows code for the actual game almost compiles. The current goal is to undo all the things that Ormus did to make this job difficult.

Basically, remove as many as possible of the dependencies of the source files in the tools and classes folders on source files not in those folders.
(With the exception that files in the classes folder may depend on files in the tools folder.)

In this commit, several changes were made.
- Project file modified, may need further modification.
- Many files renamed to match the Mac version.
- #include statements for system headers changed to use <> instead of "" (some already did, but many didn't).
- xxx.h headers replaced with cxxx headers where appropriate.
- Most sound-related variables moved from globvars.cpp to soundvars.cpp.
- The files originally named graphutil and gutils have been merged.
- Changed TRUE/FALSE to true/false.
- Changed exlsound to soundtool and mostly removed dependencies on the main game files; the exception is that it still uses mainPtr (which probably can't be helped)
  and print_nums (which should probably be incorporated into the MessageBox string).
- Possibly other things that were forgotten.

For some reason this commit also includes changes recently committed into the branch for osx.

git-svn-id: http://openexile.googlecode.com/svn/trunk@121 4ebdad44-0ea0-11de-aab3-ff745001d230
This commit is contained in:
2009-08-03 19:00:23 +00:00
parent cc991be1f7
commit cf433e773d
60 changed files with 2096 additions and 1099 deletions

View File

@@ -0,0 +1,351 @@
/*
* soundtool.cpp
* BoE
*
* Created by Celtic Minstrel on 16/04/09.
*
*/
#include <cmath>
#if defined(__APPLE__)
#include <Carbon/Carbon.h>
#elif defined(WIN32)
#include <windows.h>
#include <mmsystem.h>
#endif
#include <cstdio>
#include "soundtool.h"
bool sound_going(short which_s) {
short i;
for (i = 0; i < 4; i++)
if (snd_played[i] == which_s)
return true;
return false;
}
#ifdef __APPLE__
pascal void snd_channel_callback(SndChannelPtr theChannel,SndCommand* theCommand) {
long theA5;
short channel = -1,i,which_sound;
#ifndef EXILE_BIG_GUNS
theA5 = SetA5(theCommand->param2);
#endif
for (i = 0; i < 4; i++)
if (chan[i] == theChannel)
channel = i;
which_sound = snd_played[channel];
snd_played[channel] = -1;
//if (in_startup_mode == false)
// print_num(0,snd_played[channel],channel);
if ((sound_going(which_sound) == false) && (load_when_play[which_sound] == true)) {
HUnlock(sound_handles[which_sound]);
//if (in_startup_mode == false)
// print_num(99,snd_played[channel],channel);
}
#ifndef EXILE_BIG_GUNS
theA5 = SetA5(theA5);
#endif
}
#endif
void init_snd_tool(){
#ifdef __APPLE__
short i,t;
SndCallBackUPP callback;
for (i = 0; i < NUM_SOUNDS; i++) {
if (!load_when_play[i]) {
sound_handles[i] = GetResource('snd ', 20000 + i);
}
}
callback = NewSndCallBackUPP(snd_channel_callback);
for(t=0;t<4;t++){ // set up 4 sound channels
SndNewChannel(&chan[t], sampledSynth, initMono + initNoDrop, callback);
chan[t]->qLength = 128;
}
#endif
}
void play_sound(short which, short how_many_times) { // if < 0, play asynch
#if defined(__APPLE__)
Handle sndhandle;
unsigned long dummy;
OSErr err;
SndCommand theCommand;
if (!play_sounds || how_many_times == 0) return;
if (abs(which) > NUM_SOUNDS) {
//char msg[50];
/*s*/printf(/*msg,*/"Error: Sound #%i does not exist.\n",abs(which));
//give_error(msg,"",0);
return;
}
channel++;
if (channel > numchannel) channel = 0;
if (!sound_going(abs(which)) && load_when_play[abs(which)])
sndhandle = GetResource('snd ',20000 + abs(which));
else sndhandle = sound_handles[abs(which)];
if (which > 0)
if (always_asynch[which])
which *= -1;
if (sndhandle != NULL)
{
HLock(sndhandle);
if (which < 0) err = SndPlay(chan[channel],(SndListHandle) sndhandle,true); // Normal SndPlay
else {
err = SndPlay(chan[channel],(SndListHandle) sndhandle,false);
}
if (err != 0) {
printf("Sound error.\n");
//add_string_to_buf("Sound Error. Error codes:");
//print_nums(channel,which,err);
//add_string_to_buf("Your system could not play a sound.");
//add_string_to_buf("Make sure editor isn't running.");
//add_string_to_buf("Turn off sounds if necessary.");
}
HUnlock(sndhandle);
snd_played[channel] = abs(which);
theCommand.cmd = callBackCmd;
theCommand.param1 = 0;
#ifndef EXILE_BIG_GUNS
theCommand.param2 = SetCurrentA5();
#endif
#ifdef EXILE_BIG_GUNS
theCommand.param2 = 0;
#endif
SndDoCommand(chan[channel],&theCommand,true);
}
else SysBeep(20);
if (which < 0)
Delay(sound_delay[-1 * which],&dummy);
if(how_many_times > 1)
play_sound(which, how_many_times - 1);
#elif defined(WIN32)
short i,num_fails = 0;
char snd_name[30];
bool asyn = false,a_sound_did_get_played = false;
bool not_asyn = false,check_sound;
HRSRC h;
if ((sounds_missing) || (!play_sounds) || (how_many_times == 0))
return;
if (which < 0) {
asyn = true;
which = which * -1;
}
if (which >= 1000) {
which -= 1000;
not_asyn = true;
}
if (which >= 100)
return;
if ((always_async[which] == true) &&
((can_ignore[which] == 1) || (can_ignore[which] >= 3)))
asyn = true;
if ((can_ignore[which] > 0) && (can_ignore[which] < 5) && (party.stuff_done[305][5] == 1))
return;
if ((can_ignore[which] != 1) && (can_ignore[which] < 3))
asyn = false;
if ((party.stuff_done[305][5] == 1) && (can_ignore[which] < 5))
asyn = false;
if (not_asyn == true)
asyn = false;
if ((load_when_play[which] == true) && (sound_handles[which] == NULL)) {
asyn = false;
sprintf((char *)snd_name,"#%d",which + 1);
h = FindResource(hModule,snd_name,"#100");
sound_handles[which] = LoadResource(hModule,h);
snds[which] = (char *) LockResource(sound_handles[which]);
}
if (store_last_sound_played == 6)
sndPlaySound(NULL,0);
if (asyn == true) {
if (can_ignore[which] >= 4)
check_sound = sndPlaySound(snds[which],SND_ASYNC | SND_MEMORY | SND_NOSTOP);
else check_sound = sndPlaySound(snds[which],SND_ASYNC | SND_MEMORY);
while (check_sound == false) {
if (can_ignore[store_last_sound_played] == 4) {// then sound goes away
return;
}
num_fails++;
if (num_fails < 40)
sound_pause(25);
else {
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.",
"Sound Error",MB_OK | MB_ICONEXCLAMATION);
print_nums(111,which,num_fails);
sounds_missing = true;
return;
}
sndPlaySound(NULL,0);
if (can_ignore[which] >= 4)
check_sound = sndPlaySound(snds[which],SND_ASYNC | SND_MEMORY | SND_NOSTOP);
else check_sound = sndPlaySound(snds[which],SND_ASYNC | SND_MEMORY);
}
a_sound_did_get_played = true;
}
else {
if (can_ignore[which] >= 4)
check_sound = sndPlaySound(snds[which],SND_SYNC | SND_MEMORY | SND_NOSTOP);
else check_sound = sndPlaySound(snds[which],SND_SYNC | SND_MEMORY);
while (check_sound == false) {
if (can_ignore[store_last_sound_played] == 4) {// then sound goes away
return;
}
num_fails++;
if (num_fails < 40)
sound_pause(25);
else {
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.",
"Sound Error",MB_OK | MB_ICONEXCLAMATION);
print_nums(222,which,num_fails);
sounds_missing = true;
return;
}
sndPlaySound(NULL,0);
if (can_ignore[which] >= 4)
check_sound = sndPlaySound(snds[which],SND_SYNC | SND_MEMORY | SND_NOSTOP);
else check_sound = sndPlaySound(snds[which],SND_SYNC | SND_MEMORY);
}
a_sound_did_get_played = true;
}
store_last_sound_played = which;
if ((load_when_play[which] == true) && (asyn == false))
sound_handles[which] = NULL;
for (i = 0; i < NUM_SOUNDS; i++)
if ((load_when_play[which] == true) && (sound_handles[which] != NULL)
&& (a_sound_did_get_played == true) && (i != which))
{
sound_handles[i] = NULL;
}
#endif
}
#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]);
}
}
}
#endif