Files
oboe/Win32/Blades of Exile Char Editor/EDSOUND.CPP
Chokboyz ff7b0f43be Initial Win32 Character Editor import
git-svn-id: http://openexile.googlecode.com/svn/trunk@21 4ebdad44-0ea0-11de-aab3-ff745001d230
2009-04-17 23:27:04 +00:00

314 lines
8.3 KiB
C++

#include "math.h"
#include <windows.h>
#include <mmsystem.h>
#include "stdio.h"
#include "global.h"
#include "edsound.h"
#define NUM_SOUNDS 100
HGLOBAL sound_handles[NUM_SOUNDS];
char * snds[NUM_SOUNDS];
extern HINSTANCE store_hInstance;
extern Boolean play_sounds,in_startup_mode;
extern HWND mainPtr;
extern Boolean gInBackground;
extern party_record_type far party;
extern Boolean cat,cow,chicken,dog,sheep,monsters_going;
extern short num_chirps_played,overall_mode;
short last_played = 10000;
short error_beeps = 0;
short store_last_sound_played = 0;
Boolean far 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};
Boolean far 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
};
short far 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};
// 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.
short num_devs;
Boolean sounds_fucked = FALSE;
long intro_music_start_time = -1;
void load_sounds ()
{
short i,t,err;
HRSRC h;
char snd_name[20];
WAVEOUTCAPS wavecaps;
t = waveOutGetNumDevs();
if (t == 0) {
sounds_fucked = TRUE;
return;
}
err = waveOutGetDevCaps(0,&wavecaps,sizeof(WAVEOUTCAPS));
if (err != 0) {
sounds_fucked = 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;
load_when_play[i] = TRUE;
if (load_when_play[i] == FALSE) {
sprintf((char *)snd_name,"#%d",i + 1);
h = FindResource(store_hInstance,snd_name,"#100");
sound_handles[i] = LoadResource(store_hInstance,h);
snds[i] = (char*) LockResource(sound_handles[i]);
}
}
}
void play_sound(short which) // if < 0, play asynch
{
if (PSD[304][9] > 0)
return;
if (in_startup_mode == TRUE) {
// put some in foreground check here
}
if (play_sounds == TRUE)
force_play_sound(which);
}
void force_play_sound(short which)
{
short i,num_fails = 0;
char snd_name[30];
Boolean asyn = FALSE,a_sound_did_get_played = FALSE;
Boolean check_sound;
HRSRC h;
if ((sounds_fucked == TRUE) || (play_sounds == FALSE))
return;
if (which < 0) {
asyn = TRUE;
which = which * -1;
}
if (which >= 100)
return;
if ((always_asynch[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 ((load_when_play[which] == TRUE) && (sound_handles[which] == NULL)) {
asyn = FALSE;
sprintf((char *)snd_name,"#%d",which + 1);
h = FindResource(store_hInstance,snd_name,"#100");
sound_handles[which] = LoadResource(store_hInstance,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.",
"Sound Error",MB_OK | MB_ICONEXCLAMATION);
//print_nums(111,which,num_fails);
//sounds_fucked = TRUE;
return;
}
//ASB ("Asynch clearing buffer!!!");
//check_sound = sndPlaySound(snds[99],SND_SYNC | SND_MEMORY);
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
//ASB("Sound overruled by asynch sound.");
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.",
"Sound Error",MB_OK | MB_ICONEXCLAMATION);
//print_nums(222,which,num_fails);
//sounds_fucked = TRUE;
return;
}
//ASB ("Asynch clearing buffer!!!");
//check_sound = sndPlaySound(snds[99],SND_SYNC | SND_MEMORY);
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)) {
// deleted a seemingly extraneous LoadResource here
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)){
// deleted a seemingly extraneous LoadResource here
sound_handles[i] = NULL;
}
}
void kill_sound()
{
sndPlaySound(NULL,0);
}
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;
}
void sound_pause(long len) {
long t1,t2;
t1 = (long) GetCurrentTime();
t2 = t1;
while (t2 - t1 < len) {
t2 = (long)GetCurrentTime();
}
}