Another try at keeping blowtorch/firepunch/jackhammer from going through indestructible stuff. Shame these routines don't use hedgehog movement
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2005, 2007, 2009 Andrey Korotaev <unC0Rr@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; version 2 of the License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
*)
unit uSound;
interface
{$IFDEF DARWIN}
{$linklib openalbridge}
{$linkframework OpenAL}
{$linkframework Ogg}
{$linkframework Vorbis}
{$ELSE}
{$IFNDEF WIN32}
{$linklib openal}
{$linklib ogg}
{$linklib vorbis}
{$linklib vorbisfile}
{$ENDIF}
{$ENDIF}
uses uConsts;
{$INCLUDE options.inc}
type PVoicepack = ^TVoicepack;
TVoicepack = record
name: shortstring;
chunks: array [TSound] of LongInt;
end;
const OpenALBridge = 'libopenalbridge';
procedure InitSound;
procedure ReleaseSound;
procedure SoundLoad;
procedure PlaySound(snd: TSound; infinite: boolean; voicepack: PVoicepack);
procedure PlayMusic;
procedure PauseMusic;
procedure ResumeMusic;
procedure StopSound(snd: TSound);
function ChangeVolume(voldelta: LongInt): LongInt;
function AskForVoicepack(name: shortstring): Pointer;
function soundFadeOut(snd: TSound; qt: LongInt; voicepack: PVoicepack): LongInt;
{*remember: LongInt = 32bit; integer = 16bit; byte = 8bit*}
function openal_init (memsize: LongInt) : boolean; cdecl; external OpenALBridge;
function openal_close : boolean; cdecl; external OpenALBridge;
function openal_loadfile (const filename: PChar) : LongInt; cdecl; external OpenALBridge;
function openal_toggleloop (index: LongInt) : boolean; cdecl; external OpenALBridge;
function openal_setvolume (index: LongInt; percentage: byte) : boolean; cdecl; external OpenALBridge;
function openal_setglobalvolume (percentage: byte) : boolean; cdecl; external OpenALBridge;
function openal_fadeout (index: LongInt; quantity: integer) : boolean; cdecl; external OpenALBridge;
function openal_fadein (index: LongInt; quantity: integer) : boolean; cdecl; external OpenALBridge;
function openal_fade (index: LongInt; quantity: integer; direction: boolean) : boolean; cdecl; external OpenALBridge;
function openal_playsound (index: LongInt) : boolean; cdecl; external OpenALBridge;
function openal_pausesound (index: LongInt) : boolean; cdecl; external OpenALBridge;
function openal_stopsound (index: LongInt) : boolean; cdecl; external OpenALBridge;
var MusicFN: shortstring = '';
implementation
uses uMisc, uConsole;
const chanTPU = 12;
var Volume: LongInt;
lastChan: array [TSound] of LongInt;
voicepacks: array[0..cMaxTeams] of TVoicepack;
defVoicepack: PVoicepack;
Mus: LongInt = 0;
function AskForVoicepack(name: shortstring): Pointer;
var i: Longword;
begin
i:= 0;
while (voicepacks[i].name <> name) and (voicepacks[i].name <> '') do
begin
inc(i);
TryDo(i <= cMaxTeams, 'Engine bug: AskForVoicepack i > cMaxTeams', true)
end;
voicepacks[i].name:= name;
AskForVoicepack:= @voicepacks[i]
end;
procedure InitSound;
const numSounds = 80;
begin
if not isSoundEnabled then exit;
WriteToConsole('Init OpenAL sound...');
isSoundEnabled:= openal_init(numSounds);
if isSoundEnabled then WriteLnToConsole(msgOK)
else WriteLnToConsole(msgFailed);
Volume:=0;
ChangeVolume(cInitVolume);
end;
procedure ReleaseSound;
begin
if isMusicEnabled then openal_fadeout(Mus, 30);
openal_close();
end;
procedure SoundLoad;
var i: TSound;
s: shortstring;
t: Longword;
begin
if not isSoundEnabled then exit;
defVoicepack:= AskForVoicepack('Default');
for i:= Low(TSound) to High(TSound) do
if Soundz[i].Path <> ptVoices then
begin
s:= Pathz[Soundz[i].Path] + '/' + Soundz[i].FileName;
WriteToConsole(msgLoading + s + ' ');
defVoicepack^.chunks[i]:= openal_loadfile (Str2PChar(s));
TryDo(defVoicepack^.chunks[i] >= 0, msgFailed, true);
WriteLnToConsole(msgOK);
end;
for t:= 0 to cMaxTeams do
if voicepacks[t].name <> '' then
for i:= Low(TSound) to High(TSound) do
if Soundz[i].Path = ptVoices then
begin
s:= Pathz[Soundz[i].Path] + '/' + voicepacks[t].name + '/' + Soundz[i].FileName;
WriteToConsole(msgLoading + s + ' ');
voicepacks[t].chunks[i]:= openal_loadfile (Str2PChar(s));
if voicepacks[t].chunks[i] < 0 then
WriteLnToConsole(msgFailed)
else
WriteLnToConsole(msgOK)
end;
end;
function soundFadeOut(snd: TSound; qt: LongInt; voicepack: PVoicepack): LongInt;
begin
if not isSoundEnabled then exit(0);
if (voicepack <> nil) and (voicepack^.chunks[snd] >= 0) then openal_fadeout(defVoicepack^.chunks[snd], qt)
else if (defVoicepack^.chunks[snd] >= 0) then openal_fadeout(defVoicepack^.chunks[snd], qt);
end;
procedure PlaySound(snd: TSound; infinite: boolean; voicepack: PVoicepack);
begin
if (not isSoundEnabled) or fastUntilLag then exit;
if (voicepack <> nil) then
begin
if voicepack^.chunks[snd] >= 0 then
begin
if infinite then openal_toggleloop(voicepack^.chunks[snd]);
openal_playsound(voicepack^.chunks[snd]);
lastChan[snd]:=voicepack^.chunks[snd];
end
end
else
begin
if (defVoicepack^.chunks[snd] >= 0) then
begin
if infinite then openal_toggleloop(defVoicepack^.chunks[snd]);
openal_playsound(defVoicepack^.chunks[snd]);
lastChan[snd]:=defVoicepack^.chunks[snd];
end
end
end;
procedure StopSound(snd: TSound);
begin
if not isSoundEnabled then exit;
openal_stopsound(lastChan[snd])
end;
procedure PlayMusic;
var s: string;
begin
if (not isSoundEnabled)
or (MusicFN = '')
or (not isMusicEnabled) then exit;
s:= PathPrefix + '/Music/' + MusicFN;
WriteToConsole(msgLoading + s + ' ');
Mus:= openal_loadfile(Str2PChar(s));
TryDo(Mus >= 0, msgFailed, false);
WriteLnToConsole(msgOK);
openal_fadein(Mus, 20);
openal_toggleloop(Mus);
end;
function ChangeVolume(voldelta: LongInt): LongInt;
begin
if not isSoundEnabled then exit(0);
inc(Volume, voldelta);
if Volume < 0 then Volume:= 0;
if Volume > 100 then Volume:= 100;
openal_setglobalvolume(Volume);
if isMusicEnabled then openal_setvolume(Mus, Volume shr 1);
ChangeVolume:= Volume;
end;
procedure PauseMusic;
begin
if (MusicFN = '') or (not isMusicEnabled) then exit;
openal_pausesound(Mus);
end;
procedure ResumeMusic;
begin
if (MusicFN = '') or (not isMusicEnabled) then exit;
openal_playsound(Mus);
end;
var i: LongInt;
c: TSound;
initialization
for i:= 0 to cMaxTeams do
for c:= Low(TSound) to High(TSound) do
voicepacks[i].chunks[c]:= -1
end.