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authorMax Horn2003-09-17 21:06:16 +0000
committerMax Horn2003-09-17 21:06:16 +0000
commit468275bb94f975b9e1c2e7e90a03caa37bd0e142 (patch)
tree1c3a7f30ca33043dba1a7de1119d6c50da7181fa
parentc0d1061a2dcfd8c50c70ca99b99a41e81207fa86 (diff)
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added a static method setDefaultDirectory to class File; used this to simplify some code; added a global g_sound pointer in bs2, this cuts down on uses of g_sword2 (of course both should be removed on the long run); some other minor tweaks/fixes
svn-id: r10278
-rw-r--r--TODO1
-rw-r--r--common/engine.h2
-rw-r--r--common/file.cpp13
-rw-r--r--common/file.h10
-rw-r--r--sky/disk.cpp16
-rw-r--r--sky/disk.h1
-rw-r--r--sword2/anims.cpp12
-rw-r--r--sword2/controls.cpp58
-rw-r--r--sword2/driver/d_sound.cpp8
-rw-r--r--sword2/function.cpp2
-rw-r--r--sword2/mouse.cpp4
-rw-r--r--sword2/resman.cpp16
-rw-r--r--sword2/sound.cpp42
-rw-r--r--sword2/speech.cpp16
-rw-r--r--sword2/startup.cpp4
-rw-r--r--sword2/sword2.cpp5
-rw-r--r--sword2/sword2.h35
-rw-r--r--sword2/tony_gsdk.cpp2
18 files changed, 135 insertions, 112 deletions
diff --git a/TODO b/TODO
index de5fa7990d..4fe7a0c297 100644
--- a/TODO
+++ b/TODO
@@ -23,6 +23,7 @@ General
ideally, we should be able to drop almost all of the member variables
in the game detector, in favor of getting all these directly from the
config system).
+* fix the Map<> template, make it more robust; maybe use a red-black tree?
GUI
===
diff --git a/common/engine.h b/common/engine.h
index bcab61efc6..5bd4857cef 100644
--- a/common/engine.h
+++ b/common/engine.h
@@ -73,8 +73,6 @@ public:
// Get the save game dir path
const char *getSavePath() const;
- virtual const char *getGameDataPath() const { return _gameDataPath; }
-
// Specific for each engine preparare of erroe string
virtual void errorString(const char *buf_input, char *buf_output) = 0;
};
diff --git a/common/file.cpp b/common/file.cpp
index 81fd148e98..3f1412033d 100644
--- a/common/file.cpp
+++ b/common/file.cpp
@@ -22,6 +22,10 @@
#include "common/file.h"
#include "common/util.h"
+
+char *File::_defaultDirectory = 0;
+
+
FILE *File::fopenNoCase(const char *filename, const char *directory, const char *mode) {
FILE *file;
char buf[512];
@@ -111,6 +115,11 @@ FILE *File::fopenNoCase(const char *filename, const char *directory, const char
return NULL;
}
+void File::setDefaultDirectory(const char *directory) {
+ free(_defaultDirectory);
+ _defaultDirectory = strdup(directory);
+}
+
File::File() {
_handle = NULL;
_ioFailed = false;
@@ -131,6 +140,10 @@ bool File::open(const char *filename, const char *directory, int mode, byte encb
if (filename == NULL || *filename == 0)
return false;
+
+ // If no directory was specified, use the default directory (if any).
+ if (directory == NULL)
+ directory = _defaultDirectory ? _defaultDirectory : "";
clearIOFailed();
diff --git a/common/file.h b/common/file.h
index 7d6ab8f395..c07d4e9d4a 100644
--- a/common/file.h
+++ b/common/file.h
@@ -33,17 +33,21 @@ private:
byte _encbyte;
char *_name; // For debugging
- FILE *fopenNoCase(const char *filename, const char *directory, const char *mode);
+ static FILE *fopenNoCase(const char *filename, const char *directory, const char *mode);
+
+ static char *_defaultDirectory;
public:
enum {
kFileReadMode = 1,
kFileWriteMode = 2
};
-
+
+ static void setDefaultDirectory(const char *directory);
+
File();
virtual ~File();
- bool open(const char *filename, const char *directory, int mode = kFileReadMode, byte encbyte = 0);
+ bool open(const char *filename, const char *directory = NULL, int mode = kFileReadMode, byte encbyte = 0);
void close();
bool isOpen();
bool ioFailed();
diff --git a/sky/disk.cpp b/sky/disk.cpp
index 5bf49246c5..678c26784e 100644
--- a/sky/disk.cpp
+++ b/sky/disk.cpp
@@ -32,16 +32,18 @@ static const char *dinnerFilename = "sky.dnr";
SkyDisk::SkyDisk(char *gameDataPath) {
_prefRoot = NULL;
- _gameDataPath = gameDataPath;
+
+ // Set default file directory
+ File::setDefaultDirectory(gameDataPath);
_dataDiskHandle = new File();
_dnrHandle = new File();
uint32 entriesRead;
- _dnrHandle->open(dinnerFilename, _gameDataPath);
+ _dnrHandle->open(dinnerFilename);
if (_dnrHandle->isOpen() == false)
- error("Could not open %s%s", _gameDataPath, dinnerFilename);
+ error("Could not open %s%s", gameDataPath, dinnerFilename);
if (!(_dinnerTableEntries = _dnrHandle->readUint32LE()))
error("Error reading from sky.dnr"); //even though it was opened correctly?!
@@ -52,9 +54,9 @@ SkyDisk::SkyDisk(char *gameDataPath) {
if (entriesRead != _dinnerTableEntries)
warning("entriesRead != dinnerTableEntries. [%d/%d]", entriesRead, _dinnerTableEntries);
- _dataDiskHandle->open(dataFilename, _gameDataPath);
+ _dataDiskHandle->open(dataFilename);
if (_dataDiskHandle->isOpen() == false)
- error("Error opening %s%s", _gameDataPath, dataFilename);
+ error("Error opening %s%s", gameDataPath, dataFilename);
printf("Found BASS version v0.0%d (%d dnr entries)\n", determineGameVersion(), _dinnerTableEntries);
@@ -414,9 +416,9 @@ void SkyDisk::dumpFile(uint16 fileNr) {
filePtr = loadFile(fileNr, NULL);
sprintf(buf, "dumps/file-%d.dmp", fileNr);
- out.open(buf, "", 1);
+ out.open(buf, "", File::kFileReadMode);
if (out.isOpen() == false) {
- out.open(buf, "", 2);
+ out.open(buf, "", File::kFileWriteMode);
if (out.isOpen() == false)
return;
out.write(filePtr, _lastLoadedFileSize);
diff --git a/sky/disk.h b/sky/disk.h
index c69086c5e5..f382ba79bd 100644
--- a/sky/disk.h
+++ b/sky/disk.h
@@ -64,7 +64,6 @@ protected:
uint8 *getFileInfo(uint16 fileNr);
void dumpFile(uint16 fileNr);
- char *_gameDataPath;
uint32 _dinnerTableEntries;
uint8 *_dinnerTableArea, *_fixedDest, *_fileDest, *_compDest;
diff --git a/sword2/anims.cpp b/sword2/anims.cpp
index 4eb1446966..69ca312e21 100644
--- a/sword2/anims.cpp
+++ b/sword2/anims.cpp
@@ -582,12 +582,12 @@ void CreateSequenceSpeech(_movieTextObject *sequenceText[]) // (James23may97)
File fp;
sprintf(speechFile, "speech%d.clu", res_man.WhichCd());
- if (fp.open(speechFile, g_sword2->getGameDataPath()))
+ if (fp.open(speechFile))
fp.close();
else
strcpy(speechFile, "speech.clu");
- wavSize = g_sword2->_sound->GetCompSpeechSize(speechFile, wavId); // returns size of decompressed wav, or 0 if wav not found
+ wavSize = g_sound->GetCompSpeechSize(speechFile, wavId); // returns size of decompressed wav, or 0 if wav not found
if (wavSize) // if we've got the wav
{
// allocate memory for speech buffer
@@ -595,7 +595,7 @@ void CreateSequenceSpeech(_movieTextObject *sequenceText[]) // (James23may97)
if (sequence_text_list[line].speech_mem) // if mem allocated ok (should be fine, but worth checking)
{
- if (g_sword2->_sound->PreFetchCompSpeech(speechFile, wavId, sequence_text_list[line].speech_mem->ad) == RD_OK) // Load speech & decompress to our buffer
+ if (g_sound->PreFetchCompSpeech(speechFile, wavId, sequence_text_list[line].speech_mem->ad) == RD_OK) // Load speech & decompress to our buffer
{
Float_mem (sequence_text_list[line].speech_mem); // now float this buffer so we can make space for the next text sprites and/or speech samples
speechRunning=1; // ok, we've got speech!
@@ -708,7 +708,7 @@ int32 FN_smacker_lead_in(int32 *params) // James(21july97)
//-----------------------------------------
leadIn += sizeof(_standardHeader);
- rv = g_sword2->_sound->PlayFx( 0, leadIn, 0, 0, RDSE_FXLEADIN ); // wav data gets copied to sound memory
+ rv = g_sound->PlayFx( 0, leadIn, 0, 0, RDSE_FXLEADIN ); // wav data gets copied to sound memory
//-----------------------------------------
#ifdef _SWORD2_DEBUG
@@ -826,7 +826,7 @@ int32 FN_play_sequence(int32 *params) // James(09apr97)
// play the smacker
FN_stop_music(NULL); // don't want to carry on streaming game music when smacker starts!
- g_sword2->_sound->PauseFxForSequence(); // pause sfx during sequence, except the one used for lead-in music
+ g_sound->PauseFxForSequence(); // pause sfx during sequence, except the one used for lead-in music
if (sequenceTextLines && g_sword2->_gameId == GID_SWORD2) // if we have some text to accompany this sequence
rv = PlaySmacker(filename, sequenceSpeechArray, leadOut);
@@ -842,7 +842,7 @@ int32 FN_play_sequence(int32 *params) // James(09apr97)
}
*/
- g_sword2->_sound->UnpauseFx(); // unpause sound fx again, in case we're staying in same location
+ g_sound->UnpauseFx(); // unpause sound fx again, in case we're staying in same location
//--------------------------------------
// close the lead-out music resource
diff --git a/sword2/controls.cpp b/sword2/controls.cpp
index b2bb1dfa34..a9f8abb139 100644
--- a/sword2/controls.cpp
+++ b/sword2/controls.cpp
@@ -794,12 +794,12 @@ public:
_objectLabelsSwitch->setValue(pointerTextSelected != 0);
_subtitlesSwitch->setValue(subtitles != 0);
_reverseStereoSwitch->setValue(stereoReversed != 0);
- _musicSwitch->setValue(g_sword2->_sound->IsMusicMute() == 0);
- _speechSwitch->setValue(g_sword2->_sound->IsSpeechMute() == 0);
- _fxSwitch->setValue(g_sword2->_sound->IsFxMute() == 0);
- _musicSlider->setValue(g_sword2->_sound->GetMusicVolume());
- _speechSlider->setValue(g_sword2->_sound->GetSpeechVolume());
- _fxSlider->setValue(g_sword2->_sound->GetFxVolume());
+ _musicSwitch->setValue(g_sound->IsMusicMute() == 0);
+ _speechSwitch->setValue(g_sound->IsSpeechMute() == 0);
+ _fxSwitch->setValue(g_sound->IsFxMute() == 0);
+ _musicSlider->setValue(g_sound->GetMusicVolume());
+ _speechSlider->setValue(g_sound->GetSpeechVolume());
+ _fxSlider->setValue(g_sound->GetFxVolume());
_gfxSlider->setValue(GetRenderType());
_gfxPreview->setState(GetRenderType());
}
@@ -858,13 +858,13 @@ public:
if (widget == _reverseStereoSwitch) {
if (result != stereoReversed)
- g_sword2->_sound->ReverseStereo();
+ g_sound->ReverseStereo();
stereoReversed = result;
} else if (widget == _musicSwitch) {
- g_sword2->_sound->MuteMusic(result);
+ g_sound->MuteMusic(result);
} else if (widget == _musicSlider) {
- g_sword2->_sound->SetMusicVolume(result);
- g_sword2->_sound->MuteMusic(result == 0);
+ g_sound->SetMusicVolume(result);
+ g_sound->MuteMusic(result == 0);
_musicSwitch->setValue(result != 0);
} else if (widget == _speechSlider) {
_speechSwitch->setValue(result != 0);
@@ -875,12 +875,12 @@ public:
UpdateGraphicsLevel(result);
} else if (widget == _okButton) {
// Apply the changes
- g_sword2->_sound->MuteMusic(_musicSwitch->getValue() == 0);
- g_sword2->_sound->MuteSpeech(_speechSwitch->getValue() == 0);
- g_sword2->_sound->MuteFx(_fxSwitch->getValue() == 0);
- g_sword2->_sound->SetMusicVolume(_musicSlider->getValue());
- g_sword2->_sound->SetSpeechVolume(_speechSlider->getValue());
- g_sword2->_sound->SetFxVolume(_fxSlider->getValue());
+ g_sound->MuteMusic(_musicSwitch->getValue() == 0);
+ g_sound->MuteSpeech(_speechSwitch->getValue() == 0);
+ g_sound->MuteFx(_fxSwitch->getValue() == 0);
+ g_sound->SetMusicVolume(_musicSlider->getValue());
+ g_sound->SetSpeechVolume(_speechSlider->getValue());
+ g_sound->SetFxVolume(_fxSlider->getValue());
UpdateGraphicsLevel(_gfxSlider->getValue());
@@ -1472,12 +1472,12 @@ int32 ReadOptionSettings(void) { //pete10Jun97
delete fp;
delete mgr;
- g_sword2->_sound->SetMusicVolume(buff[0]);
- g_sword2->_sound->SetSpeechVolume(buff[1]);
- g_sword2->_sound->SetFxVolume(buff[2]);
- g_sword2->_sound->MuteMusic(buff[3]);
- g_sword2->_sound->MuteSpeech(buff[4]);
- g_sword2->_sound->MuteFx(buff[5]);
+ g_sound->SetMusicVolume(buff[0]);
+ g_sound->SetSpeechVolume(buff[1]);
+ g_sound->SetFxVolume(buff[2]);
+ g_sound->MuteMusic(buff[3]);
+ g_sound->MuteSpeech(buff[4]);
+ g_sound->MuteFx(buff[5]);
UpdateGraphicsLevel(buff[6]); // (James13jun97)
@@ -1486,7 +1486,7 @@ int32 ReadOptionSettings(void) { //pete10Jun97
pointerTextSelected = buff[8];
if (buff[9] != stereoReversed)
- g_sword2->_sound->ReverseStereo();
+ g_sound->ReverseStereo();
stereoReversed = buff[9];
return 0;
@@ -1500,12 +1500,12 @@ int32 WriteOptionSettings(void) { //pete10Jun97
sprintf(filename, "%s-settings.dat", g_sword2->_game_name);
- buff[0] = g_sword2->_sound->GetMusicVolume();
- buff[1] = g_sword2->_sound->GetSpeechVolume();
- buff[2] = g_sword2->_sound->GetFxVolume();
- buff[3] = g_sword2->_sound->IsMusicMute();
- buff[4] = g_sword2->_sound->IsSpeechMute();
- buff[5] = g_sword2->_sound->IsFxMute();
+ buff[0] = g_sound->GetMusicVolume();
+ buff[1] = g_sound->GetSpeechVolume();
+ buff[2] = g_sound->GetFxVolume();
+ buff[3] = g_sound->IsMusicMute();
+ buff[4] = g_sound->IsSpeechMute();
+ buff[5] = g_sound->IsFxMute();
buff[6] = GetRenderType();
buff[7] = subtitles;
buff[8] = pointerTextSelected;
diff --git a/sword2/driver/d_sound.cpp b/sword2/driver/d_sound.cpp
index ee0fd3abc0..06d353aabc 100644
--- a/sword2/driver/d_sound.cpp
+++ b/sword2/driver/d_sound.cpp
@@ -379,7 +379,7 @@ int32 Sword2Sound::GetCompSpeechSize(const char *filename, uint32 speechid) {
File fp;
// Open the speech cluster and find the data offset & size
- fp.open(filename, g_engine->getGameDataPath());
+ fp.open(filename);
if (fp.isOpen() == false)
return 0;
@@ -412,7 +412,7 @@ int32 Sword2Sound::PreFetchCompSpeech(const char *filename, uint32 speechid, uin
File fp;
// Open the speech cluster and find the data offset & size
- fp.open(filename, g_engine->getGameDataPath());
+ fp.open(filename);
if (fp.isOpen() == false)
return RDERR_INVALIDFILENAME;
@@ -499,7 +499,7 @@ int32 Sword2Sound::PlayCompSpeech(const char *filename, uint32 speechid, uint8 v
return RDERR_SPEECHPLAYING;
// Open the speech cluster and find the data offset & size
- fp.open(filename, g_engine->getGameDataPath());
+ fp.open(filename);
if (fp.isOpen() == false)
return RDERR_INVALIDFILENAME;
@@ -1058,7 +1058,7 @@ int32 Sword2Sound::StreamCompMusicFromLock(const char *filename, uint32 musicId,
// Always use fpMus[0] (all music in one cluster)
// musFilePos[primaryStream] for different pieces of music.
if (!fpMus.isOpen())
- fpMus.open(filename, g_engine->getGameDataPath());
+ fpMus.open(filename);
if (!fpMus.isOpen())
return RDERR_INVALIDFILENAME;
diff --git a/sword2/function.cpp b/sword2/function.cpp
index d6ec2a193e..306e7a825e 100644
--- a/sword2/function.cpp
+++ b/sword2/function.cpp
@@ -407,7 +407,7 @@ int32 FN_play_credits(int32 *params) {
// And wait for it to die
for (int i = 0; i<16; i++) {
- g_sword2->_sound->UpdateCompSampleStreaming();
+ g_sound->UpdateCompSampleStreaming();
}
#endif
diff --git a/sword2/mouse.cpp b/sword2/mouse.cpp
index 938017a6ca..18c589211b 100644
--- a/sword2/mouse.cpp
+++ b/sword2/mouse.cpp
@@ -235,7 +235,7 @@ void System_menu(void) //Tony19Mar97
}
//------------------------
- rv = g_sword2->_sound->PauseFx();
+ rv = g_sound->PauseFx();
if (rv != RD_OK)
Zdebug("ERROR: PauseFx() returned %.8x in SystemMenu()", rv);
//------------------------
@@ -307,7 +307,7 @@ void System_menu(void) //Tony19Mar97
this_screen.new_palette=1;
//------------------------
- rv = g_sword2->_sound->UnpauseFx();
+ rv = g_sound->UnpauseFx();
if (rv != RD_OK)
Zdebug("ERROR: UnpauseFx() returned %.8x in SystemMenu()", rv);
//------------------------
diff --git a/sword2/resman.cpp b/sword2/resman.cpp
index 8c704a0ebe..6e031da08f 100644
--- a/sword2/resman.cpp
+++ b/sword2/resman.cpp
@@ -104,7 +104,7 @@ void resMan::InitResMan(void) { //Tony29May96
total_clusters = 0;
- if (!file.open("resource.inf", g_sword2->getGameDataPath())) {
+ if (!file.open("resource.inf")) {
Zdebug("InitResMan cannot *OPEN* resource.inf");
ExitWithReport("InitResMan cannot *OPEN* resource.inf [file=%s line=%u]", __FILE__, __LINE__);
}
@@ -148,7 +148,7 @@ void resMan::InitResMan(void) { //Tony29May96
} while (j != end); // using this method the Gode generated resource.inf must have #0d0a on the last entry
// now load in the binary id to res conversion table
- if (!file.open("resource.tab", g_sword2->getGameDataPath())) {
+ if (!file.open("resource.tab")) {
Zdebug("InitResMan cannot *OPEN* resource.tab");
ExitWithReport("InitResMan cannot *OPEN* resource.tab [file=%s line=%u]", __FILE__, __LINE__);
}
@@ -172,7 +172,7 @@ void resMan::InitResMan(void) { //Tony29May96
file.close();
- if (!file.open("cd.inf", g_sword2->getGameDataPath())) {
+ if (!file.open("cd.inf")) {
Zdebug("InitResMan cannot *OPEN* cd.inf");
ExitWithReport("InitResMan cannot *OPEN* cd.inf [file=%s line=%u]", __FILE__, __LINE__);
}
@@ -228,7 +228,7 @@ void resMan::InitResMan(void) { //Tony29May96
// FIXME: Is this really needed?
- if (!file.open("revcd1.id", g_sword2->getGameDataPath())) {
+ if (!file.open("revcd1.id")) {
int index = 0;
/*
// Scan for CD drives.
@@ -527,7 +527,7 @@ uint8 *resMan::Res_open(uint32 res) { //BHTony30May96
}
// open the cluster file
- if (!file.open(resource_files[parent_res_file], g_sword2->getGameDataPath()))
+ if (!file.open(resource_files[parent_res_file]))
Con_fatal_error("Res_open cannot *OPEN* %s", resource_files[parent_res_file]);
@@ -683,7 +683,7 @@ uint32 resMan::Res_fetch_len( uint32 res ) { //Tony27Jan96
// first we have to find the file via the res_conv_table
// open the cluster file
- if (!fh.open(resource_files[parent_res_file], g_sword2->getGameDataPath()))
+ if (!fh.open(resource_files[parent_res_file]))
Con_fatal_error("Res_fetch_len cannot *OPEN* %s", resource_files[parent_res_file]);
// 1st DWORD of a cluster is an offset to the look-up table
@@ -1165,8 +1165,8 @@ void resMan::CacheNewCluster(uint32 newCluster) {
File inFile, outFile;
- inFile.open(buf, g_sword2->getGameDataPath());
- outFile.open(resource_files[newCluster], g_sword2->getGameDataPath(), File::kFileWriteMode);
+ inFile.open(buf);
+ outFile.open(resource_files[newCluster], NULL, File::kFileWriteMode);
if (!inFile.isOpen() || !outFile.isOpen()) {
Zdebug("Cache new cluster could not copy %s to %s", buf, resource_files[newCluster]);
diff --git a/sword2/sound.cpp b/sword2/sound.cpp
index 59ff147e09..d8fb5ad89f 100644
--- a/sword2/sound.cpp
+++ b/sword2/sound.cpp
@@ -111,7 +111,7 @@ void Process_fx_queue(void)
}
else if (fxq[j].type == FX_SPOT2)
{
- if (g_sword2->_sound->IsFxOpen(j+1))
+ if (g_sound->IsFxOpen(j+1))
fxq[j].resource = 0; // Once the Fx has finished remove it from the queue.
}
}
@@ -131,7 +131,7 @@ void Trigger_fx(uint8 j) // called from Process_fx_queue only
{
data = res_man.Res_open(fxq[j].resource); // load in the sample
data += sizeof(_standardHeader);
- rv = g_sword2->_sound->PlayFx( id, data, fxq[j].volume, fxq[j].pan, RDSE_FXSPOT ); // wav data gets copied to sound memory
+ rv = g_sound->PlayFx( id, data, fxq[j].volume, fxq[j].pan, RDSE_FXSPOT ); // wav data gets copied to sound memory
res_man.Res_close(fxq[j].resource); // release the sample
// fxq[j].resource = 0; // clear spot fx from queue
}
@@ -139,9 +139,9 @@ void Trigger_fx(uint8 j) // called from Process_fx_queue only
{ // - to be referenced by 'j', so pass NULL data
if (fxq[j].type == FX_RANDOM)
- rv = g_sword2->_sound->PlayFx( id, NULL, fxq[j].volume, fxq[j].pan, RDSE_FXSPOT ); // not looped
+ rv = g_sound->PlayFx( id, NULL, fxq[j].volume, fxq[j].pan, RDSE_FXSPOT ); // not looped
else // FX_LOOP
- rv = g_sword2->_sound->PlayFx( id, NULL, fxq[j].volume, fxq[j].pan, RDSE_FXLOOP ); // looped
+ rv = g_sound->PlayFx( id, NULL, fxq[j].volume, fxq[j].pan, RDSE_FXLOOP ); // looped
}
#ifdef _SWORD2_DEBUG
@@ -251,7 +251,7 @@ int32 FN_play_fx(int32 *params) // called from script only
#endif
data += sizeof(_standardHeader);
- rv = g_sword2->_sound->OpenFx(id,data); // copy it to sound memory, using position in queue as 'id'
+ rv = g_sound->OpenFx(id,data); // copy it to sound memory, using position in queue as 'id'
#ifdef _SWORD2_DEBUG
if (rv)
@@ -289,7 +289,7 @@ int32 FN_set_fx_vol_and_pan(int32 *params)
// 2 new pan (-16..16)
// SetFxVolumePan(int32 id, uint8 vol, uint8 pan);
- g_sword2->_sound->SetFxVolumePan(1+params[0], params[1], params[2]); // driver fx_id is 1+<pos in queue>
+ g_sound->SetFxVolumePan(1+params[0], params[1], params[2]); // driver fx_id is 1+<pos in queue>
// Zdebug("%d",params[2]);
return (IR_CONT);
@@ -302,7 +302,7 @@ int32 FN_set_fx_vol(int32 *params)
// 1 new volume (0..16)
// SetFxIdVolume(int32 id, uint8 vol);
- g_sword2->_sound->SetFxIdVolume(1+params[0], params[1]);
+ g_sound->SetFxIdVolume(1+params[0], params[1]);
return (IR_CONT);
}
@@ -321,7 +321,7 @@ int32 FN_stop_fx(int32 *params) // called from script only
if ((fxq[j].type == FX_RANDOM) || (fxq[j].type == FX_LOOP))
{
id = (uint32)j+1; // because 0 is not a valid id
- rv = g_sword2->_sound->CloseFx(id); // stop fx & remove sample from sound memory
+ rv = g_sound->CloseFx(id); // stop fx & remove sample from sound memory
#ifdef _SWORD2_DEBUG
if (rv)
@@ -350,7 +350,7 @@ int32 FN_stop_all_fx(int32 *params) // called from script only
void Clear_fx_queue(void)
{
- g_sword2->_sound->ClearAllFx(); // stop all fx & remove the samples from sound memory
+ g_sound->ClearAllFx(); // stop all fx & remove the samples from sound memory
Init_fx_queue(); // clean out the queue
}
@@ -419,13 +419,13 @@ int32 FN_play_music(int32 *params) // updated by James on 10apr97
File f;
sprintf(filename, "music%d.clu", res_man.WhichCd());
- if (f.open(filename, g_sword2->getGameDataPath()))
+ if (f.open(filename))
f.close();
else
strcpy(filename, "music.clu");
}
- rv = g_sword2->_sound->StreamCompMusic(filename, params[0], loopFlag);
+ rv = g_sound->StreamCompMusic(filename, params[0], loopFlag);
#ifdef _SWORD2_DEBUG
if (rv)
@@ -445,7 +445,7 @@ int32 FN_stop_music(int32 *params) // called from script only
looping_music_id=0; // clear the 'looping' flag
- g_sword2->_sound->StopMusic();
+ g_sound->StopMusic();
if (params);
@@ -458,11 +458,11 @@ void Kill_music(void) // James22aug97
uint8 count;
looping_music_id=0; // clear the 'looping' flag
- g_sword2->_sound->StopMusic();
+ g_sound->StopMusic();
// THIS BIT CAUSES THE MUSIC TO STOP INSTANTLY!
for(count=0; count<16; count++)
- g_sword2->_sound->UpdateCompSampleStreaming();
+ g_sound->UpdateCompSampleStreaming();
}
//--------------------------------------------------------------------------------------
int32 FN_check_music_playing(int32 *params) // James (30july97)
@@ -472,7 +472,7 @@ int32 FN_check_music_playing(int32 *params) // James (30july97)
// sets result to no. of seconds of current tune remaining
// or 0 if no music playing
- RESULT = g_sword2->_sound->MusicTimeRemaining(); // in seconds, rounded up to the nearest second
+ RESULT = g_sound->MusicTimeRemaining(); // in seconds, rounded up to the nearest second
return(IR_CONT); // continue script
}
@@ -481,15 +481,15 @@ void PauseAllSound(void) // James25july97
{
uint32 rv; // for drivers return value
- rv = g_sword2->_sound->PauseMusic();
+ rv = g_sound->PauseMusic();
if (rv != RD_OK)
Zdebug("ERROR: PauseMusic() returned %.8x in PauseAllSound()", rv);
- rv = g_sword2->_sound->PauseSpeech();
+ rv = g_sound->PauseSpeech();
if (rv != RD_OK)
Zdebug("ERROR: PauseSpeech() returned %.8x in PauseAllSound()", rv);
- rv = g_sword2->_sound->PauseFx();
+ rv = g_sound->PauseFx();
if (rv != RD_OK)
Zdebug("ERROR: PauseFx() returned %.8x in PauseAllSound()", rv);
}
@@ -498,15 +498,15 @@ void UnpauseAllSound(void) // James25july97
{
uint32 rv; // for drivers return value
- rv = g_sword2->_sound->UnpauseMusic();
+ rv = g_sound->UnpauseMusic();
if (rv != RD_OK)
Zdebug("ERROR: UnpauseMusic() returned %.8x in UnpauseAllSound()", rv);
- rv = g_sword2->_sound->UnpauseSpeech();
+ rv = g_sound->UnpauseSpeech();
if (rv != RD_OK)
Zdebug("ERROR: UnpauseSpeech() returned %.8x in UnpauseAllSound()", rv);
- rv = g_sword2->_sound->UnpauseFx();
+ rv = g_sound->UnpauseFx();
if (rv != RD_OK)
Zdebug("ERROR: UnpauseFx() returned %.8x in UnpauseAllSound()", rv);
}
diff --git a/sword2/speech.cpp b/sword2/speech.cpp
index 6df23d61ec..afd082c755 100644
--- a/sword2/speech.cpp
+++ b/sword2/speech.cpp
@@ -1373,7 +1373,7 @@ int32 FN_i_speak(int32 *params) //Tony18Oct96 (revamped by James01july97)
// New fudge to wait for smacker samples to finish (James31july97)
// since they can over-run into the game
- if (g_sword2->_sound->GetSpeechStatus()!=RDSE_SAMPLEFINISHED) // has it finished?
+ if (g_sound->GetSpeechStatus()!=RDSE_SAMPLEFINISHED) // has it finished?
return (IR_REPEAT);
//-------------------------
@@ -1567,16 +1567,16 @@ int32 FN_i_speak(int32 *params) //Tony18Oct96 (revamped by James01july97)
File fp;
sprintf(speechFile, "speech%d.clu", res_man.WhichCd());
- if (fp.open(speechFile, g_sword2->getGameDataPath()))
+ if (fp.open(speechFile))
fp.close();
else
strcpy(speechFile, "speech.clu");
- rv = g_sword2->_sound->PlayCompSpeech(speechFile, params[S_WAV], SPEECH_VOLUME, speech_pan); // Load speech but don't start playing yet
+ rv = g_sound->PlayCompSpeech(speechFile, params[S_WAV], SPEECH_VOLUME, speech_pan); // Load speech but don't start playing yet
if (rv == RD_OK)
{
speechRunning=1; // ok, we've got something to play (2 means not playing yet - see below)
- g_sword2->_sound->UnpauseSpeech(); // set it playing now (we might want to do this next cycle, don't know yet)
+ g_sound->UnpauseSpeech(); // set it playing now (we might want to do this next cycle, don't know yet)
}
#ifdef _SWORD2_DEBUG
else
@@ -1616,7 +1616,7 @@ int32 FN_i_speak(int32 *params) //Tony18Oct96 (revamped by James01july97)
else if (speechRunning) // if playing a sample
{
if (!unpause_zone)
- { if (g_sword2->_sound->AmISpeaking()==RDSE_QUIET) // if we're at a quiet bit
+ { if (g_sound->AmISpeaking()==RDSE_QUIET) // if we're at a quiet bit
ob_graphic->anim_pc=0; // restart from frame 0 ('closed mouth' frame)
}
}
@@ -1643,7 +1643,7 @@ int32 FN_i_speak(int32 *params) //Tony18Oct96 (revamped by James01july97)
if (speechRunning==1) // if playing a sample (note that value of '2' means about to play!)
{
if (!unpause_zone)
- { if (g_sword2->_sound->GetSpeechStatus()==RDSE_SAMPLEFINISHED) // has it finished?
+ { if (g_sound->GetSpeechStatus()==RDSE_SAMPLEFINISHED) // has it finished?
speechFinished=1; // James25feb97
}
else unpause_zone--;
@@ -1692,7 +1692,7 @@ int32 FN_i_speak(int32 *params) //Tony18Oct96 (revamped by James01july97)
if (speechRunning) // if speech sample playing
{
- g_sword2->_sound->StopSpeechSword2(); // halt the sample prematurely
+ g_sound->StopSpeechSword2(); // halt the sample prematurely
}
}
}
@@ -1904,7 +1904,7 @@ void GetCorrectCdForSpeech(int32 wavId)
File fp;
uint8 cd; // 1, 2 or 0 (if speech on both cd's, ie. no need to change)
- if (fp.open("cd.bin",g_sword2->getGameDataPath()) == false)
+ if (fp.open("cd.bin") == false)
Con_fatal_error("Need cd.bin file for testing speech!");
fp.seek(wavId, SEEK_SET);
diff --git a/sword2/startup.cpp b/sword2/startup.cpp
index 073955e286..6b262103db 100644
--- a/sword2/startup.cpp
+++ b/sword2/startup.cpp
@@ -279,8 +279,8 @@ uint32 Con_start(uint8 *input) //Tony15Oct96
FN_stop_music(NULL); // fade out any music that is currently playing
//---------------------------------------------
- g_sword2->_sound->UnpauseSpeech();
- g_sword2->_sound->StopSpeechSword2(); // halt the sample prematurely
+ g_sound->UnpauseSpeech();
+ g_sound->StopSpeechSword2(); // halt the sample prematurely
//--------------------------------------------------------------
// clean out all resources & flags, ready for a total restart (James24mar97)
diff --git a/sword2/sword2.cpp b/sword2/sword2.cpp
index be35ccb59a..fe99a229c1 100644
--- a/sword2/sword2.cpp
+++ b/sword2/sword2.cpp
@@ -87,6 +87,7 @@ static const TargetSettings sword2_settings[] = {
};
Sword2State *g_sword2 = NULL;
+Sword2Sound *g_sound = NULL;
const TargetSettings *Engine_SWORD2_targetList() {
return sword2_settings;
@@ -114,7 +115,9 @@ Sword2State::Sword2State(GameDetector *detector, OSystem *syst)
_mixer->setVolume(kDefaultSFXVolume * kDefaultMasterVolume / 255);
_mixer->setMusicVolume(kDefaultMusicVolume * kDefaultMasterVolume / 255);
- _sound = new Sword2Sound(_mixer);
+ g_sound = _sound = new Sword2Sound(_mixer);
+
+ File::setDefaultDirectory(_gameDataPath);
}
diff --git a/sword2/sword2.h b/sword2/sword2.h
index cf3ab1946d..4c39b114b4 100644
--- a/sword2/sword2.h
+++ b/sword2/sword2.h
@@ -50,24 +50,27 @@ enum BSGameId {
// TODO move stuff into class
class Sword2State : public Engine {
- void errorString(const char *buf_input, char *buf_output);
- public:
- Sword2State(GameDetector *detector, OSystem *syst);
- void go(void);
- void parseEvents(void);
- void Start_game(void);
- int32 InitialiseGame(void);
- GameDetector *_detector;
- uint32 _features;
- byte _gameId;
- char *_game_name; // target name for saves
- Sword2Sound *_sound;
- private:
- bool _quit;
- uint32 _bootParam;
- int32 _saveSlot;
+public:
+ Sword2State(GameDetector *detector, OSystem *syst);
+ void go(void);
+ void parseEvents(void);
+ void Start_game(void);
+ int32 InitialiseGame(void);
+ GameDetector *_detector;
+ uint32 _features;
+ byte _gameId;
+ char *_game_name; // target name for saves
+ Sword2Sound *_sound;
+private:
+ bool _quit;
+ uint32 _bootParam;
+ int32 _saveSlot;
+
+public:
+ void errorString(const char *buf_input, char *buf_output);
};
extern Sword2State *g_sword2;
+extern Sword2Sound *g_sound;
#endif
diff --git a/sword2/tony_gsdk.cpp b/sword2/tony_gsdk.cpp
index b401e7223e..e4eea6763e 100644
--- a/sword2/tony_gsdk.cpp
+++ b/sword2/tony_gsdk.cpp
@@ -36,7 +36,7 @@ uint32 Read_file(const char *name, mem **membloc, uint32 uid) { // Tony25Apr96
File fh;
uint32 size;
- if (!fh.open(name, g_sword2->getGameDataPath())) {
+ if (!fh.open(name)) {
Zdebug("Read_file cannot open %s", name);
return 0;
}