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// ____ _ __
// / __ )____ _____ | | / /___ ___________
// / __ / __ \/ ___/ | | /| / / __ `/ ___/ ___/
// / /_/ / /_/ (__ ) | |/ |/ / /_/ / / (__ )
// /_____/\____/____/ |__/|__/\__,_/_/ /____/
//
// A futuristic real-time strategy game.
// This file is part of Bos Wars.
//
/**@name unitsound.cpp - The unit sounds. */
//
// (c) Copyright 1999-2007 by Fabrice Rossi and Jimmy Salmon
//
// 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; only 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.
//
//@{
/*----------------------------------------------------------------------------
-- Include
----------------------------------------------------------------------------*/
#include "stratagus.h"
#include "sound.h"
#include "sound_server.h"
#include "unittype.h"
#include "animation.h"
/*----------------------------------------------------------------------------
-- Functions
----------------------------------------------------------------------------*/
/**
** Load all sounds for units.
*/
void LoadUnitSounds(void)
{
}
/**
** Map animation sounds
*/
static void MapAnimSounds2(CAnimation *anim)
{
while (anim) {
if (anim->Type == AnimationSound) {
anim->D.Sound.Sound = SoundForName(anim->D.Sound.Name);
} else if (anim->Type == AnimationRandomSound) {
for (int i = 0; i < anim->D.RandomSound.NumSounds; ++i) {
anim->D.RandomSound.Sound[i] = SoundForName(anim->D.RandomSound.Name[i]);
}
}
anim = anim->Next;
}
}
/**
** Map animation sounds for a unit type
*/
static void MapAnimSounds(CUnitType *type)
{
if (!type->Animations) {
return;
}
MapAnimSounds2(type->Animations->Start);
MapAnimSounds2(type->Animations->Still);
MapAnimSounds2(type->Animations->Death);
MapAnimSounds2(type->Animations->Attack);
MapAnimSounds2(type->Animations->Move);
MapAnimSounds2(type->Animations->Repair);
MapAnimSounds2(type->Animations->Train);
MapAnimSounds2(type->Animations->Harvest);
}
/**
** Map the sounds of all unit-types to the correct sound id.
** And overwrite the sound ranges. @todo the sound ranges should be
** configurable by user with lua.
*/
void MapUnitSounds(void)
{
if (SoundEnabled()) {
//
// Parse all units sounds.
//
for (size_t i = 0; i < UnitTypes.size(); ++i) {
CUnitType *type = UnitTypes[i];
MapAnimSounds(type);
if (!type->Sound.Selected.Name.empty()) {
type->Sound.Selected.Sound =
SoundForName(type->Sound.Selected.Name);
}
if (!type->Sound.Acknowledgement.Name.empty()) {
type->Sound.Acknowledgement.Sound =
SoundForName(type->Sound.Acknowledgement.Name);
/*
// Acknowledge sounds have infinite range
SetSoundRange(type->Sound.Acknowledgement.Sound,
INFINITE_SOUND_RANGE);
*/
}
if (!type->Sound.Ready.Name.empty()) {
type->Sound.Ready.Sound =
SoundForName(type->Sound.Ready.Name);
// Ready sounds have infinite range
SetSoundRange(type->Sound.Ready.Sound,
INFINITE_SOUND_RANGE);
}
if (!type->Sound.Help.Name.empty()) {
type->Sound.Help.Sound =
SoundForName(type->Sound.Help.Name);
// Help sounds have infinite range
SetSoundRange(type->Sound.Help.Sound,
INFINITE_SOUND_RANGE);
}
if (!type->Sound.Dead.Name.empty()) {
type->Sound.Dead.Sound =
SoundForName(type->Sound.Dead.Name);
}
}
}
}
//@}
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