Files
nethack/sound/windsound/windsound.c
2024-11-30 19:06:05 -05:00

321 lines
10 KiB
C

/* NetHack 3.7 windsound.c $NHDT-Date: $ $NHDT-Branch: $NHDT-Revision: $ */
/* Copyright (c) Michael Allison, 2022 */
/* NetHack may be freely redistributed. See license for details. */
#include "win32api.h"
#include "hack.h"
#include <mmsystem.h>
/*
* The win32api sound interface
*
*/
#include "win32api.h"
#include "hack.h"
#ifdef SND_LIB_WINDSOUND
/* sound interface routines */
static void windsound_init_nhsound(void);
static void windsound_exit_nhsound(const char *);
static void windsound_achievement(schar, schar, int32_t);
static void windsound_soundeffect(char *, int32_t, int32_t);
static void windsound_hero_playnotes(int32_t instrument, const char *str, int32_t volume);
static void windsound_play_usersound(char *, int32_t, int32_t);
static void windsound_ambience(int32_t ambienceid, int32_t ambience_action,
int32_t hero_proximity);
static void windsound_verbal(char *text, int32_t gender, int32_t tone,
int32_t vol, int32_t moreinfo);
/* supporting routines */
static void adjust_soundargs_for_compiler(int32_t *, DWORD *, char **);
static void maybe_preinsert_directory(int32_t, char *, char *, size_t);
struct sound_procs windsound_procs = {
SOUNDID(windsound),
SOUND_TRIGGER_USERSOUNDS | SOUND_TRIGGER_SOUNDEFFECTS
| SOUND_TRIGGER_HEROMUSIC | SOUND_TRIGGER_AMBIENCE
| SOUND_TRIGGER_ACHIEVEMENTS | SOUND_TRIGGER_VERBAL,
windsound_init_nhsound,
windsound_exit_nhsound,
windsound_achievement,
windsound_soundeffect,
windsound_hero_playnotes,
windsound_play_usersound,
windsound_ambience,
windsound_verbal,
};
static void
windsound_init_nhsound(void)
{
/* No steps required */
}
static void
windsound_exit_nhsound(const char *reason UNUSED)
{
}
static void
windsound_achievement(schar ach1, schar ach2, int32_t repeat UNUSED)
{
const char *filename;
char resourcename[120], buf[PATHLEN];
int findsound_approach = sff_base_only;
DWORD fdwsound = SND_NODEFAULT;
char *exedir = (char *) 0;
adjust_soundargs_for_compiler(&findsound_approach, &fdwsound, &exedir);
maybe_preinsert_directory(findsound_approach, exedir, buf, sizeof buf);
fdwsound |= SND_ASYNC;
if (ach1 == 0 && ach2 == 0)
return;
resourcename[0] = '\0';
if (ach1 == 0) {
int sa2 = (int) ach2;
if (sa2 > sa2_zero_invalid && sa2 < number_of_sa2_entries) {
switch(sa2) {
case sa2_splashscreen:
Strcpy(resourcename, "sa2_splashscreen");
break;
case sa2_newgame_nosplash:
Strcpy(resourcename, "sa2_newgame_nosplash");
break;
case sa2_restoregame:
Strcpy(resourcename, "sa2_restoregame");
break;
case sa2_xplevelup:
Strcpy(resourcename, "sa2_xplevelup");
break;
case sa2_xpleveldown:
Strcpy(resourcename, "sa2_xpleveldown");
break;
}
}
}
if (resourcename[0] == '\0')
return;
adjust_soundargs_for_compiler(&findsound_approach, &fdwsound, &exedir);
/* the final, or only, one is played ASYNC */
maybe_preinsert_directory(findsound_approach, exedir, buf, sizeof buf);
filename = base_soundname_to_filename(resourcename,
buf, sizeof buf, findsound_approach);
if (filename) {
(void) PlaySound(filename, NULL, fdwsound);
}
}
static void
windsound_ambience(int32_t ambienceid UNUSED, int32_t ambience_action UNUSED,
int32_t hero_proximity UNUSED)
{
}
static void
windsound_verbal(char *text UNUSED, int32_t gender UNUSED, int32_t tone UNUSED,
int32_t vol UNUSED, int32_t moreinfo UNUSED)
{
}
static void
windsound_soundeffect(char *desc UNUSED, int32_t seid, int32_t volume UNUSED)
{
#ifdef SND_SOUNDEFFECTS_AUTOMAP
/* int reslt = 0; */
int32_t findsound_approach = sff_base_only;
char buf[PATHLEN];
const char *filename;
DWORD fdwsound = SND_NODEFAULT;
char *exedir = 0;
adjust_soundargs_for_compiler(&findsound_approach, &fdwsound, &exedir);
maybe_preinsert_directory(findsound_approach, exedir, buf, sizeof buf);
fdwsound |= SND_ASYNC;
if (seid >= se_squeak_C || seid <= se_squeak_B) {
filename = get_sound_effect_filename(seid, buf, sizeof buf, findsound_approach);
} else {
filename = get_sound_effect_filename(seid, buf, sizeof buf, findsound_approach);
fdwsound &= ~(SND_RESOURCE);
fdwsound |= SND_FILENAME;
}
if (filename) {
(void) PlaySound(filename, NULL, fdwsound);
}
#endif
}
#define WAVEMUSIC_SOUNDS
static void
windsound_hero_playnotes(int32_t instrument, const char *str, int32_t volume UNUSED)
{
#ifdef WAVEMUSIC_SOUNDS
int reslt = 0;
boolean has_note_variations = FALSE;
const char *filename;
char resourcename[120], buf[PATHLEN], *end_of_res = 0;
const char *c = 0;
int findsound_approach = sff_base_only;
DWORD fdwsound = SND_NODEFAULT;
char *exedir = (char *) 0;
if (!str)
return;
resourcename[0] = '\0';
switch(instrument) {
case ins_flute: /* WOODEN_FLUTE */
Strcpy(resourcename, "sound_Wooden_Flute");
has_note_variations = TRUE;
break;
case ins_pan_flute: /* MAGIC_FLUTE */
Strcpy(resourcename, "sound_Magic_Flute");
has_note_variations = TRUE;
break;
case ins_english_horn: /* TOOLED_HORN */
Strcpy(resourcename, "sound_Tooled_Horn");
has_note_variations = TRUE;
break;
case ins_french_horn: /* FROST_HORN */
Strcpy(resourcename, "sound_Frost_Horn");
break;
case ins_baritone_sax: /* FIRE_HORN */
Strcpy(resourcename, "sound_Fire_Horn");
break;
case ins_trumpet: /* BUGLE */
Strcpy(resourcename, "sound_Bugle");
has_note_variations = TRUE;
break;
case ins_orchestral_harp: /* WOODEN_HARP */
Strcpy(resourcename, "sound_Wooden_Harp");
has_note_variations = TRUE;
break;
case ins_cello: /* MAGIC_HARP */
Strcpy(resourcename, "sound_Magic_Harp");
has_note_variations = TRUE;
break;
case ins_tinkle_bell:
Strcpy(resourcename, "sound_Bell");
break;
case ins_taiko_drum: /* DRUM_OF_EARTHQUAKE */
Strcpy(resourcename, "sound_Drum_Of_Earthquake");
break;
case ins_melodic_tom: /* LEATHER_DRUM */
Strcpy(resourcename, "sound_Leather_Drum");
break;
}
adjust_soundargs_for_compiler(&findsound_approach, &fdwsound, &exedir);
if (has_note_variations) {
int i, idx = 0, notecount = strlen(str);
static const char *const note_suffixes[]
= { "_A", "_B", "_C", "_D", "_E", "_F", "_G" };
end_of_res = eos(resourcename);
c = str;
fdwsound |= SND_SYNC;
for (i = 0; i < notecount; ++i) {
if (*c >= 'A' && *c <= 'G') {
idx = (*c) - 'A';
Strcpy(end_of_res, note_suffixes[idx]);
maybe_preinsert_directory(findsound_approach, exedir, buf, sizeof buf);
filename = base_soundname_to_filename(resourcename,
buf, sizeof buf, findsound_approach);
if (i == (notecount - 1))
break; /* drop out of for-loop and play it async below */
reslt = PlaySound(buf, NULL, fdwsound);
}
c++;
}
fdwsound &= ~(SND_SYNC);
}
fdwsound |= SND_ASYNC;
/* the final, or only, one is played ASYNC */
maybe_preinsert_directory(findsound_approach, exedir, buf, sizeof buf);
reslt = PlaySound(buf, NULL, fdwsound);
nhUse(filename);
nhUse(reslt);
#endif
}
static void
windsound_play_usersound(char *filename, int32_t volume UNUSED, int32_t idx UNUSED)
{
/* pline("play_usersound: %s (%d).", filename, volume); */
(void) sndPlaySound(filename, SND_ASYNC | SND_NODEFAULT | SND_FILENAME);
}
static void
adjust_soundargs_for_compiler(
int32_t *sefilename_flags,
DWORD *fdwsound,
char **dirbuf)
{
/* The mingw32 resources don't seem to be able to be retrieved by the
* API PlaySound function with the SND_RESOURCE flag. Use files from
* the file system instead. */
enum findsound_approaches approach =
#if !defined(__MINGW32__)
findsound_embedded;
#else
findsound_soundfile;
#endif
if (approach == findsound_soundfile) {
char *exe_dir;
if (*sefilename_flags == sff_base_only
|| *sefilename_flags == sff_baseknown_add_rest) {
exe_dir = windows_exepath();
if (exe_dir) {
*dirbuf = exe_dir;
/* switch the sff_base_only to a sff_havedir_append_rest */
*sefilename_flags = sff_havedir_append_rest;
*fdwsound |= SND_FILENAME;
}
}
} else {
if (*sefilename_flags == sff_base_only
|| *sefilename_flags == sff_baseknown_add_rest) {
/* *sefilename_flags = sff_base_only means just obtain the
* soundeffect base name with no directory name and no file
* extension. That's because we're going to use the base
* soundeffect name as the name of a resource that's embedded
* into the .exe file, passing SND_RESOURCE flag to
* Windows API PlaySound().
*/
*sefilename_flags = sff_base_only;
*fdwsound |= SND_RESOURCE;
}
}
}
static void
maybe_preinsert_directory(int32_t findsound_approach, char *exedir, char *buf, size_t sz)
{
int largest_basename = 35;
/* findsound_approach = sff_havdir_append_rest means a directory name will be
* inserted into the beginning of buf and the remaining parts of the
* resource/file name will be appended by
* get_sound_effect_filename(seid, buf, sizeof buf, findsound_approach)
* when it sees the sff_havedir_append_rest indicator.
*/
if (findsound_approach == sff_havedir_append_rest) {
if (exedir) {
if (strlen(exedir) < (sz - largest_basename))
Strcpy(buf, exedir);
else
*buf = '\0';
}
}
}
#endif /* SND_LIB_WINDSOUND */