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Remove __fastcall calling convention
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@@ -1,176 +1,176 @@ | ||
//--------------------------------------------------------------------------- | ||
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#include "system.hpp" | ||
#include "classes.hpp" | ||
#pragma hdrstop | ||
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#include "Timer.h" | ||
#include "AdvSound.h" | ||
//--------------------------------------------------------------------------- | ||
#pragma package(smart_init) | ||
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__fastcall TAdvancedSound::TAdvancedSound() | ||
{ | ||
// SoundStart=SoundCommencing=SoundShut= NULL; | ||
State = ss_Off; | ||
fTime = 0; | ||
fStartLength = 0; | ||
fShutLength = 0; | ||
} | ||
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__fastcall TAdvancedSound::~TAdvancedSound() | ||
{ // Ra: stopowanie siê sypie | ||
// SoundStart.Stop(); | ||
// SoundCommencing.Stop(); | ||
// SoundShut.Stop(); | ||
} | ||
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void __fastcall TAdvancedSound::Free() {} | ||
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void __fastcall TAdvancedSound::Init(char *NameOn, char *Name, char *NameOff, | ||
double DistanceAttenuation, vector3 pPosition) | ||
{ | ||
SoundStart.Init(NameOn, DistanceAttenuation, pPosition.x, pPosition.y, pPosition.z, true); | ||
SoundCommencing.Init(Name, DistanceAttenuation, pPosition.x, pPosition.y, pPosition.z, true); | ||
SoundShut.Init(NameOff, DistanceAttenuation, pPosition.x, pPosition.y, pPosition.z, true); | ||
fStartLength = SoundStart.GetWaveTime(); | ||
fShutLength = SoundShut.GetWaveTime(); | ||
SoundStart.AM = 1.0; | ||
SoundStart.AA = 0.0; | ||
SoundStart.FM = 1.0; | ||
SoundStart.FA = 0.0; | ||
SoundCommencing.AM = 1.0; | ||
SoundCommencing.AA = 0.0; | ||
SoundCommencing.FM = 1.0; | ||
SoundCommencing.FA = 0.0; | ||
defAM = 1.0; | ||
defFM = 1.0; | ||
SoundShut.AM = 1.0; | ||
SoundShut.AA = 0.0; | ||
SoundShut.FM = 1.0; | ||
SoundShut.FA = 0.0; | ||
} | ||
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void __fastcall TAdvancedSound::Load(TQueryParserComp *Parser, vector3 pPosition) | ||
{ | ||
AnsiString NameOn = Parser->GetNextSymbol().LowerCase(); | ||
AnsiString Name = Parser->GetNextSymbol().LowerCase(); | ||
AnsiString NameOff = Parser->GetNextSymbol().LowerCase(); | ||
double DistanceAttenuation = Parser->GetNextSymbol().ToDouble(); | ||
Init(NameOn.c_str(), Name.c_str(), NameOff.c_str(), DistanceAttenuation, pPosition); | ||
} | ||
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void __fastcall TAdvancedSound::TurnOn(bool ListenerInside, vector3 NewPosition) | ||
{ | ||
// hunter-311211: nie trzeba czekac na ponowne odtworzenie dzwieku, az sie wylaczy | ||
if ((State == ss_Off || State == ss_ShuttingDown) && (SoundStart.AM > 0)) | ||
{ | ||
SoundStart.ResetPosition(); | ||
SoundCommencing.ResetPosition(); | ||
SoundStart.Play(1, 0, ListenerInside, NewPosition); | ||
// SoundStart->SetVolume(-10000); | ||
State = ss_Starting; | ||
fTime = 0; | ||
} | ||
} | ||
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void __fastcall TAdvancedSound::TurnOff(bool ListenerInside, vector3 NewPosition) | ||
{ | ||
if ((State == ss_Commencing || State == ss_Starting) && (SoundShut.AM > 0)) | ||
{ | ||
SoundStart.Stop(); | ||
SoundCommencing.Stop(); | ||
SoundShut.ResetPosition(); | ||
SoundShut.Play(1, 0, ListenerInside, NewPosition); | ||
State = ss_ShuttingDown; | ||
fTime = fShutLength; | ||
// SoundShut->SetVolume(0); | ||
} | ||
} | ||
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void __fastcall TAdvancedSound::Update(bool ListenerInside, vector3 NewPosition) | ||
{ | ||
if ((State == ss_Commencing) && (SoundCommencing.AM > 0)) | ||
{ | ||
// SoundCommencing->SetFrequency(); | ||
SoundShut.Stop(); // hunter-311211 | ||
SoundCommencing.Play(1, DSBPLAY_LOOPING, ListenerInside, NewPosition); | ||
} | ||
else if (State == ss_Starting) | ||
{ | ||
fTime += Timer::GetDeltaTime(); | ||
// SoundStart->SetVolume(-1000*(4-fTime)/4); | ||
if (fTime >= fStartLength) | ||
{ | ||
State = ss_Commencing; | ||
SoundCommencing.ResetPosition(); | ||
SoundCommencing.Play(1, DSBPLAY_LOOPING, ListenerInside, NewPosition); | ||
SoundStart.Stop(); | ||
} | ||
else | ||
SoundStart.Play(1, 0, ListenerInside, NewPosition); | ||
} | ||
else if (State == ss_ShuttingDown) | ||
{ | ||
fTime -= Timer::GetDeltaTime(); | ||
// SoundShut->SetVolume(-1000*(4-fTime)/4); | ||
if (fTime <= 0) | ||
{ | ||
State = ss_Off; | ||
SoundShut.Stop(); | ||
} | ||
else | ||
SoundShut.Play(1, 0, ListenerInside, NewPosition); | ||
} | ||
} | ||
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void __fastcall TAdvancedSound::UpdateAF(double A, double F, bool ListenerInside, | ||
vector3 NewPosition) | ||
{ // update, ale z amplituda i czestotliwoscia | ||
if ((State == ss_Commencing) && (SoundCommencing.AM > 0)) | ||
{ | ||
SoundShut.Stop(); // hunter-311211 | ||
SoundCommencing.Play(A, DSBPLAY_LOOPING, ListenerInside, NewPosition); | ||
} | ||
else if (State == ss_Starting) | ||
{ | ||
fTime += Timer::GetDeltaTime(); | ||
// SoundStart->SetVolume(-1000*(4-fTime)/4); | ||
if (fTime >= fStartLength) | ||
{ | ||
State = ss_Commencing; | ||
SoundCommencing.ResetPosition(); | ||
SoundCommencing.Play(A, DSBPLAY_LOOPING, ListenerInside, NewPosition); | ||
SoundStart.Stop(); | ||
} | ||
else | ||
SoundStart.Play(A, 0, ListenerInside, NewPosition); | ||
} | ||
else if (State == ss_ShuttingDown) | ||
{ | ||
fTime -= Timer::GetDeltaTime(); | ||
// SoundShut->SetVolume(-1000*(4-fTime)/4); | ||
if (fTime <= 0) | ||
{ | ||
State = ss_Off; | ||
SoundShut.Stop(); | ||
} | ||
else | ||
SoundShut.Play(A, 0, ListenerInside, NewPosition); | ||
} | ||
SoundCommencing.AdjFreq(F, Timer::GetDeltaTime()); | ||
} | ||
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void __fastcall TAdvancedSound::CopyIfEmpty(TAdvancedSound &s) | ||
{ // skopiowanie, gdyby by³ potrzebny, a nie zosta³ wczytany | ||
if ((fStartLength > 0.0) || (fShutLength > 0.0)) | ||
return; // coœ jest | ||
SoundStart = s.SoundStart; | ||
SoundCommencing = s.SoundCommencing; | ||
SoundShut = s.SoundShut; | ||
State = s.State; | ||
fStartLength = s.fStartLength; | ||
fShutLength = s.fShutLength; | ||
defAM = s.defAM; | ||
defFM = s.defFM; | ||
}; | ||
//--------------------------------------------------------------------------- | ||
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#include "system.hpp" | ||
#include "classes.hpp" | ||
#pragma hdrstop | ||
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#include "Timer.h" | ||
#include "AdvSound.h" | ||
//--------------------------------------------------------------------------- | ||
#pragma package(smart_init) | ||
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__fastcall TAdvancedSound::TAdvancedSound() | ||
{ | ||
// SoundStart=SoundCommencing=SoundShut= NULL; | ||
State = ss_Off; | ||
fTime = 0; | ||
fStartLength = 0; | ||
fShutLength = 0; | ||
} | ||
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__fastcall TAdvancedSound::~TAdvancedSound() | ||
{ // Ra: stopowanie siê sypie | ||
// SoundStart.Stop(); | ||
// SoundCommencing.Stop(); | ||
// SoundShut.Stop(); | ||
} | ||
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void TAdvancedSound::Free() {} | ||
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void TAdvancedSound::Init(char *NameOn, char *Name, char *NameOff, | ||
double DistanceAttenuation, vector3 pPosition) | ||
{ | ||
SoundStart.Init(NameOn, DistanceAttenuation, pPosition.x, pPosition.y, pPosition.z, true); | ||
SoundCommencing.Init(Name, DistanceAttenuation, pPosition.x, pPosition.y, pPosition.z, true); | ||
SoundShut.Init(NameOff, DistanceAttenuation, pPosition.x, pPosition.y, pPosition.z, true); | ||
fStartLength = SoundStart.GetWaveTime(); | ||
fShutLength = SoundShut.GetWaveTime(); | ||
SoundStart.AM = 1.0; | ||
SoundStart.AA = 0.0; | ||
SoundStart.FM = 1.0; | ||
SoundStart.FA = 0.0; | ||
SoundCommencing.AM = 1.0; | ||
SoundCommencing.AA = 0.0; | ||
SoundCommencing.FM = 1.0; | ||
SoundCommencing.FA = 0.0; | ||
defAM = 1.0; | ||
defFM = 1.0; | ||
SoundShut.AM = 1.0; | ||
SoundShut.AA = 0.0; | ||
SoundShut.FM = 1.0; | ||
SoundShut.FA = 0.0; | ||
} | ||
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void TAdvancedSound::Load(TQueryParserComp *Parser, vector3 pPosition) | ||
{ | ||
AnsiString NameOn = Parser->GetNextSymbol().LowerCase(); | ||
AnsiString Name = Parser->GetNextSymbol().LowerCase(); | ||
AnsiString NameOff = Parser->GetNextSymbol().LowerCase(); | ||
double DistanceAttenuation = Parser->GetNextSymbol().ToDouble(); | ||
Init(NameOn.c_str(), Name.c_str(), NameOff.c_str(), DistanceAttenuation, pPosition); | ||
} | ||
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void TAdvancedSound::TurnOn(bool ListenerInside, vector3 NewPosition) | ||
{ | ||
// hunter-311211: nie trzeba czekac na ponowne odtworzenie dzwieku, az sie wylaczy | ||
if ((State == ss_Off || State == ss_ShuttingDown) && (SoundStart.AM > 0)) | ||
{ | ||
SoundStart.ResetPosition(); | ||
SoundCommencing.ResetPosition(); | ||
SoundStart.Play(1, 0, ListenerInside, NewPosition); | ||
// SoundStart->SetVolume(-10000); | ||
State = ss_Starting; | ||
fTime = 0; | ||
} | ||
} | ||
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void TAdvancedSound::TurnOff(bool ListenerInside, vector3 NewPosition) | ||
{ | ||
if ((State == ss_Commencing || State == ss_Starting) && (SoundShut.AM > 0)) | ||
{ | ||
SoundStart.Stop(); | ||
SoundCommencing.Stop(); | ||
SoundShut.ResetPosition(); | ||
SoundShut.Play(1, 0, ListenerInside, NewPosition); | ||
State = ss_ShuttingDown; | ||
fTime = fShutLength; | ||
// SoundShut->SetVolume(0); | ||
} | ||
} | ||
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void TAdvancedSound::Update(bool ListenerInside, vector3 NewPosition) | ||
{ | ||
if ((State == ss_Commencing) && (SoundCommencing.AM > 0)) | ||
{ | ||
// SoundCommencing->SetFrequency(); | ||
SoundShut.Stop(); // hunter-311211 | ||
SoundCommencing.Play(1, DSBPLAY_LOOPING, ListenerInside, NewPosition); | ||
} | ||
else if (State == ss_Starting) | ||
{ | ||
fTime += Timer::GetDeltaTime(); | ||
// SoundStart->SetVolume(-1000*(4-fTime)/4); | ||
if (fTime >= fStartLength) | ||
{ | ||
State = ss_Commencing; | ||
SoundCommencing.ResetPosition(); | ||
SoundCommencing.Play(1, DSBPLAY_LOOPING, ListenerInside, NewPosition); | ||
SoundStart.Stop(); | ||
} | ||
else | ||
SoundStart.Play(1, 0, ListenerInside, NewPosition); | ||
} | ||
else if (State == ss_ShuttingDown) | ||
{ | ||
fTime -= Timer::GetDeltaTime(); | ||
// SoundShut->SetVolume(-1000*(4-fTime)/4); | ||
if (fTime <= 0) | ||
{ | ||
State = ss_Off; | ||
SoundShut.Stop(); | ||
} | ||
else | ||
SoundShut.Play(1, 0, ListenerInside, NewPosition); | ||
} | ||
} | ||
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void TAdvancedSound::UpdateAF(double A, double F, bool ListenerInside, | ||
vector3 NewPosition) | ||
{ // update, ale z amplituda i czestotliwoscia | ||
if ((State == ss_Commencing) && (SoundCommencing.AM > 0)) | ||
{ | ||
SoundShut.Stop(); // hunter-311211 | ||
SoundCommencing.Play(A, DSBPLAY_LOOPING, ListenerInside, NewPosition); | ||
} | ||
else if (State == ss_Starting) | ||
{ | ||
fTime += Timer::GetDeltaTime(); | ||
// SoundStart->SetVolume(-1000*(4-fTime)/4); | ||
if (fTime >= fStartLength) | ||
{ | ||
State = ss_Commencing; | ||
SoundCommencing.ResetPosition(); | ||
SoundCommencing.Play(A, DSBPLAY_LOOPING, ListenerInside, NewPosition); | ||
SoundStart.Stop(); | ||
} | ||
else | ||
SoundStart.Play(A, 0, ListenerInside, NewPosition); | ||
} | ||
else if (State == ss_ShuttingDown) | ||
{ | ||
fTime -= Timer::GetDeltaTime(); | ||
// SoundShut->SetVolume(-1000*(4-fTime)/4); | ||
if (fTime <= 0) | ||
{ | ||
State = ss_Off; | ||
SoundShut.Stop(); | ||
} | ||
else | ||
SoundShut.Play(A, 0, ListenerInside, NewPosition); | ||
} | ||
SoundCommencing.AdjFreq(F, Timer::GetDeltaTime()); | ||
} | ||
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void TAdvancedSound::CopyIfEmpty(TAdvancedSound &s) | ||
{ // skopiowanie, gdyby by³ potrzebny, a nie zosta³ wczytany | ||
if ((fStartLength > 0.0) || (fShutLength > 0.0)) | ||
return; // coœ jest | ||
SoundStart = s.SoundStart; | ||
SoundCommencing = s.SoundCommencing; | ||
SoundShut = s.SoundShut; | ||
State = s.State; | ||
fStartLength = s.fStartLength; | ||
fShutLength = s.fShutLength; | ||
defAM = s.defAM; | ||
defFM = s.defFM; | ||
}; |
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