The playlist file is no a simple list of files to play during the game.
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@5281 4a71c877-e1ca-e34f-864e-861f7616d084
* Use these functions in cdaudio.c to change the volume of the currently playing AUDIO_STREAM in function sound_SetMusicVolume
This fixes bug #11579 ("Music volume slider dont work")
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@5101 4a71c877-e1ca-e34f-864e-861f7616d084
* Make PlayList_Read return a bool instead of char (using 'char' there was a perfect example of premature optimisation; to save memory most likely)
* Remove macro CURRENT_TRACK which expanded to playlist[current_track] (it did _not_ increase readability)
* Make sure to free resources from __all__ return paths from PlayList_Read
* Check realloc's return value
* Don't bitshift but multiply!
* Make sure to follow coding style (in PlayList_Read)
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@2709 4a71c877-e1ca-e34f-864e-861f7616d084
mixer_GetCDVolume to sound_GetMusicVolume
mixer_SetCDVolume to sound_SetMusicVolume
mixer_GetWavVolume to sound_GetUIVolume
mixer_SetWavVolume to sound_SetUIVolume
mixer_Get3dWavVolume to sound_GetEffectsVolume
mixer_Set3dWavVolume to sound_SetEffectsVolume
* Make the above functions use floats instead of SDWORD (int32_t) and use a range of 0.0 - 1.0 instead of 0 - 100
* Remove global var g_iGlobalVol which was only used by one function and wasn't reused in multiple calls, now use a local function var instead: float originalVolume
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1972 4a71c877-e1ca-e34f-864e-861f7616d084
* This conditional compilation is controlled by WZ_NOSOUND (which replaces WZ_NOOGG)
* Remove an unneed inclusion from oggvorbis.h (track.h)
NOTE: This is currently integrated in none of the build systems
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1832 4a71c877-e1ca-e34f-864e-861f7616d084
* Drop now unnecessary extern "C" declaration, since C++'s function overloading shouldn't cause problems now
* Add "struct" keyword in front of all declarations of `struct OggVorbisDecoderState` or pointers to it
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1698 4a71c877-e1ca-e34f-864e-861f7616d084
anyway prepare to add our own, new music tracks to the game.
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@997 4a71c877-e1ca-e34f-864e-861f7616d084
- Define WORD and BYTE types to SDL types
- Let SDL handle some more of the win32fixes
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@739 4a71c877-e1ca-e34f-864e-861f7616d084
Mainly explicit casts, some type changes, a few fixes.
We need to have a look if this line creates any problems:
lib/script/interp.c @@ -329,7 +329,7 @@
- if(!RetStackRemember(CurEvent, (ip + 2))) //Remember where to jump back later
+ if(!RetStackRemember(CurEvent, *(ip + 2))) //Remember where to jump back later
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@719 4a71c877-e1ca-e34f-864e-861f7616d084
Patch marks several function & datastructures without prototypes, which aren't used outside their declaring sourcefiles as static.
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@708 4a71c877-e1ca-e34f-864e-861f7616d084
Comment by him:
Patch removes the playlist prototypes from the c-file cdaudio.c and add an extra header playlist.h for them.
This is then included in both cdaudio.c and playlist.c
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@707 4a71c877-e1ca-e34f-864e-861f7616d084
configure.ac:
- Make OpenGL mandatory
- check for jpeg/png headers
- merge in my DEFAULT_DATADIR patch, because in the AutoConf manual it is listed as prefered
- Change YFLAGS/LFLAGS to make it easier for me to play with Bison/Flex
Others:
- Dont require -datadir to end with a dir separator
- Small PHYSFS fix
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@463 4a71c877-e1ca-e34f-864e-861f7616d084
This patch includes:
- Strongly modified way of adding mods, maps and addons
- Make nearly everything use PhysFS (just netlog and debug stay)
- Convert several DBERRORs etc. to debug()
The new modloader works like this:
For every mod supplied on the commandline ("-mod") (maximum of MAX_MODS=100) keep it in mind (char * global_mods[]).
After initializing PhysFS do scanDataDirs(), which tries to register all possible paths, global_mods[] and maps with PhysFS. Dont check wether we succeed, only at the very end check if we got a "gamedesc.lev".
When we buildMapList(), mark "gamedesc.lev" as MOD_CAMPAIGN, "addon.lev" and every user supplied map as MOD_MULTIPLAY.
When we loadMods() modify the searchPath according to the supplied mods.
Note: T1 maps like Sk-Rush come from gamedesc.lev, are marked MOD_CAMPAIGN and thus wont load any multiplay_mods[], even if the user starts a multplayer game. Instead those maps are threated as campaignmode and will only load campaign_mods[].
This patch requires the "mp" patches to be either in ProgramDir/mp, in ProgramDir/data/mp or in ProgramDir/mp.wz
This is because one cannot add warzone.wz/mp to the search path if warzone.wz is an archive.
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@436 4a71c877-e1ca-e34f-864e-861f7616d084
Same as in r431, but now for lib/
- converted the sources in lib/ to use full path includes instead of just the filename.
- marked places where lib/ivis_*implementation* (eg opengl) is needed, because of incomplete lib/ivis_common.
Should improve the understanding of interfaces and code organization.
(Also fixed a double slash (//) include in src/multimenu.c)
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@432 4a71c877-e1ca-e34f-864e-861f7616d084
Also big amount of whitespace changes, sorry for the inconvenience...
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@400 4a71c877-e1ca-e34f-864e-861f7616d084