get rid of sources we won't be using

i'm not interested in doing a windows build, and ACKSND uses a sound
library that apparently doesn't work in a flat memory model
This commit is contained in:
Gered 2019-11-02 13:41:41 -04:00
parent 865b466995
commit 1c590f344f
4 changed files with 0 additions and 521 deletions

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/******************* ( Animation Construction Kit 3D ) ***********************/
/* Sound Routines: play CMF, VOC files in background on SB, Adlib or speaker */
/* CopyRight (c) 1993 Authors: Lary Myers & Frank Sachse */
/*****************************************************************************/
//***************************** WARNING **************************************
// NOTE: The Worx sound functions have NOT been converted to flat model.
// **** DO NOT USE THESE FUNCTIONS!!!! ****
//***************************** WARNING **************************************
#include <stdlib.h>
#include <stdio.h>
#include <dos.h>
#include <mem.h>
#include <io.h>
#include <fcntl.h>
#include <time.h>
#include <string.h>
#include <sys\stat.h>
#include "ack3d.h"
#include "ackeng.h"
#include "ackext.h"
#include "acksnd.h"
#include "worx.h"
static short SoundDevice;
void AckPlayNoSound(short index);
void AckPlayPCSpeaker(short index);
void AckPlayAdlib(short index);
void AckPlaySoundBlaster(short index);
short AckPlayMusic(char *MusicFile);
short IRQ; /* SB */
char *Cmf;
char *VocTable[SOUND_MAX_INDEX+1];
/****************************************************************************
** Call into here by the application before using any of the sound routines**
** The default sound device can be used as an overide, such as when the **
** application or user doesn't want any sound. **
****************************************************************************/
short AckSoundInitialize(short DefaultSoundDevice)
{
if (DefaultSoundDevice == DEV_NOSOUND)
{
SoundDevice = DefaultSoundDevice;
return(0);
}
/* Checks for sound board & sets SoundDevice to DEV_ define in ACKSND.H */
/* for use only with WORX lib, not WORXlite...
StartWorx();
*/
StartWorx();
if (DefaultSoundDevice == DEV_PCSPEAKER)
{
SoundDevice = DefaultSoundDevice;
return(0);
}
if (AdlibDetect())
{
SoundDevice = DEV_ADLIB;
SetFMVolume(0xf,0xf);
}
else
SoundDevice = DEV_PCSPEAKER;
if (DefaultSoundDevice == DEV_ADLIB)
{
SoundDevice = DEV_ADLIB;
return(0);
}
IRQ = DSPReset();
if (IRQ > 0)
{
SoundDevice = DEV_SOUNDBLASTER;
SetMasterVolume(0xf,0xf);
SetVOCVolume(0xf,0xf);
}
#if 0
/* for use only with WORX lib, not WORXlite...
IRQ = DSPReset() - if > 0, then SB present
if (WorxPresent()) /* use only with WORXlite */
{
SoundDevice = DEV_SOUNDBLASTER;
SetMasterVolume(0xf,0xf);
SetVOCVolume(0xf,0xf);
}
*/
#endif
return(0);
}
/****************************************************************************
** Here the application can call in and load the VOC files that it needs **
** **
****************************************************************************/
short AckLoadSound(short VocIndex,char *VocFile)
{
char buf[81];
if (SoundDevice == DEV_NOSOUND)
return(0);
if (VocIndex < 0 || VocIndex > SOUND_MAX_INDEX)
return(-1); /* index out of range */
strcpy(buf,VocFile);
strtok(buf,".");
switch (SoundDevice)
{
case DEV_SOUNDBLASTER:
strcat(buf,".VOC"); /* force extension */
break;
case DEV_ADLIB: /* adlib can't play voc's -> put thru pc spkr */
case DEV_PCSPEAKER:
#if 0
strcat(buf,".PWM"); /* force extension */
#endif
strcat(buf,".VOC"); /* force extension */
break;
default:
return(-2); /* Error if unknown device */
}
VocTable[VocIndex] = LoadOneShot(buf); /* load voc/pwm into mem */
if (VocTable[VocIndex] == NULL)
return(-2); /* file not found */
return(0);
}
/****************************************************************************
** **
****************************************************************************/
void AckStopBackground(void)
{
switch (SoundDevice)
{
case DEV_NOSOUND:
break;
case DEV_PCSPEAKER:
break;
case DEV_SOUNDBLASTER:
if (SequencePlaying())
StopSequence();
break;
case DEV_ADLIB:
if (SequencePlaying())
StopSequence();
break;
default:
break;
}
}
/****************************************************************************
** The Application would call this routine to begin playing background **
** music. **
** **
****************************************************************************/
short AckPlayBackground(char *MusicFile)
{
short result = 0;
switch (SoundDevice)
{
case DEV_NOSOUND:
break;
case DEV_PCSPEAKER:
break;
case DEV_SOUNDBLASTER:
result = AckPlayMusic(MusicFile);
break;
case DEV_ADLIB:
result = AckPlayMusic(MusicFile);
break;
default:
break;
}
return(result);
}
/****************************************************************************
** Start the music file playing in this routine. **
** **
****************************************************************************/
short AckPlayMusic(char *MusicFile)
{
char *BufPtr;
char buf[81];
strcpy(buf,MusicFile);
strtok(buf,"."); /* force CMF extention */
strcat(buf,".CMF");
Cmf = GetSequence(buf); /* load cmf into mem */
if(Cmf==NULL)
return(1);
SetLoopMode(1); /* set for continuous play */
PlayCMFBlock(Cmf); /* play background cmf */
return(0);
}
/****************************************************************************
** Call into here to play a particular sound. The indexes available are **
** listed in ACKSND.H which will be included by the application. **
** **
****************************************************************************/
void AckPlaySound(short SoundIndex)
{
switch (SoundDevice)
{
case DEV_NOSOUND:
break;
case DEV_PCSPEAKER:
AckPlayPCSpeaker(SoundIndex);
break;
case DEV_SOUNDBLASTER:
AckPlaySoundBlaster(SoundIndex);
break;
case DEV_ADLIB: /* can't play VOC's on Adlib -> play thru speaker */
AckPlayPCSpeaker(SoundIndex);
break;
default:
break;
}
}
/****************************************************************************
** This routine is used for simple speaker sounds. The ones here are for **
** testing at this point. Better ones would be need to be in the final **
** version. **
****************************************************************************/
/* I will adjust this later to play VOC's thru speaker x*/
void AckPlayPCSpeaker(short index)
{
if (VocTable[index] == NULL || index < 0 || index > SOUND_MAX_INDEX)
return;
PlayPWMBlock(VocTable[index]);
}
/****************************************************************************
** Sound Blaster routines go here. **
** **
** **
****************************************************************************/
void AckPlaySoundBlaster(short index)
{
if (VocTable[index] == NULL || index < 0 || index > SOUND_MAX_INDEX)
return;
PlayVOCBlock(VocTable[index],255);
}
/****************************************************************************
** Call into here by the application before exiting. **
****************************************************************************/
void AckSoundShutdown(void)
{
switch (SoundDevice)
{
case DEV_NOSOUND:
break;
case DEV_PCSPEAKER:
CloseWorx();
break;
case DEV_SOUNDBLASTER:
if (SequencePlaying())
StopSequence(); /* stop background CMF, if playing */
DSPClose(); /* free Sound Blaster DSP */
/* for use only with WORX lib, not WORXlite...
CloseWorx();
*/
CloseWorx();
break;
case DEV_ADLIB:
if (SequencePlaying())
StopSequence();
/* for use only with WORX lib, not WORXlite...
CloseWorx();
*/
break;
default:
break;
}
}


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/* Header file to accompany ACKSND.C */
#define DEV_NOSOUND 0
#define DEV_PCSPEAKER 1
#define DEV_SOUNDBLASTER 2
#define DEV_ADLIB 3
#define SOUND_WALKING 0
#define SOUND_HITWALL 1
#define SOUND_HITOBJECT 2
#define SOUND_HITBADOBJECT 3
#define SOUND_DOOROPENING 4
#define SOUND_SECRETDOOROPENING 5
#define SOUND_FIRING 6
#define SOUND_DOORCLOSING 7
#define SOUND_LOST 8
#define SOUND_WON 9
#define SOUND_INTRO 10
#define SOUND_EXPLODE 11
#define SOUND_USER1 12
#define SOUND_USER2 13
#define SOUND_USER3 14
#define SOUND_USER4 15
#define SOUND_MAX_INDEX 15
short AckSoundInitialize(short DefaultSoundDevice);
short AckPlayBackground(char *MusicFile);
void AckPlaySound(short SoundIndex);
void AckSoundShutdown(void);
void AckStopBackground(void);
short AckLoadSound(short VocIndex,char *VocFileName);


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/*****************************************************************************\
*
* wing.h - WinG functions, types, and definitions
*
* Copyright (c) 1994 Microsoft Corp. All rights reserved.
*
\*****************************************************************************/
#ifndef _INC_WING
#define _INC_WING
#ifndef _INC_WINDOWS
#include <windows.h> /* Include windows.h if not already included */
#endif
#ifdef __cplusplus
extern "C" { /* Assume C declarations for C++ */
#endif
#if defined(WIN32) || defined(_WIN32)
#define WINGAPI WINAPI
#else
#define WINGAPI WINAPI _loadds
#endif
/***** WingDC and WinGBitmap *************************************************/
HDC WINGAPI WinGCreateDC( void );
BOOL WINGAPI WinGRecommendDIBFormat( BITMAPINFO FAR *pFormat );
HBITMAP WINGAPI WinGCreateBitmap( HDC WinGDC, BITMAPINFO const FAR *pHeader,
void FAR *FAR *ppBits );
void FAR *WINGAPI WinGGetDIBPointer( HBITMAP WinGBitmap,
BITMAPINFO FAR *pHeader );
UINT WINGAPI WinGGetDIBColorTable( HDC WinGDC, UINT StartIndex,
UINT NumberOfEntries, RGBQUAD FAR *pColors );
UINT WINGAPI WinGSetDIBColorTable( HDC WinGDC, UINT StartIndex,
UINT NumberOfEntries, RGBQUAD const FAR *pColors );
/***** Halftoning ************************************************************/
HPALETTE WINGAPI WinGCreateHalftonePalette( void );
typedef enum WING_DITHER_TYPE
{
WING_DISPERSED_4x4,
WING_DISPERSED_8x8,
WING_CLUSTERED_4x4
} WING_DITHER_TYPE;
HBRUSH WINGAPI WinGCreateHalftoneBrush( HDC Context, COLORREF crColor,
WING_DITHER_TYPE DitherType );
/***** Blts ******************************************************************/
BOOL WINGAPI WinGBitBlt( HDC hdcDest, int nXOriginDest,
int nYOriginDest, int nWidthDest, int nHeightDest, HDC hdcSrc,
int nXOriginSrc, int nYOriginSrc );
BOOL WINGAPI WinGStretchBlt( HDC hdcDest, int nXOriginDest,
int nYOriginDest, int nWidthDest, int nHeightDest, HDC hdcSrc,
int nXOriginSrc, int nYOriginSrc, int nWidthSrc, int nHeightSrc );
#ifdef __cplusplus
} /* End of extern "C" */
#endif
#endif // _INC_WING

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/////////////////////////////////////////////////////////////////////////////
// WINGDLL.H
//
// Interface class for WinG.
/////////////////////////////////////////////////////////////////////////////
#ifndef _INC_WINGDLL
#define _INC_WINGDLL
typedef HDC (WINAPI *wingCreateDC)( void );
typedef BOOL (WINAPI *wingRecommendDIBFormat)( BITMAPINFO FAR *pFormat );
typedef HBITMAP (WINAPI *wingCreateBitmap)( HDC WinGDC, BITMAPINFO const *pHeader,
void *ppBits );
typedef void FAR *(WINAPI *wingGetDIBPointer)( HBITMAP WinGBitmap,
BITMAPINFO FAR *pHeader );
typedef UINT (WINAPI *wingGetDIBColorTable)( HDC WinGDC, UINT StartIndex,
UINT NumberOfEntries, RGBQUAD FAR *pColors );
typedef UINT (WINAPI *wingSetDIBColorTable)( HDC WinGDC, UINT StartIndex,
UINT NumberOfEntries, RGBQUAD const FAR *pColors );
typedef HPALETTE (WINAPI *wingCreateHalftonePalette)( void );
typedef HBRUSH (WINAPI *wingCreateHalftoneBrush)( HDC, COLORREF,
WING_DITHER_TYPE);
typedef BOOL (WINAPI *wingBitBlt)( HDC hdcDest, int nXOriginDest,
int nYOriginDest, int nWidthDest, int nHeightDest, HDC hdcSrc,
int nXOriginSrc, int nYOriginSrc );
typedef BOOL (WINAPI *wingStretchBlt)( HDC hdcDest, int nXOriginDest,
int nYOriginDest, int nWidthDest, int nHeightDest, HDC hdcSrc,
int nXOriginSrc, int nYOriginSrc, int nWidthSrc, int nHeightSrc );
class WinGdll {
public:
WinGdll();
~WinGdll();
BOOL Load();
BOOL Free();
HINSTANCE m_hLib;
BOOL m_bLoaded;
//I would have used m_ prefix, but too laborious to type when using
//the class. Would have inlined the function pointers,
//without typedef's, but the compiler didn't like it.
//Anyway, this method makes casting GetProcAddress()
//easier.
wingCreateDC pCreateDC;
wingRecommendDIBFormat pRecommendDIBFormat;
wingCreateBitmap pCreateBitmap;
wingGetDIBPointer pGetDIBPointer;
wingGetDIBColorTable pGetDIBColorTable;
wingSetDIBColorTable pSetDIBColorTable;
wingCreateHalftonePalette pCreateHalftonePalette;
wingCreateHalftoneBrush pCreateHalftoneBrush;
wingBitBlt pBitBlt;
wingStretchBlt pStretchBlt;
} ;
#endif // _INC_WINGDLL