some fixes for menu
git-svn-id: https://clonekeenplus.svn.sourceforge.net/svnroot/clonekeenplus/cgenius/trunk@104 4df4b0f3-56ce-47cb-b001-ed939b7d65a6
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+39
-39
@@ -297,12 +297,12 @@ playsound: ;
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m_soundchannel[chnl].setupSound((unsigned short)snd, 0, true, WAVE_IN, 0, (mode==PLAY_FORCE) ? true : false );
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}
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char CSound::loadSoundData(unsigned short Episode, char *DataDirectory)
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bool CSound::loadSoundData(unsigned short Episode, char *DataDirectory)
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{
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if(!m_active) return false;
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char *path;
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int ok;
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bool ok = true;
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char soundfile[80];
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char buf[256];
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@@ -338,52 +338,52 @@ char CSound::loadSoundData(unsigned short Episode, char *DataDirectory)
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fclose(p_file);
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ok = m_soundslot[SOUND_KEEN_WALK].loadSound(soundfile, "KEENWALKSND", SOUND_KEEN_WALK);
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ok |= m_soundslot[SOUND_KEEN_WALK2].loadSound(soundfile, "KEENWLK2SND", SOUND_KEEN_WALK2);
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ok |= m_soundslot[SOUND_KEEN_JUMP].loadSound(soundfile, "KEENJUMPSND", SOUND_KEEN_JUMP);
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ok |= m_soundslot[SOUND_KEEN_POGO].loadSound(soundfile, "KEENPOGOSND", SOUND_KEEN_POGO);
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ok |= m_soundslot[SOUND_KEEN_LAND].loadSound(soundfile, "KEENLANDSND", SOUND_KEEN_LAND);
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ok |= m_soundslot[SOUND_KEEN_BLOK].loadSound(soundfile, "KEENBLOKSND", SOUND_KEEN_BLOK);
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ok |= m_soundslot[SOUND_KEEN_DIE].loadSound(soundfile, "KEENDIESND", SOUND_KEEN_DIE);
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ok |= m_soundslot[SOUND_KEEN_FALL].loadSound(soundfile, "PLUMMETSND", SOUND_KEEN_FALL);
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ok |= m_soundslot[SOUND_KEEN_BUMPHEAD].loadSound(soundfile, "BUMPHEADSND", SOUND_KEEN_BUMPHEAD);
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ok |= m_soundslot[SOUND_ENTER_LEVEL].loadSound(soundfile, "WLDENTERSND", SOUND_ENTER_LEVEL);
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ok |= m_soundslot[SOUND_KEENSLEFT].loadSound(soundfile, "keensleft", SOUND_KEENSLEFT);
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ok &= m_soundslot[SOUND_KEEN_WALK2].loadSound(soundfile, "KEENWLK2SND", SOUND_KEEN_WALK2);
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ok &= m_soundslot[SOUND_KEEN_JUMP].loadSound(soundfile, "KEENJUMPSND", SOUND_KEEN_JUMP);
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ok &= m_soundslot[SOUND_KEEN_POGO].loadSound(soundfile, "KEENPOGOSND", SOUND_KEEN_POGO);
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ok &= m_soundslot[SOUND_KEEN_LAND].loadSound(soundfile, "KEENLANDSND", SOUND_KEEN_LAND);
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ok &= m_soundslot[SOUND_KEEN_BLOK].loadSound(soundfile, "KEENBLOKSND", SOUND_KEEN_BLOK);
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ok &= m_soundslot[SOUND_KEEN_DIE].loadSound(soundfile, "KEENDIESND", SOUND_KEEN_DIE);
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ok &= m_soundslot[SOUND_KEEN_FALL].loadSound(soundfile, "PLUMMETSND", SOUND_KEEN_FALL);
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ok &= m_soundslot[SOUND_KEEN_BUMPHEAD].loadSound(soundfile, "BUMPHEADSND", SOUND_KEEN_BUMPHEAD);
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ok &= m_soundslot[SOUND_ENTER_LEVEL].loadSound(soundfile, "WLDENTERSND", SOUND_ENTER_LEVEL);
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ok &= m_soundslot[SOUND_KEENSLEFT].loadSound(soundfile, "keensleft", SOUND_KEENSLEFT);
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ok |= m_soundslot[SOUND_KEEN_FIRE].loadSound(soundfile, "KEENFIRESND", SOUND_KEEN_FIRE);
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ok |= m_soundslot[SOUND_GUN_CLICK].loadSound(soundfile, "GUNCLICK", SOUND_GUN_CLICK);
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ok |= m_soundslot[SOUND_SHOT_HIT].loadSound(soundfile, "SHOTHIT", SOUND_SHOT_HIT);
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ok &= m_soundslot[SOUND_KEEN_FIRE].loadSound(soundfile, "KEENFIRESND", SOUND_KEEN_FIRE);
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ok &= m_soundslot[SOUND_GUN_CLICK].loadSound(soundfile, "GUNCLICK", SOUND_GUN_CLICK);
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ok &= m_soundslot[SOUND_SHOT_HIT].loadSound(soundfile, "SHOTHIT", SOUND_SHOT_HIT);
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ok |= m_soundslot[SOUND_GET_ITEM].loadSound(soundfile, "GOTITEMSND", SOUND_GET_ITEM);
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ok |= m_soundslot[SOUND_GET_BONUS].loadSound(soundfile, "GOTBONUSSND", SOUND_GET_BONUS);
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ok |= m_soundslot[SOUND_GET_PART].loadSound(soundfile, "GOTPARTSND", SOUND_GET_PART);
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ok |= m_soundslot[SOUND_LEVEL_DONE].loadSound(soundfile, "LVLDONESND", SOUND_LEVEL_DONE);
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ok |= m_soundslot[SOUND_GAME_OVER].loadSound(soundfile, "GAMEOVERSND", SOUND_GAME_OVER);
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ok |= m_soundslot[SOUND_TELEPORT].loadSound(soundfile, "TELEPORTSND", SOUND_TELEPORT);
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ok |= m_soundslot[SOUND_EXTRA_LIFE].loadSound(soundfile, "EXTRAMANSND", SOUND_EXTRA_LIFE);
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ok |= m_soundslot[SOUND_CHUNKSMASH].loadSound(soundfile, "CHUNKSMASH", SOUND_CHUNKSMASH);
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ok |= m_soundslot[SOUND_GOINDOOR].loadSound(soundfile, "GOINDOORSND", SOUND_GOINDOOR);
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ok |= m_soundslot[SOUND_GET_CARD].loadSound(soundfile, "GETCARDSND", SOUND_GET_CARD);
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ok |= m_soundslot[SOUND_USE_KEY].loadSound(soundfile, "USEKEYSND", SOUND_USE_KEY);
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ok |= m_soundslot[SOUND_SWITCH_TOGGLE].loadSound(soundfile, "CLICKSND", SOUND_SWITCH_TOGGLE);
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ok |= m_soundslot[SOUND_DOOR_OPEN].loadSound(soundfile, "DOOROPENSND", SOUND_DOOR_OPEN);
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ok &= m_soundslot[SOUND_GET_ITEM].loadSound(soundfile, "GOTITEMSND", SOUND_GET_ITEM);
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ok &= m_soundslot[SOUND_GET_BONUS].loadSound(soundfile, "GOTBONUSSND", SOUND_GET_BONUS);
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ok &= m_soundslot[SOUND_GET_PART].loadSound(soundfile, "GOTPARTSND", SOUND_GET_PART);
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ok &= m_soundslot[SOUND_LEVEL_DONE].loadSound(soundfile, "LVLDONESND", SOUND_LEVEL_DONE);
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ok &= m_soundslot[SOUND_GAME_OVER].loadSound(soundfile, "GAMEOVERSND", SOUND_GAME_OVER);
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ok &= m_soundslot[SOUND_TELEPORT].loadSound(soundfile, "TELEPORTSND", SOUND_TELEPORT);
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ok &= m_soundslot[SOUND_EXTRA_LIFE].loadSound(soundfile, "EXTRAMANSND", SOUND_EXTRA_LIFE);
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ok &= m_soundslot[SOUND_CHUNKSMASH].loadSound(soundfile, "CHUNKSMASH", SOUND_CHUNKSMASH);
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ok &= m_soundslot[SOUND_GOINDOOR].loadSound(soundfile, "GOINDOORSND", SOUND_GOINDOOR);
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ok &= m_soundslot[SOUND_GET_CARD].loadSound(soundfile, "GETCARDSND", SOUND_GET_CARD);
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ok &= m_soundslot[SOUND_USE_KEY].loadSound(soundfile, "USEKEYSND", SOUND_USE_KEY);
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ok &= m_soundslot[SOUND_SWITCH_TOGGLE].loadSound(soundfile, "CLICKSND", SOUND_SWITCH_TOGGLE);
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ok &= m_soundslot[SOUND_DOOR_OPEN].loadSound(soundfile, "DOOROPENSND", SOUND_DOOR_OPEN);
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ok |= m_soundslot[SOUND_YORP_BUMP].loadSound(soundfile, "YORPBUMPSND", SOUND_YORP_BUMP);
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ok |= m_soundslot[SOUND_YORP_STUN].loadSound(soundfile, "YORPBOPSND", SOUND_YORP_STUN);
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ok |= m_soundslot[SOUND_YORP_DIE].loadSound(soundfile, "YORPSCREAM", SOUND_YORP_DIE);
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ok |= m_soundslot[SOUND_GARG_DIE].loadSound(soundfile, "GARGSCREAM", SOUND_GARG_DIE);
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ok |= m_soundslot[SOUND_VORT_DIE].loadSound(soundfile, "vortscream", SOUND_VORT_DIE);
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ok |= m_soundslot[SOUND_TANK_FIRE].loadSound(soundfile, "TANKFIRE", SOUND_TANK_FIRE);
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ok &= m_soundslot[SOUND_YORP_BUMP].loadSound(soundfile, "YORPBUMPSND", SOUND_YORP_BUMP);
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ok &= m_soundslot[SOUND_YORP_STUN].loadSound(soundfile, "YORPBOPSND", SOUND_YORP_STUN);
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ok &= m_soundslot[SOUND_YORP_DIE].loadSound(soundfile, "YORPSCREAM", SOUND_YORP_DIE);
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ok &= m_soundslot[SOUND_GARG_DIE].loadSound(soundfile, "GARGSCREAM", SOUND_GARG_DIE);
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ok &= m_soundslot[SOUND_VORT_DIE].loadSound(soundfile, "vortscream", SOUND_VORT_DIE);
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ok &= m_soundslot[SOUND_TANK_FIRE].loadSound(soundfile, "TANKFIRE", SOUND_TANK_FIRE);
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if (Episode == 2)
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{
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ok |= m_soundslot[SOUND_KEEN_BLOK].loadSound(soundfile, "EARTHPOW", SOUND_EARTHPOW);
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ok &= m_soundslot[SOUND_KEEN_BLOK].loadSound(soundfile, "EARTHPOW", SOUND_EARTHPOW);
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}
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else if (Episode == 3)
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{
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ok |= m_soundslot[SOUND_MEEP].loadSound(soundfile, "MEEP", SOUND_MEEP);
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ok |= m_soundslot[SOUND_ANKH].loadSound(soundfile, "ANKH", SOUND_ANKH);
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ok |= m_soundslot[SOUND_MORTIMER].loadSound(soundfile, "MORTIMER", SOUND_MORTIMER);
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ok |= m_soundslot[SOUND_FOOTSLAM].loadSound(soundfile, "FOOTSLAM", SOUND_FOOTSLAM);
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ok &= m_soundslot[SOUND_MEEP].loadSound(soundfile, "MEEP", SOUND_MEEP);
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ok &= m_soundslot[SOUND_ANKH].loadSound(soundfile, "ANKH", SOUND_ANKH);
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ok &= m_soundslot[SOUND_MORTIMER].loadSound(soundfile, "MORTIMER", SOUND_MORTIMER);
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ok &= m_soundslot[SOUND_FOOTSLAM].loadSound(soundfile, "FOOTSLAM", SOUND_FOOTSLAM);
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}
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for( unsigned short i=0 ; i<m_mixing_channels ; i++ )
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@@ -23,7 +23,7 @@ public:
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bool init(void);
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void stop(void);
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char loadSoundData(unsigned short Episode, char *DataDirectory);
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bool loadSoundData(unsigned short Episode, char *DataDirectory);
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void stopAllSounds(void);
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bool forcedisPlaying(void);
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@@ -33,7 +33,7 @@ CSoundSlot::~CSoundSlot() {
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}
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// loads sound searchname from file fname, into sounds[] entry loadnum
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// return value is nonzero on failure
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// return value is false on failure
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bool CSoundSlot::loadSound(const char *fname, const char *searchname, unsigned int loadnum)
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{
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// Unload the sound if any was previously loaded
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