Files
asarium 8f06e338a4 Add typesafe handle types and use it in game sound system
This adds a new class which allows to create type safe resource handle
types. At the moment, the engine uses ints pretty much everywhere for
providing handles to resources created by the specific subsystems. Since
all ints are the same to the C/C++ typesystem it is perfectly legal to
pass a sound handle to the graphics API as a buffer handle which will
obviously cause issues.

This adds a new type called "ID" which is a wrapper class for a generic
handle but with added type safety. An instance of this class cannot be
passed to a function expecting another type of handle which provided
compile-time type safety for these APIs.

As an initial test I converted the game sound handles to this new type.
I already found a bug in the mainhall system thanks to this new type.
The mainhall used the game sound handles as sound instance handles which
probably meant that that specific code never really worked right. I
removed the code since there was no better alternative for fixing it.
2018-04-22 16:22:45 +02:00

259 lines
6.5 KiB
C++

/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#include "freespace.h"
#include "gamesequence/gamesequence.h"
#include "gamesnd/gamesnd.h"
#include "io/key.h"
#include "menuui/mainhallmenu.h"
#include "menuui/mainhalltemp.h"
#include "mission/missioncampaign.h"
#include "mission/missionload.h"
#include "playerman/player.h"
#include "ui/ui.h"
// ------------------------------------------------------------------------------------------------------------------------
// TEMP MAIN HALL DEFINES/VARS
//
#define MHT_NUM_BUTTONS 6
const char *Mht_bitmap_fname[GR_NUM_RESOLUTIONS] = {
"mht_background", // GR_640
"2_mht_background" // GR_1024
};
const char *Mht_bitmap_mask_fname[GR_NUM_RESOLUTIONS] = {
"mht_mask", // GR_640
"2_mht_mask" // GR_1024
};
// button defs
#define MHT_READY_ROOM 0
#define MHT_CAMPAIGN_ROOM 1
#define MHT_OPTIONS 2
#define MHT_TECH_ROOM 3
#define MHT_BARRACKS 4
#define MHT_EXIT 5
UI_WINDOW Mht_window; // the window object for the join screen
int Mht_bitmap; // the background bitmap
ui_button_info Mht_buttons[GR_NUM_RESOLUTIONS][MHT_NUM_BUTTONS] = {
{ // GR_640
ui_button_info( "MHT_00", 15, 194, -1, -1, 2 ), // ready room
ui_button_info( "MHT_01", 15, 222, -1, -1, 5 ), // campaigns
ui_button_info( "MHT_02", 14, 251, -1, -1, 4 ), // options
ui_button_info( "MHT_03", 14, 280, -1, -1, 3 ), // tech room
ui_button_info( "MHT_04", 14, 309, -1, -1, 1 ), // barracks
ui_button_info( "MHT_05", 16, 339, -1, -1, 0 ), // exit
},
{ // GR_1024
ui_button_info( "2_MHT_00", 25, 312, -1, -1, 2 ), // ready room
ui_button_info( "2_MHT_01", 25, 357, -1, -1, 5 ), // campaigns
ui_button_info( "2_MHT_02", 24, 403, -1, -1, 4 ), // options
ui_button_info( "2_MHT_03", 24, 450, -1, -1, 3 ), // tech room
ui_button_info( "2_MHT_04", 25, 497, -1, -1, 1 ), // barracks
ui_button_info( "2_MHT_05", 27, 544, -1, -1, 0 ), // exit
}
};
// ------------------------------------------------------------------------------------------------------------------------
// TEMP MAIN HALL FUNCTIONS
//
void mht_check_buttons();
void mht_button_pressed(int n);
void mht_exit_game();
void mht_init()
{
int idx;
// create the interface window
Mht_window.create(0, 0, gr_screen.max_w_unscaled,gr_screen.max_h_unscaled, 0);
Mht_window.set_mask_bmap(Mht_bitmap_mask_fname[gr_screen.res]);
// load the background bitmap
Mht_bitmap = bm_load(Mht_bitmap_fname[gr_screen.res]);
if(Mht_bitmap < 0){
// we failed to load the bitmap - this is very bad
Int3();
}
// create the interface buttons
for(idx=0; idx<MHT_NUM_BUTTONS; idx++){
// create the object
Mht_buttons[gr_screen.res][idx].button.create(&Mht_window, "", Mht_buttons[gr_screen.res][idx].x, Mht_buttons[gr_screen.res][idx].y, 1, 1, 0, 1);
// set the sound to play when highlighted
Mht_buttons[gr_screen.res][idx].button.set_highlight_action(common_play_highlight_sound);
// set the ani for the button
Mht_buttons[gr_screen.res][idx].button.set_bmaps(Mht_buttons[gr_screen.res][idx].filename);
// set the hotspot
Mht_buttons[gr_screen.res][idx].button.link_hotspot(Mht_buttons[gr_screen.res][idx].hotspot);
}
// remove any multiplayer flags from the game mode
Game_mode &= ~(GM_MULTIPLAYER);
// initialize the music
main_hall_start_music();
// set the game_mode based on the type of player
Assert( Player != NULL );
if ( Player->flags & PLAYER_FLAGS_IS_MULTI ){
Game_mode = GM_MULTIPLAYER;
} else {
Game_mode = GM_NORMAL;
}
}
void mht_do()
{
int k = Mht_window.process();
// need to ensure ambient is playing, since it may be stopped by a playing movie
main_hall_start_ambient();
// process any keypresses
switch(k){
case KEY_ESC :
mht_exit_game();
break;
case KEY_B:
gameseq_post_event( GS_EVENT_BARRACKS_MENU );
break;
case KEY_G:
if(Player->flags & PLAYER_FLAGS_IS_MULTI){
break;
}
if (Num_recent_missions > 0) {
strcpy_s( Game_current_mission_filename, Recent_missions[0] );
} else {
mission_load_up_campaign();
strcpy_s( Game_current_mission_filename, Campaign.missions[0].name );
}
Campaign.current_mission = -1;
gameseq_post_event(GS_EVENT_START_GAME_QUICK);
break;
case KEY_L:
gameseq_post_event( GS_EVENT_LOAD_MISSION_MENU );
break;
case KEY_F2:
gameseq_post_event(GS_EVENT_OPTIONS_MENU);
break;
case KEY_M:
if (Player->flags & PLAYER_FLAGS_IS_MULTI){
main_hall_do_multi_ready();
}
break;
}
// process button presses
mht_check_buttons();
// draw the background, etc
gr_reset_clip();
GR_MAYBE_CLEAR_RES(Mht_bitmap);
if(Mht_bitmap != -1){
gr_set_bitmap(Mht_bitmap);
gr_bitmap(0,0,GR_RESIZE_MENU);
}
Mht_window.draw();
// flip the buffer
gr_flip();
}
void mht_close()
{
// unload any bitmaps
if(!bm_unload(Mht_bitmap)){
nprintf(("General","WARNING : could not unload background bitmap %s\n", Mht_bitmap_fname[gr_screen.res]));
}
// destroy the UI_WINDOW
Mht_window.destroy();
}
void mht_check_buttons()
{
int idx;
for(idx=0; idx<MHT_NUM_BUTTONS; idx++){
// we only really need to check for one button pressed at a time, so we can break after
// finding one.
if(Mht_buttons[gr_screen.res][idx].button.pressed()){
mht_button_pressed(idx);
break;
}
}
}
void mht_button_pressed(int n)
{
switch(n){
case MHT_READY_ROOM:
if (Player->flags & PLAYER_FLAGS_IS_MULTI){
main_hall_do_multi_ready();
} else {
gameseq_post_event(GS_EVENT_NEW_CAMPAIGN);
gamesnd_play_iface(InterfaceSounds::USER_SELECT);
}
break;
case MHT_CAMPAIGN_ROOM:
gameseq_post_event(GS_EVENT_CAMPAIGN_ROOM);
gamesnd_play_iface(InterfaceSounds::USER_SELECT);
break;
case MHT_OPTIONS:
gameseq_post_event(GS_EVENT_OPTIONS_MENU);
gamesnd_play_iface(InterfaceSounds::USER_SELECT);
break;
case MHT_TECH_ROOM:
gameseq_post_event( GS_EVENT_TECH_MENU );
gamesnd_play_iface(InterfaceSounds::USER_SELECT);
break;
case MHT_BARRACKS:
gameseq_post_event( GS_EVENT_BARRACKS_MENU );
gamesnd_play_iface(InterfaceSounds::USER_SELECT);
break;
case MHT_EXIT:
mht_exit_game();
gamesnd_play_iface(InterfaceSounds::USER_SELECT);
break;
}
}
void mht_exit_game()
{
// stop music first
main_hall_stop_music(true);
main_hall_stop_ambient();
gameseq_post_event(GS_EVENT_QUIT_GAME);
}