revert some changes as simon uses dynamic file objects for sound objects later on

svn-id: r8477
This commit is contained in:
Jonathan Gray 2003-06-14 15:19:41 +00:00
parent eb808a8d4c
commit e3b2ca8e2f

View file

@ -46,73 +46,73 @@ SimonSound::SimonSound(const byte game, const GameSpecificSettings *gss, const c
_voice_file = false;
_ambient_playing = 0;
File file;
File file2;
File *file = new File();
File *file2 = new File();
const char *s;
#ifdef USE_MAD
file.open(gss->mp3_filename, gameDataPath);
if (file.isOpen() == false) {
file->open(gss->mp3_filename, gameDataPath);
if (file->isOpen() == false) {
#endif
// for simon2 mac/amiga, only read index file
if (_game == GAME_SIMON2MAC) {
file.open("voices.idx", gameDataPath);
if (file.isOpen() == false) {
file->open("voices.idx", gameDataPath);
if (file->isOpen() == false) {
warning("Can't open voice index file 'voices.idx'");
} else {
file.seek(0, SEEK_END);
int end = file.pos();
file.seek(0, SEEK_SET);
file->seek(0, SEEK_END);
int end = file->pos();
file->seek(0, SEEK_SET);
_filenums = (uint16 *)malloc(end / 3 + 1);
_offsets = (uint32 *)malloc((end / 6) * 4 + 1);
for (int i = 1; i <= end / 6; i++) {
_filenums[i] = file.readUint16BE();
_offsets[i] = file.readUint32BE();
_filenums[i] = file->readUint16BE();
_offsets[i] = file->readUint32BE();
}
_voice_file = true;
}
} else if (_game & GF_WIN) {
s = gss->wav_filename;
file.open(s, gameDataPath);
if (file.isOpen() == false) {
file->open(s, gameDataPath);
if (file->isOpen() == false) {
warning("Can't open voice file %s", s);
} else {
_voice_file = true;
_voice = new WavSound(_mixer, &file);
_voice = new WavSound(_mixer, file);
}
} else if (_game & GF_TALKIE) {
s = gss->voc_filename;
file.open(s, gameDataPath);
if (file.isOpen() == false) {
file->open(s, gameDataPath);
if (file->isOpen() == false) {
warning("Can't open voice file %s", s);
} else {
_voice_file = true;
_voice = new VocSound(_mixer, &file);
_voice = new VocSound(_mixer, file);
}
}
#ifdef USE_MAD
} else {
_voice_file = true;
_voice = new MP3Sound(_mixer, &file);
_voice = new MP3Sound(_mixer, file);
}
#endif
if (_game == GAME_SIMON1TALKIE) {
#ifdef USE_MAD
file2.open(gss->mp3_effects_filename, gameDataPath);
if (file2.isOpen() == false) {
file2->open(gss->mp3_effects_filename, gameDataPath);
if (file2->isOpen() == false) {
#endif
s = gss->voc_effects_filename;
file2.open(s, gameDataPath);
if (file2.isOpen() == false) {
file2->open(s, gameDataPath);
if (file2->isOpen() == false) {
warning("Can't open effects file %s", s);
} else {
_effects = new VocSound(_mixer, &file2);
_effects = new VocSound(_mixer, file2);
}
#ifdef USE_MAD
} else {
_effects = new MP3Sound(_mixer, &file2);
_effects = new MP3Sound(_mixer, file2);
}
#endif
}
@ -121,24 +121,24 @@ SimonSound::SimonSound(const byte game, const GameSpecificSettings *gss, const c
void SimonSound::readSfxFile(const char *filename, const char *gameDataPath) {
stopAll();
File file;
file.open(filename, gameDataPath);
File *file = new File();
file->open(filename, gameDataPath);
if (file.isOpen() == false) {
if (file->isOpen() == false) {
char *filename2;
filename2 = (char *)malloc(strlen(filename) + 2);
strcpy(filename2, filename);
strcat(filename2, ".");
file.open(filename2, gameDataPath);
file->open(filename2, gameDataPath);
free(filename2);
if (file.isOpen() == false) {
if (file->isOpen() == false) {
if (atoi(filename + 6) != 1 && atoi(filename + 6) != 30)
warning("readSfxFile: Can't load sfx file %s", filename);
return;
}
}
_effects = new WavSound(_mixer, &file);
_effects = new WavSound(_mixer, file);
}
void SimonSound::loadSfxTable(File *gameFile, uint32 base) {
@ -151,15 +151,15 @@ void SimonSound::loadSfxTable(File *gameFile, uint32 base) {
}
void SimonSound::playVoice(uint sound) {
File file;
if (_game == GAME_SIMON2MAC && _filenums) {
char filename[16];
sprintf(filename, "voices%d.dat", _filenums[sound]);
file.open(filename, _gameDataPath);
if (file.isOpen() == false) {
File *file = new File();
file->open(filename, _gameDataPath);
if (file->isOpen() == false) {
warning("Can't open voice file %s", filename);
} else {
_voice = new WavSound(_mixer, &file, _offsets);
_voice = new WavSound(_mixer, file, _offsets);
}
}