Beispiel #1
0
/**
 * @brief Updates the sonuds removing obsolete ones and such.
 *
 *    @return 0 on success.
 */
int sound_update( double dt )
{
   alVoice *v, *tv;

   /* Update music if needed. */
   music_update(dt);

   if (sound_disabled)
      return 0;

   /* System update. */
   sound_sys_update();

   if (voice_active == NULL)
      return 0;

   voiceLock();

   /* The actual control loop. */
   for (v=voice_active; v!=NULL; v=v->next) {

      /* Run first to clear in same iteration. */
      sound_sys_updateVoice( v );

      /* Destroy and toss into pool. */
      if ((v->state == VOICE_STOPPED) || (v->state == VOICE_DESTROY)) {

         /* Remove from active list. */
         tv = v->prev;
         if (tv == NULL) {
            voice_active = v->next;
            if (voice_active != NULL)
               voice_active->prev = NULL;
         }
         else {
            tv->next = v->next;
            if (tv->next != NULL)
               tv->next->prev = tv;
         }

         /* Add to free pool. */
         v->next = voice_pool;
         v->prev = NULL;
         voice_pool = v;
         if (v->next != NULL)
            v->next->prev = v;

         /* Avoid loop blockage. */
         v = (tv != NULL) ? tv->next : voice_active;
         if (v == NULL)
            break;
      }
   }

   voiceUnlock();

   return 0;
}
Beispiel #2
0
/**
 * A background task that calls all of the update functions.
 *
 * The order of the updates here is done from most important to
 * least important.  Note that if an update request is made while
 * this task is running, it can cause the task to be *restarted*, so
 * it is possible for the logic at the bottom of the function to
 * be starved temporarily.
 */
static void effect_update_task (void)
{
	/* Display and music are always updated, including during
	attract mode */
	deff_update ();
	music_update ();

	/* Lamp update is used for multiplexing different meanings
	to playfield lamps; this only makes sense in the context
	of a game. */
	if (in_live_game)
	{
		/* Sleep a bit to avoid starving other tasks */
		task_sleep (TIME_33MS);
		callset_invoke (lamp_update);
	}

	/* Update the start button lamp */
	if (!in_test)
		lamp_start_update ();

	task_exit ();
}
Beispiel #3
0
/**
 * @brief Displays the introduction sequence.
 *
 *    @brief text Path of text file to use.
 *    @brief mus Type of music to use (run through music.lua).
 *    @return 0 on success.
 */
int intro_display( const char *text, const char *mus )
{
   double offset;             /* distance from bottom of the top line. */
   double line_height;        /* # pixels per line. */
   int lines_per_screen;      /* max appearing lines on the screen. */
   scroll_buf_t *sb_arr;      /* array of lines to render. */
   scroll_buf_t *sb_list;     /* list   "   "    "    "    */
   double vel = 16.;          /* velocity: speed of text. */
   int stop = 0;              /* stop the intro. */
   unsigned int tcur, tlast;  /* timers. */
   double delta;              /* time diff from last render to this one. */
   int line_index = 0;        /* index into the big list of intro lines. */
   intro_img_t side_image;    /* image to go along with the text. */
   intro_img_t transition;    /* image for transitioning. */

   /* Load the introduction. */
   if (intro_load(text) < 0)
      return -1;

   /* Change music to intro music. */
   if (mus != NULL)
      music_choose(mus);

   /* We need to clear key repeat to avoid infinite loops. */
   toolkit_clearKey();

   /* Enable keyrepeat just for the intro. */
   SDL_EnableKeyRepeat( conf.repeat_delay, conf.repeat_freq );

   /* Do a few calculations to figure out how many lines can be present on the
      screen at any given time. */
   line_height = (double)intro_font.h * 1.3;
   lines_per_screen = (int)(SCREEN_H / line_height + 1.5); /* round up + 1 */
   sb_arr = (scroll_buf_t*)malloc( sizeof(scroll_buf_t) * lines_per_screen );

   /* Force the first line to be loaded immediately. */
   offset = line_height;

   /* Create a cycle of lines. */
   sb_list = arrange_scroll_buf( sb_arr, lines_per_screen );

   /* Unset the side image. */
   initialize_image( &side_image );
   initialize_image( &transition );

   tlast = SDL_GetTicks();
   while (!stop) {
      tcur = SDL_GetTicks();
      delta = (double)(tcur - tlast) / 1000.;
      tlast = tcur;

      /* Increment position. */
      offset += vel * delta;
      while (! (offset < line_height)) {
         /* One line has scrolled off, and another one on. */

         if (line_index < intro_nlines) {
            switch (intro_lines[line_index][0]) {
            case 't': /* plain ol' text. */
               sb_list->text = &intro_lines[line_index][1];
               offset -= line_height;
               sb_list = sb_list->next;
               break;
            case 'i': /* fade in image. */
               intro_fade_image_in( &side_image, &transition,
                                    &intro_lines[line_index][1] );
               break;
            case 'o': /* fade out image. */
               if (NULL == side_image.tex) {
                  WARN("Tried to fade out without an image." );
                  break;
               }
               side_image.fade_rate = -0.1;
               side_image.c.a = 0.99;
               break;
            default:  /* unknown. */
               break;
            }
            ++line_index;
         } else {
            sb_list->text = NULL;
            offset -= line_height;
            sb_list = sb_list->next;
         }
      } /* while (offset > line_height) */

      /* Fade the side image. */
      if (side_image.tex != NULL && side_image.c.a < 1.0) {
         side_image.c.a += delta * vel * side_image.fade_rate;

         if (transition.tex != NULL && transition.fade_rate > 0.0) {
            transition.c.a += delta * vel * transition.fade_rate;
         }

         if (side_image.c.a > 1.0) {
            /* Faded in... */
            side_image.c.a = 1.0;
            side_image.fade_rate = 0.0;
         } else if (side_image.c.a < 0.0) {
            /* Faded out... */
            gl_freeTexture( side_image.tex );
            if (transition.tex != NULL) {
               side_image.tex = transition.tex;
               side_image.c.a = transition.c.a;
               side_image.y   = transition.y;
               side_image.fade_rate = 0.1;
               transition.tex = NULL;
               transition.c.a = 1.0;
            } else {
               side_image.c.a = 1.0;
               side_image.tex = NULL;
               side_image.fade_rate = 0.0;
            }
         }
      }

      /* Clear stuff. */
      glClear(GL_COLOR_BUFFER_BIT);

      /* Only thing we actually care about updating is music. */
      music_update( 0. );

      /* Draw text. */
      stop = intro_draw_text( sb_list, offset, line_height );

      if (NULL != side_image.tex) {
         /* Draw the image next to the text. */
         gl_blitScale( side_image.tex, side_image.x, side_image.y,
                       side_image.tex->w, side_image.tex->h, &side_image.c );
      }

      if (NULL != transition.tex && transition.c.a > 0.0) {
         /* Draw the image in transition. */
         gl_blitScale( transition.tex, transition.x, transition.y,
                       transition.tex->w, transition.tex->h, &transition.c );
      }

      /* Display stuff. */
      SDL_GL_SwapBuffers();

      SDL_Delay(10); /* No need to burn CPU. */

      /* Handle user events. */
      intro_event_handler( &stop, &offset, &vel );

   } /* while (!stop) */

   /* free malloc'd memory. */
   free( sb_arr );
   if (NULL != side_image.tex) {
      gl_freeTexture( side_image.tex );
   }
   if (NULL != transition.tex) {
      gl_freeTexture( transition.tex );
   }

   /* Disable intro's key repeat. */
   SDL_EnableKeyRepeat( 0, 0 );

   /* Stop music, normal music will start shortly after. */
   music_stop();

   /* Clean up after the introduction. */
   intro_cleanup();

   return 0;
}
Beispiel #4
0
/**
 * @brief Displays the introduction sequence.
 *
 *    @brief text Path of text file to use.
 *    @brief mus Type of music to use (run through music.lua).
 *    @return 0 on success.
 */
int intro_display( const char *text, const char *mus )
{
   int i, max;
   unsigned int tcur, tlast;
   double dt;
   double x, y, vel;
   double offset;
   double density;
   SDL_Event event;

   /* Load the introduction. */
   if (intro_load(text) < 0)
      return -1;

   /* Calculate velocity. */
   density  = ((double)intro_length / (double)intro_nlines); /* char / line */
   density /= (double)intro_font.h; /* char / pixel */
   vel = INTRO_SPEED / density;  /* (char / s) * (pixel / char) = pixel / s */

   /* Change music to intro music. */
   if (mus != NULL)
      music_choose(mus);

   /* We need to clear key repeat to avoid infinite loops. */
   toolkit_clearKey();

   /* Prepare for intro loop. */
   x = 100.;
   y = 0.;
   tlast = SDL_GetTicks();
   offset = 0.;
   max = intro_nlines + SCREEN_H / ((intro_font.h + 5.));
   while (1) {

      /* Get delta tick in seconds. */
      tcur = SDL_GetTicks();
      dt = (double)(tcur - tlast) / 1000.;
      tlast = tcur;

      /* Handle events. */
      while (SDL_PollEvent(&event)) {
         switch (event.type) {
            case SDL_KEYDOWN:

               /* Escape skips directly. */
               if (event.key.keysym.sym == SDLK_ESCAPE)
                  offset = max * (intro_font.h + 5.);

               /* Only Handle space from here down. */
               else if (!nstd_isspace(event.key.keysym.sym))
                  break;

               /* Purpose fallthrough. */
            case SDL_JOYBUTTONDOWN:
               offset += 250.;
            default:
               break;
         }
      }
   
      /* Increment position. */
      offset += vel * dt;

      /* Clear stuff. */
      glClear(GL_COLOR_BUFFER_BIT);

      /* Draw the text. */
      i = (int)(offset / (intro_font.h + 5.));
      if (i > max) /* Out of lines. */
         break;
      y = offset - (i+1) * (intro_font.h + 5.);

      while (i >= 0) {

         /* Skip in line isn't valid. */
         if (i >= intro_nlines) {
            i--;
            y += intro_font.h + 5.;
            continue;
         }

         gl_print( &intro_font, x, y, &cConsole, intro_lines[i] );

         /* Increment line and position. */
         i--;
         y += intro_font.h + 5.;
      }

      /* Only thing we actually care about updating is music. */
      music_update();

      /* Display stuff. */
      SDL_GL_SwapBuffers();

      SDL_Delay(10); /* No need to burn CPU. */
   }

   /* Stop music, normal music will start shortly after. */
   music_stop();

   /* Clean up after the introduction. */
   intro_cleanup();

   return 0;
}