From 9a78e7dfa0cbcee2424f33d19aa2f93eb14ce184 Mon Sep 17 00:00:00 2001 From: Asdow <20314541+Asdow@users.noreply.github.com> Date: Tue, 24 Jun 2025 21:30:14 +0300 Subject: [PATCH] Formatting changes --- Utils/Sound Control.cpp | 222 ++++++++++++++++++++-------------------- 1 file changed, 111 insertions(+), 111 deletions(-) diff --git a/Utils/Sound Control.cpp b/Utils/Sound Control.cpp index af8946bf..3c8472f8 100644 --- a/Utils/Sound Control.cpp +++ b/Utils/Sound Control.cpp @@ -768,9 +768,9 @@ void DelayedSoundTimerCallback( void ) typedef struct { UINT32 uiFlags; - INT32 sGridNo; - INT32 iSoundSampleID; - INT32 iSoundToPlay; + INT32 sGridNo; + INT32 iSoundSampleID; + INT32 iSoundToPlay; UINT32 uiData; BOOLEAN fAllocated; BOOLEAN fInActive; @@ -794,27 +794,27 @@ INT32 GetFreePositionSnd( void ) { UINT32 uiCount; - for(uiCount=0; uiCount < guiNumPositionSnds; uiCount++) + for ( uiCount = 0; uiCount < guiNumPositionSnds; uiCount++ ) { - if(( gPositionSndData[uiCount].fAllocated==FALSE ) ) - return( (INT32)uiCount ); + if ( (gPositionSndData[uiCount].fAllocated == FALSE) ) + return((INT32)uiCount); } - if( guiNumPositionSnds < NUM_POSITION_SOUND_EFFECT_SLOTS ) - return( (INT32) guiNumPositionSnds++ ); + if ( guiNumPositionSnds < NUM_POSITION_SOUND_EFFECT_SLOTS ) + return((INT32)guiNumPositionSnds++); - return( -1 ); + return(-1); } void RecountPositionSnds( void ) { INT32 uiCount; - for(uiCount=guiNumPositionSnds-1; (uiCount >=0) ; uiCount--) + for ( uiCount = guiNumPositionSnds - 1; (uiCount >= 0); uiCount-- ) { - if( ( gPositionSndData[uiCount].fAllocated ) ) + if ( (gPositionSndData[uiCount].fAllocated) ) { - guiNumPositionSnds=(UINT32)(uiCount+1); + guiNumPositionSnds = (UINT32)(uiCount + 1); break; } } @@ -826,57 +826,57 @@ INT32 NewPositionSnd( INT32 sGridNo, UINT32 uiFlags, UINT32 uiData, UINT32 iSoun POSITIONSND *pPositionSnd; INT32 iPositionSndIndex; - if( ( iPositionSndIndex = GetFreePositionSnd() )==(-1) ) + if ( (iPositionSndIndex = GetFreePositionSnd()) == (-1) ) return(-1); - memset( &gPositionSndData[ iPositionSndIndex ], 0, sizeof( POSITIONSND ) ); + memset( &gPositionSndData[iPositionSndIndex], 0, sizeof( POSITIONSND ) ); - pPositionSnd = &gPositionSndData[ iPositionSndIndex ]; + pPositionSnd = &gPositionSndData[iPositionSndIndex]; // Default to inactive if ( gfPositionSoundsActive ) { - pPositionSnd->fInActive = FALSE; + pPositionSnd->fInActive = FALSE; } else { - pPositionSnd->fInActive = TRUE; + pPositionSnd->fInActive = TRUE; } - pPositionSnd->sGridNo = sGridNo; - pPositionSnd->uiData = uiData; - pPositionSnd->uiFlags = uiFlags; - pPositionSnd->fAllocated = TRUE; + pPositionSnd->sGridNo = sGridNo; + pPositionSnd->uiData = uiData; + pPositionSnd->uiFlags = uiFlags; + pPositionSnd->fAllocated = TRUE; pPositionSnd->iSoundToPlay = iSoundToPlay; pPositionSnd->volume = volume; pPositionSnd->iSoundSampleID = NO_SAMPLE; - return( iPositionSndIndex ); + return(iPositionSndIndex); } void DeletePositionSnd( INT32 iPositionSndIndex ) { POSITIONSND *pPositionSnd; - pPositionSnd = &gPositionSndData[ iPositionSndIndex ]; + pPositionSnd = &gPositionSndData[iPositionSndIndex]; if ( pPositionSnd->fAllocated ) { - // Turn inactive first... - pPositionSnd->fInActive = TRUE; + // Turn inactive first... + pPositionSnd->fInActive = TRUE; - // End sound... - if ( pPositionSnd->iSoundSampleID != NO_SAMPLE ) - { - SoundStop( pPositionSnd->iSoundSampleID ); - } + // End sound... + if ( pPositionSnd->iSoundSampleID != NO_SAMPLE ) + { + SoundStop( pPositionSnd->iSoundSampleID ); + } - pPositionSnd->fAllocated = FALSE; + pPositionSnd->fAllocated = FALSE; - RecountPositionSnds( ); + RecountPositionSnds(); } } @@ -884,13 +884,13 @@ void SetPositionSndGridNo( INT32 iPositionSndIndex, INT32 sGridNo ) { POSITIONSND *pPositionSnd; - pPositionSnd = &gPositionSndData[ iPositionSndIndex ]; + pPositionSnd = &gPositionSndData[iPositionSndIndex]; if ( pPositionSnd->fAllocated ) { - pPositionSnd->sGridNo = sGridNo; + pPositionSnd->sGridNo = sGridNo; - SetPositionSndsVolumeAndPanning( ); + SetPositionSndsVolumeAndPanning(); } } @@ -915,7 +915,7 @@ void SetPositionSndsActive() // Volume 0 if ( pPositionSnd->iSoundToPlay == POWER_GEN_FAN_SOUND ) { - pPositionSnd->iSoundSampleID = PlayJA2SampleFromFile( "Sounds\\POWERGENFAN.WAV", RATE_11025, 0, 0, MIDDLEPAN); + pPositionSnd->iSoundSampleID = PlayJA2SampleFromFile( "Sounds\\POWERGENFAN.WAV", RATE_11025, 0, 0, MIDDLEPAN ); } else { @@ -927,7 +927,7 @@ void SetPositionSndsActive() } -void SetPositionSndsInActive( ) +void SetPositionSndsInActive() { UINT32 cnt; POSITIONSND *pPositionSnd; @@ -936,20 +936,20 @@ void SetPositionSndsInActive( ) for ( cnt = 0; cnt < guiNumPositionSnds; cnt++ ) { - pPositionSnd = &gPositionSndData[ cnt ]; + pPositionSnd = &gPositionSndData[cnt]; - if ( pPositionSnd->fAllocated ) - { - pPositionSnd->fInActive = TRUE; - - // End sound... - if ( pPositionSnd->iSoundSampleID != NO_SAMPLE ) + if ( pPositionSnd->fAllocated ) { - SoundStop( pPositionSnd->iSoundSampleID ); - pPositionSnd->iSoundSampleID = NO_SAMPLE; + pPositionSnd->fInActive = TRUE; + + // End sound... + if ( pPositionSnd->iSoundSampleID != NO_SAMPLE ) + { + SoundStop( pPositionSnd->iSoundSampleID ); + pPositionSnd->iSoundSampleID = NO_SAMPLE; + } } } - } } // == Lesh slightly changed this function ============ @@ -959,51 +959,51 @@ UINT8 PositionSoundDir( INT32 sGridNo ) INT16 sScreenX, sScreenY; INT16 sMiddleX; INT16 sDif, sAbsDif; - - if (TileIsOutOfBounds(sGridNo)) + + if ( TileIsOutOfBounds( sGridNo ) ) { - return( MIDDLEPAN ); + return(MIDDLEPAN); } // OK, get screen position of gridno..... ConvertGridNoToXY( sGridNo, &sWorldX, &sWorldY ); // Get screen coordinates for current position of soldier - GetWorldXYAbsoluteScreenXY( (INT16)(sWorldX), (INT16)(sWorldY), &sScreenX, &sScreenY); + GetWorldXYAbsoluteScreenXY( (INT16)(sWorldX), (INT16)(sWorldY), &sScreenX, &sScreenY ); // Get middle of where we are now.... - sMiddleX = gsTopLeftWorldX + ( gsBottomRightWorldX - gsTopLeftWorldX ) / 2; + sMiddleX = gsTopLeftWorldX + (gsBottomRightWorldX - gsTopLeftWorldX) / 2; sDif = sMiddleX - sScreenX; - if ( ( sAbsDif = abs( sDif ) ) > 64 ) + if ( (sAbsDif = abs( sDif )) > 64 ) { // OK, NOT the middle. // Is it outside the screen? - if ( sAbsDif > ( ( gsBottomRightWorldX - gsTopLeftWorldX ) / 2 ) ) - { + if ( sAbsDif > ((gsBottomRightWorldX - gsTopLeftWorldX) / 2) ) + { // yes, outside... if ( sDif > 0 ) { - return( FARLEFT ); + return(FARLEFT); //return( 1 ); } - else - return( FARRIGHT ); - //return( 126 ); + else + return(FARRIGHT); + //return( 126 ); - } + } else // inside screen { - if ( sDif > 0) - return( LEFTSIDE ); + if ( sDif > 0 ) + return(LEFTSIDE); else - return( RIGHTSIDE ); + return(RIGHTSIDE); } } else // hardly any difference, so sound should be played from middle - return(MIDDLE); + return(MIDDLE); } @@ -1016,21 +1016,21 @@ INT8 PositionSoundVolume( INT8 bInitialVolume, INT32 sGridNo ) INT16 sDifY, sAbsDifY; INT16 sMaxDistX, sMaxDistY; double sMaxSoundDist, sSoundDist; - - if (TileIsOutOfBounds(sGridNo)) + + if ( TileIsOutOfBounds( sGridNo ) ) { - return( bInitialVolume ); + return(bInitialVolume); } // OK, get screen position of gridno..... ConvertGridNoToXY( sGridNo, &sWorldX, &sWorldY ); // Get screen coordinates for current position of soldier - GetWorldXYAbsoluteScreenXY( (INT16)(sWorldX), (INT16)(sWorldY), &sScreenX, &sScreenY); + GetWorldXYAbsoluteScreenXY( (INT16)(sWorldX), (INT16)(sWorldY), &sScreenX, &sScreenY ); // Get middle of where we are now.... - sMiddleX = gsTopLeftWorldX + ( gsBottomRightWorldX - gsTopLeftWorldX ) / 2; - sMiddleY = gsTopLeftWorldY + ( gsBottomRightWorldY - gsTopLeftWorldY ) / 2; + sMiddleX = gsTopLeftWorldX + (gsBottomRightWorldX - gsTopLeftWorldX) / 2; + sMiddleY = gsTopLeftWorldY + (gsBottomRightWorldY - gsTopLeftWorldY) / 2; sDifX = sMiddleX - sScreenX; sDifY = sMiddleY - sScreenY; @@ -1038,28 +1038,28 @@ INT8 PositionSoundVolume( INT8 bInitialVolume, INT32 sGridNo ) sAbsDifX = abs( sDifX ); sAbsDifY = abs( sDifY ); - sMaxDistX = (INT16)( ( gsBottomRightWorldX - gsTopLeftWorldX ) * 1.5 ); - sMaxDistY = (INT16)( ( gsBottomRightWorldY - gsTopLeftWorldY ) * 1.5 ); + sMaxDistX = (INT16)((gsBottomRightWorldX - gsTopLeftWorldX) * 1.5); + sMaxDistY = (INT16)((gsBottomRightWorldY - gsTopLeftWorldY) * 1.5); - sMaxSoundDist = sqrt( (double) ( sMaxDistX * sMaxDistX ) + ( sMaxDistY * sMaxDistY ) ); - sSoundDist = sqrt( (double)( sAbsDifX * sAbsDifX ) + ( sAbsDifY * sAbsDifY ) ); + sMaxSoundDist = sqrt( (double)(sMaxDistX * sMaxDistX) + (sMaxDistY * sMaxDistY) ); + sSoundDist = sqrt( (double)(sAbsDifX * sAbsDifX) + (sAbsDifY * sAbsDifY) ); if ( sSoundDist == 0 ) { - return( bInitialVolume ); + return(bInitialVolume); } if ( sSoundDist > sMaxSoundDist ) { - sSoundDist = sMaxSoundDist; + sSoundDist = sMaxSoundDist; } // Scale - return( (INT8)( bInitialVolume * ( ( sMaxSoundDist - sSoundDist ) / sMaxSoundDist ) ) ); + return((INT8)(bInitialVolume * ((sMaxSoundDist - sSoundDist) / sMaxSoundDist))); } -void SetPositionSndsVolumeAndPanning( ) +void SetPositionSndsVolumeAndPanning() { UINT32 cnt; POSITIONSND *pPositionSnd; @@ -1069,49 +1069,49 @@ void SetPositionSndsVolumeAndPanning( ) for ( cnt = 0; cnt < guiNumPositionSnds; cnt++ ) { - pPositionSnd = &gPositionSndData[ cnt ]; + pPositionSnd = &gPositionSndData[cnt]; - if ( pPositionSnd->fAllocated ) - { - if ( !pPositionSnd->fInActive ) + if ( pPositionSnd->fAllocated ) { - if ( pPositionSnd->iSoundSampleID != NO_SAMPLE ) - { - bVolume = PositionSoundVolume( pPositionSnd->volume, pPositionSnd->sGridNo ); - - if ( pPositionSnd->uiFlags & POSITION_SOUND_FROM_SOLDIER ) + if ( !pPositionSnd->fInActive ) { - pSoldier = (SOLDIERTYPE*)pPositionSnd->uiData; - - if ( pSoldier->bVisible == -1 ) + if ( pPositionSnd->iSoundSampleID != NO_SAMPLE ) { - // Limit volume,,, - if ( bVolume > 10 ) + bVolume = PositionSoundVolume( pPositionSnd->volume, pPositionSnd->sGridNo ); + + if ( pPositionSnd->uiFlags & POSITION_SOUND_FROM_SOLDIER ) { - bVolume = 10; + pSoldier = (SOLDIERTYPE *)pPositionSnd->uiData; + + if ( pSoldier->bVisible == -1 ) + { + // Limit volume,,, + if ( bVolume > 10 ) + { + bVolume = 10; + } + } } + + //if the sound is from a stationary object + if ( pPositionSnd->uiFlags & POSITION_SOUND_STATIONATY_OBJECT ) + { + // make sure you can always hear it + if ( bVolume < 5 ) + { + bVolume = 5; + } + } + + SoundSetVolume( pPositionSnd->iSoundSampleID, bVolume ); + + ubPan = PositionSoundDir( pPositionSnd->sGridNo ); + + SoundSetPan( pPositionSnd->iSoundSampleID, ubPan ); } } - - //if the sound is from a stationay object - if( pPositionSnd->uiFlags & POSITION_SOUND_STATIONATY_OBJECT ) - { - // make sure you can always hear it - if ( bVolume < 5 ) - { - bVolume = 5; - } - } - - SoundSetVolume( pPositionSnd->iSoundSampleID, bVolume ); - - ubPan = PositionSoundDir( pPositionSnd->sGridNo ); - - SoundSetPan( pPositionSnd->iSoundSampleID, ubPan ); - } } } - } }