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📄 sounds.h

📁 The source code of Doom legacy for windows
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// Emacs style mode select   -*- C++ -*- //-----------------------------------------------------------------------------//// $Id: sounds.h,v 1.6 2001/04/17 22:26:07 calumr Exp $//// Copyright (C) 1993-1996 by id Software, Inc.// Portions Copyright (C) 1998-2000 by DooM Legacy Team.//// This program is free software; you can redistribute it and/or// modify it under the terms of the GNU General Public License// as published by the Free Software Foundation; either version 2// of the License, or (at your option) any later version.//// This program is distributed in the hope that it will be useful,// but WITHOUT ANY WARRANTY; without even the implied warranty of// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the// GNU General Public License for more details.////// $Log: sounds.h,v $// Revision 1.6  2001/04/17 22:26:07  calumr// Initial Mac add//// Revision 1.5  2001/02/24 13:35:21  bpereira// no message//// Revision 1.4  2001/01/25 22:15:44  bpereira// added heretic support//// Revision 1.3  2000/11/02 17:50:10  stroggonmeth// Big 3Dfloors & FraggleScript commit!!//// Revision 1.2  2000/02/27 00:42:11  hurdler// fix CR+LF problem//// Revision 1.1.1.1  2000/02/22 20:32:32  hurdler// Initial import into CVS (v1.29 pr3)////// DESCRIPTION://      Created by the sound utility written by Dave Taylor.//      Kept as a sample, DOOM2  sounds. Frozen.////-----------------------------------------------------------------------------#ifndef __SOUNDS__#define __SOUNDS__// 10 customisable sounds for Skinstypedef enum {    SKSPLPAIN,    SKSSLOP,    SKSOOF,    SKSPLDETH,    SKSPDIEHI,    SKSNOWAY,    SKSPUNCH,    SKSRADIO,    SKSJUMP,    SKSOUCH,    NUMSKINSOUNDS} skinsound_t;// free sfx for S_AddSoundFx()                         //MAXSKINS#define NUMSFXFREESLOTS    (32*NUMSKINSOUNDS)#define NUMMUSICFREESLOTS  64//// SoundFX struct.//typedef struct sfxinfo_struct   sfxinfo_t;struct sfxinfo_struct{    // up to 6-character name    char*       name;    // Sfx singularity (only one at a time)    int         singularity;    // Sfx priority    int         priority;    // referenced sound if a link    sfxinfo_t*  link;    // pitch if a link    int         pitch;    // volume if a link    int        volume;    // sound data    void*       data;    // sound that can be remapped for a skin, indexes skins[].skinsounds    // 0 up to (NUMSKINSOUNDS-1), -1 = not skin specifc    int         skinsound;    // this is checked every second to see if sound    // can be thrown out (if 0, then decrement, if -1,    // then throw out, if > 0, then it is in use)    int         usefulness;    // lump number of sfx    int         lumpnum;};//// MusicInfo struct.//typedef struct{    // up to 6-character name    char*       name;    // lump number of music    int         lumpnum;    // music data    void*       data;    // music handle once registered    int handle;} musicinfo_t;// the complete set of sound effectsextern sfxinfo_t        S_sfx[];// the complete set of musicextern musicinfo_t      S_music[];//// Identifiers for all music in game.//typedef enum{    mus_None,    mus_e1m1,    mus_e1m2,    mus_e1m3,    mus_e1m4,    mus_e1m5,    mus_e1m6,    mus_e1m7,    mus_e1m8,    mus_e1m9,    mus_e2m1,    mus_e2m2,    mus_e2m3,    mus_e2m4,    mus_e2m5,    mus_e2m6,    mus_e2m7,    mus_e2m8,    mus_e2m9,    mus_e3m1,    mus_e3m2,    mus_e3m3,    mus_e3m4,    mus_e3m5,    mus_e3m6,    mus_e3m7,    mus_e3m8,    mus_e3m9,    mus_inter,    mus_intro,    mus_bunny,    mus_victor,    mus_introa,    mus_runnin,    mus_stalks,    mus_countd,    mus_betwee,    mus_doom,    mus_the_da,    mus_shawn,    mus_ddtblu,    mus_in_cit,    mus_dead,    mus_stlks2,    mus_theda2,    mus_doom2,    mus_ddtbl2,    mus_runni2,    mus_dead2,    mus_stlks3,    mus_romero,    mus_shawn2,    mus_messag,    mus_count2,    mus_ddtbl3,    mus_ampie,    mus_theda3,    mus_adrian,    mus_messg2,    mus_romer2,    mus_tense,    mus_shawn3,    mus_openin,    mus_evil,    mus_ultima,    mus_read_m,    mus_dm2ttl,    mus_dm2int,// heretic stuff        mus_he1m1,        mus_he1m2,        mus_he1m3,        mus_he1m4,        mus_he1m5,        mus_he1m6,        mus_he1m7,        mus_he1m8,        mus_he1m9,                    mus_he2m1,        mus_he2m2,        mus_he2m3,        mus_he2m4,        mus_he2m5,        mus_he2m6,        mus_he2m7,        mus_he2m8,        mus_he2m9,        mus_he3m1,        mus_he3m2,        mus_he3m3,        mus_he3m4,        mus_he3m5,        mus_he3m6,        mus_he3m7,        mus_he3m8,        mus_he3m9,        mus_he4m1,        mus_he4m2,        mus_he4m3,        mus_he4m4,        mus_he4m5,        mus_he4m6,        mus_he4m7,        mus_he4m8,        mus_he4m9,        mus_he5m1,        mus_he5m2,        mus_he5m3,        mus_he5m4,        mus_he5m5,        mus_he5m6,        mus_he5m7,        mus_he5m8,        mus_he5m9,        mus_he6m1,        mus_he6m2,        mus_he6m3,                    mus_htitl,        mus_hcptd,                            mus_firstfreeslot,    // 64 free slots here    mus_lastfreeslot = mus_firstfreeslot + NUMMUSICFREESLOTS - 1,    NUMMUSIC} musicenum_t;//// Identifiers for all sfx in game.//typedef enum{    sfx_None,    sfx_pistol,    sfx_shotgn,    sfx_sgcock,    sfx_dshtgn,    sfx_dbopn,    sfx_dbcls,    sfx_dbload,    sfx_plasma,    sfx_bfg,    sfx_sawup,    sfx_sawidl,    sfx_sawful,    sfx_sawhit,    sfx_rlaunc,    sfx_rxplod,    sfx_firsht,    sfx_firxpl,    sfx_pstart,    sfx_pstop,    sfx_doropn,    sfx_dorcls,    sfx_stnmov,    sfx_swtchn,    sfx_swtchx,    sfx_plpain,    sfx_dmpain,    sfx_popain,    sfx_vipain,    sfx_mnpain,    sfx_pepain,    sfx_slop,    sfx_itemup,    sfx_wpnup,    sfx_oof,    sfx_telept,    sfx_posit1,    sfx_posit2,    sfx_posit3,    sfx_bgsit1,    sfx_bgsit2,    sfx_sgtsit,    sfx_cacsit,    sfx_brssit,    sfx_cybsit,    sfx_spisit,    sfx_bspsit,    sfx_kntsit,    sfx_vilsit,    sfx_mansit,    sfx_pesit,    sfx_sklatk,    sfx_sgtatk,    sfx_skepch,    sfx_vilatk,    sfx_claw,    sfx_skeswg,    sfx_pldeth,    sfx_pdiehi,    sfx_podth1,    sfx_podth2,    sfx_podth3,    sfx_bgdth1,    sfx_bgdth2,    sfx_sgtdth,    sfx_cacdth,    sfx_skldth,    sfx_brsdth,    sfx_cybdth,    sfx_spidth,    sfx_bspdth,    sfx_vildth,    sfx_kntdth,    sfx_pedth,    sfx_skedth,    sfx_posact,    sfx_bgact,    sfx_dmact,    sfx_bspact,    sfx_bspwlk,    sfx_vilact,    sfx_noway,    sfx_barexp,    sfx_punch,    sfx_hoof,    sfx_metal,    sfx_chgun,    sfx_tink,    sfx_bdopn,    sfx_bdcls,    sfx_itmbk,    sfx_flame,    sfx_flamst,    sfx_getpow,    sfx_bospit,    sfx_boscub,    sfx_bossit,    sfx_bospn,    sfx_bosdth,    sfx_manatk,    sfx_mandth,    sfx_sssit,    sfx_ssdth,    sfx_keenpn,    sfx_keendt,    sfx_skeact,    sfx_skesit,    sfx_skeatk,    sfx_radio,    //added:22-02-98: player avatar jumps    sfx_jump,    //added:22-02-98: player hits something hard and says 'ouch!'    sfx_ouch,    //test water    sfx_gloop,    sfx_splash,    sfx_floush,// heretic stuff        sfx_gldhit,        sfx_gntful,        sfx_gnthit,        sfx_gntpow,//      sfx_gntact,        sfx_gntuse,        sfx_phosht,        sfx_phohit,        sfx_phopow,        sfx_lobsht,        sfx_lobhit,        sfx_lobpow,        sfx_hrnsht,        sfx_hrnhit,        sfx_hrnpow,        sfx_ramphit,        sfx_ramrain,        sfx_bowsht,        sfx_stfhit,        sfx_stfpow,        sfx_stfcrk,        sfx_impsit,        sfx_impat1,        sfx_impat2,        sfx_impdth,        sfx_impact,        sfx_imppai,        sfx_mumsit,        sfx_mumat1,        sfx_mumat2,        sfx_mumdth,        sfx_mumact,        sfx_mumpai,        sfx_mumhed,        sfx_bstsit,        sfx_bstatk,        sfx_bstdth,        sfx_bstact,        sfx_bstpai,        sfx_clksit,        sfx_clkatk,        sfx_clkdth,        sfx_clkact,        sfx_clkpai,        sfx_snksit,        sfx_snkatk,        sfx_snkdth,        sfx_snkact,        sfx_snkpai,        sfx_kgtsit,        sfx_kgtatk,        sfx_kgtat2,        sfx_kgtdth,        sfx_kgtact,        sfx_kgtpai,        sfx_wizsit,        sfx_wizatk,        sfx_wizdth,        sfx_wizact,        sfx_wizpai,        sfx_minsit,        sfx_minat1,        sfx_minat2,        sfx_minat3,        sfx_mindth,        sfx_minact,        sfx_minpai,        sfx_hedsit,        sfx_hedat1,        sfx_hedat2,        sfx_hedat3,        sfx_heddth,        sfx_hedact,        sfx_hedpai,        sfx_sorzap,        sfx_sorrise,        sfx_sorsit,        sfx_soratk,        sfx_soract,        sfx_sorpai,        sfx_sordsph,        sfx_sordexp,        sfx_sordbon,        sfx_sbtsit,        sfx_sbtatk,        sfx_sbtdth,        sfx_sbtact,        sfx_sbtpai,//      sfx_plroof,        sfx_plrpai,        sfx_plrdth,             // Normal        sfx_gibdth,             // Extreme        sfx_plrwdth,    // Wimpy        sfx_plrcdth,    // Crazy        sfx_hitemup,        sfx_hwpnup,//      sfx_htelept,        sfx_hdoropn,        sfx_hdorcls,        sfx_dormov,        sfx_artiup,//      sfx_switch,        sfx_hpstart,        sfx_hpstop,        sfx_hstnmov,        sfx_chicpai,        sfx_chicatk,        sfx_chicdth,        sfx_chicact,        sfx_chicpk1,        sfx_chicpk2,        sfx_chicpk3,        sfx_keyup,        sfx_ripslop,        sfx_newpod,        sfx_podexp,        sfx_bounce,        sfx_volsht,        sfx_volhit,        sfx_burn,        sfx_hsplash,        sfx_hgloop,//      sfx_respawn,        sfx_blssht,        sfx_blshit,//      sfx_chat,        sfx_artiuse,        sfx_gfrag,        sfx_waterfl,        // Monophonic sounds        sfx_wind,        sfx_amb1,        sfx_amb2,        sfx_amb3,        sfx_amb4,        sfx_amb5,        sfx_amb6,        sfx_amb7,        sfx_amb8,        sfx_amb9,        sfx_amb10,        sfx_amb11,    // free slots for S_AddSoundFx() at run-time --------------------    sfx_freeslot0,    //    // ... 60 free sounds here ...    //    sfx_lastfreeslot=(sfx_freeslot0+NUMSFXFREESLOTS-1),    // end of freeslots ---------------------------------------------    NUMSFX} sfxenum_t;void   S_InitRuntimeSounds (void);int    S_AddSoundFx (char *name,int singularity);void   S_RemoveSoundFx (int id);int    S_AddMusic  (char *name);int    S_FindMusic (char *name);#endif

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