Made it compile on windows. Fixed bug: Chat during change of hand did not work. Changed audio extension to wav.

This commit is contained in:
lotodore
2007-06-02 15:53:19 +00:00
parent 916d2fa208
commit 9512133490
6 changed files with 25 additions and 20 deletions
+3 -3
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@@ -249,9 +249,9 @@ win32{
SOURCES += src/core/win32/rand.cpp \ SOURCES += src/core/win32/rand.cpp \
src/net/win32/socket_helper.cpp \ src/net/win32/socket_helper.cpp \
src/net/win32/socket_startup.cpp src/net/win32/socket_startup.cpp
INCLUDEPATH += ../boost/ INCLUDEPATH += ../boost/ ../SDL/include ../SDL_mixer
LIBPATH += ../boost/stage/lib LIBPATH += ../boost/stage/lib ../SDL/VisualC/SDL/Release ../SDL/VisualC/SDLmain/Release ../SDL_mixer/VisualC/Release
LIBS += gdi32.lib comdlg32.lib oleaut32.lib imm32.lib winmm.lib winspool.lib ole32.lib uuid.lib user32.lib msimg32.lib shell32.lib kernel32.lib ws2_32.lib advapi32.lib LIBS += gdi32.lib comdlg32.lib oleaut32.lib imm32.lib winmm.lib winspool.lib ole32.lib uuid.lib user32.lib msimg32.lib shell32.lib kernel32.lib ws2_32.lib advapi32.lib sdl.lib sdlmain.lib sdl_mixer.lib
RC_FILE = pokerth.rc RC_FILE = pokerth.rc
} }
!win32{ !win32{
+1 -1
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@@ -109,7 +109,7 @@ ClientThread::SendChatMessage(const std::string &msg)
static_cast<NetPacketSendChatText *>(chat.get())->SetData(chatData); static_cast<NetPacketSendChatText *>(chat.get())->SetData(chatData);
// The sender is thread-safe, so just dump the packet. // The sender is thread-safe, so just dump the packet.
GetSender().Send(GetContext().GetSocket(), chat); GetSender().Send(GetContext().GetSocket(), chat);
} catch (const NetException &e) } catch (const NetException &)
{ {
} }
} }
+1 -1
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@@ -766,7 +766,7 @@ ServerRecvStateNextHand::SetTimer(const boost::microsec_timer &timer)
} }
int int
ServerRecvStateNextHand::Process(ServerRecvThread &server) ServerRecvStateNextHand::InternalProcess(ServerRecvThread &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet)
{ {
if (m_delayTimer.elapsed().seconds() >= SERVER_NEXT_HAND_DELAY_SEC) if (m_delayTimer.elapsed().seconds() >= SERVER_NEXT_HAND_DELAY_SEC)
server.SetState(ServerRecvStateStartHand::Instance()); server.SetState(ServerRecvStateStartHand::Instance());
+4 -5
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@@ -181,8 +181,8 @@ protected:
static void SetHighestSet(Game &curGame, int highestSet); static void SetHighestSet(Game &curGame, int highestSet);
}; };
// State: Final. // State: Delay before next hand.
class ServerRecvStateNextHand : public ServerRecvStateRunning class ServerRecvStateNextHand : public ServerRecvStateReceiving, public ServerRecvStateRunning
{ {
public: public:
// Access the state singleton. // Access the state singleton.
@@ -192,14 +192,13 @@ public:
void SetTimer(const boost::microsec_timer &timer); void SetTimer(const boost::microsec_timer &timer);
//
virtual int Process(ServerRecvThread &server);
protected: protected:
// Protected constructor - this is a singleton. // Protected constructor - this is a singleton.
ServerRecvStateNextHand(); ServerRecvStateNextHand();
virtual int InternalProcess(ServerRecvThread &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet);
private: private:
boost::microsec_timer m_delayTimer; boost::microsec_timer m_delayTimer;
+3 -1
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@@ -11,6 +11,8 @@
// //
#include "sdlplayer.h" #include "sdlplayer.h"
#include <iostream>
using namespace std; using namespace std;
SDLPlayer::SDLPlayer() SDLPlayer::SDLPlayer()
@@ -48,7 +50,7 @@ void SDLPlayer::playSound(string audioString) {
cout << "play now" << endl; cout << "play now" << endl;
/* Actually loads up the music */ /* Actually loads up the music */
string completeAudioString = audioString + ".ogg"; string completeAudioString = audioString + ".wav";
music = Mix_LoadMUS(completeAudioString.c_str()); music = Mix_LoadMUS(completeAudioString.c_str());
/* This begins playing the music - the first argument is a /* This begins playing the music - the first argument is a
+13 -9
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@@ -12,20 +12,24 @@
#ifndef SDLPLAYER_H #ifndef SDLPLAYER_H
#define SDLPLAYER_H #define SDLPLAYER_H
#include <iostream> #ifdef _WIN32
#include <string> #include <SDL.h>
#include <SDL_mixer.h>
#else
#include <SDL/SDL.h>
#include <SDL/SDL_mixer.h>
#endif
#include "SDL/SDL.h" #include <string>
#include "SDL/SDL_mixer.h"
/** /**
@author FThauer FHammer <webmaster@pokerth.net> @author FThauer FHammer <webmaster@pokerth.net>
*/ */
class SDLPlayer{ class SDLPlayer{
public: public:
SDLPlayer(); SDLPlayer();
~SDLPlayer(); ~SDLPlayer();
void initAudio(); void initAudio();
void playSound(std::string); void playSound(std::string);
@@ -35,9 +39,9 @@ public:
private: private:
int audio_rate; int audio_rate;
Uint16 audio_format; Uint16 audio_format;
int audio_channels; int audio_channels;
int audio_buffers; int audio_buffers;
Mix_Music *music; Mix_Music *music;
}; };