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Revision 141, 0.9 kB
(checked in by takkaria, 3 years ago)
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Switch to new model for producing sound: instead of a TERM_XTRA_SOUND hook, we now have a simple "sound_hook" which should be set to the appropriate function to play a sound. Introduce a new modular system for sound modules for ports that use main.c (for the future, in case we want to use e.g. gstreamer). Allow sound to be toggled as an in-game option. (Closes #122.)
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# |
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# File: Makefile.src |
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# |
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# A makefile which includes the current object files, hopefully includable |
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# across a range of different makefiles, to cut down on maintenance. |
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# |
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HDRS = h-basic.h |
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INCS = angband.h config.h defines.h externs.h types.h \ |
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z-term.h z-rand.h z-type.h z-util.h z-virt.h z-form.h |
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HEADERS = $(HDRS) $(INCS) |
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ZFILES = z-file z-form z-rand z-term z-type z-util z-virt |
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MAINFILES = main maid-x11 main-crb main-gcu main-gtk main-ros main-sdl \ |
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main-win main-x11 main-xaw snd-sdl |
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ANGFILES = \ |
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birth \ |
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cave \ |
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cmd0 \ |
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cmd1 \ |
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cmd2 \ |
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cmd3 \ |
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cmd4 \ |
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cmd5 \ |
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cmd6 \ |
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dungeon \ |
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files \ |
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generate \ |
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init1 \ |
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init2 \ |
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load \ |
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melee1 \ |
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melee2 \ |
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monster1 \ |
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monster2 \ |
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obj-info \ |
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object1 \ |
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object2 \ |
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randart \ |
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randname \ |
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pathfind \ |
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save \ |
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spells1 \ |
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spells2 \ |
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squelch \ |
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store \ |
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tables \ |
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ui \ |
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use-obj \ |
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util \ |
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variable \ |
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wizard1 \ |
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wizard2 \ |
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x-spell \ |
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xtra1 \ |
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xtra2 |
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