gzdoom-gles/src/s_advsound.cpp

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/*
** s_advsound.cpp
** Routines for managing SNDINFO lumps and ambient sounds
**
**---------------------------------------------------------------------------
** Copyright 1998-2005 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
// HEADER FILES ------------------------------------------------------------
#include "templates.h"
#include "actor.h"
#include "a_sharedglobal.h"
#include "s_sound.h"
#include "c_dispatch.h"
#include "w_wad.h"
#include "sc_man.h"
#include "g_level.h"
#include "cmdlib.h"
#include "gi.h"
#include "doomstat.h"
#include "i_sound.h"
#include "r_data.h"
#include "m_random.h"
#include "d_netinf.h"
// MACROS ------------------------------------------------------------------
#define RANDOM 1
#define PERIODIC 2
#define CONTINUOUS 3
#define POSITIONAL 4
#define SURROUND 16
// TYPES -------------------------------------------------------------------
struct FRandomSoundList
{
WORD *Sounds; // A list of sounds that can result for the following id
WORD SfxHead; // The sound id used to reference this list
WORD NumSounds;
};
struct FPlayerClassLookup
{
char Name[MAX_SNDNAME+1];
WORD ListIndex[3]; // indices into PlayerSounds (0xffff means empty)
};
static struct AmbientSound
{
unsigned type; // type of ambient sound
int periodmin; // # of tics between repeats
int periodmax; // max # of tics for random ambients
float volume; // relative volume of sound
float attenuation;
char sound[MAX_SNDNAME+1]; // Logical name of sound to play
} *Ambients[256];
enum SICommands
{
SI_Ambient,
SI_Random,
SI_PlayerReserve,
SI_PlayerSound,
SI_PlayerSoundDup,
SI_PlayerCompat,
SI_PlayerAlias,
SI_Alias,
SI_Limit,
SI_Singular,
SI_PitchShift,
SI_PitchShiftRange,
SI_Map,
SI_Registered,
SI_ArchivePath,
SI_MusicVolume,
SI_IfDoom,
SI_IfHeretic,
SI_IfHexen,
SI_IfStrife
};
// Blood was a cool game. If Monolith ever releases the source for it,
// you can bet I'll port it.
struct FBloodSFX
{
DWORD RelVol; // volume, 0-255
fixed_t Pitch; // pitch change
fixed_t PitchRange; // range of random pitch
DWORD Format; // format of audio 1=11025 5=22050
SDWORD LoopStart; // loop position (-1 means no looping)
char RawName[9]; // name of RAW resource
};
// music volume multipliers
struct FMusicVolume
{
FMusicVolume *Next;
float Volume;
char MusicName[1];
};
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
void S_StartNamedSound (AActor *ent, fixed_t *pt, int channel,
const char *name, float volume, float attenuation, bool looping);
extern bool IsFloat (const char *str);
// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
static int STACK_ARGS SortPlayerClasses (const void *a, const void *b);
static int S_DupPlayerSound (const char *pclass, int gender, int refid, int aliasref);
static int S_AddPlayerClass (const char *name);
static int S_AddPlayerGender (int classnum, int gender);
static int S_FindPlayerClass (const char *name);
static int S_LookupPlayerSound (int classidx, int gender, int refid);
static void S_ParsePlayerSoundCommon (char pclass[MAX_SNDNAME+1], int &gender, int &refid);
static void S_AddSNDINFO (int lumpnum);
static void S_AddBloodSFX (int lumpnum);
static void S_AddStrifeVoice (int lumpnum);
static int S_AddSound (const char *logicalname, int lumpnum);
// EXTERNAL DATA DECLARATIONS ----------------------------------------------
extern int sfx_sawup, sfx_sawidl, sfx_sawful, sfx_sawhit;
extern int sfx_itemup, sfx_tink;
extern int sfx_empty;
// PUBLIC DATA DEFINITIONS -------------------------------------------------
TArray<sfxinfo_t> S_sfx (128);
// PRIVATE DATA DEFINITIONS ------------------------------------------------
static const char *SICommandStrings[] =
{
"$ambient",
"$random",
"$playerreserve",
"$playersound",
"$playersounddup",
"$playercompat",
"$playeralias",
"$alias",
"$limit",
"$singular",
"$pitchshift",
"$pitchshiftrange",
"$map",
"$registered",
"$archivepath",
"$musicvolume",
"$ifdoom",
"$ifheretic",
"$ifhexen",
"$ifstrife",
NULL
};
static TArray<FRandomSoundList> S_rnd;
static FMusicVolume *MusicVolumes;
static int NumPlayerReserves;
static bool DoneReserving;
static bool PlayerClassesIsSorted;
static TArray<FPlayerClassLookup> PlayerClasses;
static TArray<WORD> PlayerSounds;
static char DefPlayerClassName[MAX_SNDNAME+1];
static int DefPlayerClass;
static BYTE CurrentPitchMask;
static FRandom pr_randsound ("RandSound");
// CODE --------------------------------------------------------------------
//==========================================================================
//
// S_GetMusicVolume
//
// Gets the relative volume for the given music track
//==========================================================================
float S_GetMusicVolume (const char *music)
{
FMusicVolume *musvol = MusicVolumes;
while (musvol != NULL)
{
if (!stricmp (music, musvol->MusicName))
{
return musvol->Volume;
}
musvol = musvol->Next;
}
return 1.f;
}
//==========================================================================
//
// S_HashSounds
//
// Fills in the next and index fields of S_sfx to form a working hash table.
//==========================================================================
void S_HashSounds ()
{
unsigned int i;
unsigned int j;
size_t size;
S_sfx.ShrinkToFit ();
size = S_sfx.Size ();
// Mark all buckets as empty
for (i = 0; i < size; i++)
S_sfx[i].index = 0;
// Now set up the chains
for (i = 1; i < size; i++)
{
j = MakeKey (S_sfx[i].name) % size;
S_sfx[i].next = S_sfx[j].index;
S_sfx[j].index = i;
}
}
//==========================================================================
//
// S_PickReplacement
//
// Picks a replacement sound from the associated random list. If this sound
// is not the head of a random list, then the sound passed is returned.
//==========================================================================
int S_PickReplacement (int refid)
{
if (S_sfx[refid].bRandomHeader)
{
const FRandomSoundList *list = &S_rnd[S_sfx[refid].link];
return list->Sounds[pr_randsound() % list->NumSounds];
}
return refid;
}
//==========================================================================
//
// S_CacheRandomSound
//
// Loads all sounds a random sound might play.
//
//==========================================================================
void S_CacheRandomSound (sfxinfo_t *sfx)
{
if (sfx->bRandomHeader)
{
const FRandomSoundList *list = &S_rnd[sfx->link];
for (int i = 0; i < list->NumSounds; ++i)
{
sfx = &S_sfx[list->Sounds[i]];
sfx->bUsed = true;
S_CacheSound (&S_sfx[list->Sounds[i]]);
}
}
}
//==========================================================================
//
// S_FindSound
//
// Given a logical name, find the sound's index in S_sfx.
//==========================================================================
int S_FindSound (const char *logicalname)
{
int i;
if (logicalname != NULL)
{
i = S_sfx[MakeKey (logicalname) % S_sfx.Size ()].index;
while ((i != 0) && strnicmp (S_sfx[i].name, logicalname, MAX_SNDNAME))
i = S_sfx[i].next;
return i;
}
else
{
return 0;
}
}
//==========================================================================
//
// S_FindSoundNoHash
//
// Given a logical name, find the sound's index in S_sfx without
// using the hash table.
//==========================================================================
int S_FindSoundNoHash (const char *logicalname)
{
unsigned int i;
for (i = 1; i < S_sfx.Size (); i++)
{
if (strnicmp (S_sfx[i].name, logicalname, MAX_SNDNAME) == 0)
{
return i;
}
}
return 0;
}
//==========================================================================
//
// S_FindSoundByLump
//
// Given a sound lump, find the sound's index in S_sfx.
//==========================================================================
int S_FindSoundByLump (int lump)
{
if (lump != -1)
{
unsigned int i;
for (i = 1; i < S_sfx.Size (); i++)
if (S_sfx[i].lumpnum == lump)
return i;
}
return 0;
}
//==========================================================================
//
// S_AddSoundLump
//
// Adds a new sound mapping to S_sfx.
//==========================================================================
int S_AddSoundLump (const char *logicalname, int lump)
{
sfxinfo_t newsfx;
memset (&newsfx.lumpnum, 0, sizeof(newsfx)-sizeof(newsfx.name));
// logicalname MUST be < MAX_SNDNAME chars long
strcpy (newsfx.name, logicalname);
newsfx.lumpnum = lump;
newsfx.link = sfxinfo_t::NO_LINK;
newsfx.PitchMask = CurrentPitchMask;
newsfx.MaxChannels = 2;
return (int)S_sfx.Push (newsfx);
}
//==========================================================================
//
// S_FindSoundTentative
//
// Given a logical name, find the sound's index in S_sfx without
// using the hash table. If it does not exist, a new sound without
// an associated lump is created.
//==========================================================================
int S_FindSoundTentative (const char *name)
{
int id = S_FindSoundNoHash (name);
return id != 0 ? id : S_AddSoundLump (name, -1);
}
//==========================================================================
//
// S_AddSound
//
// If logical name is already in S_sfx, updates it to use the new sound
// lump. Otherwise, adds the new mapping by using S_AddSoundLump().
//==========================================================================
int S_AddSound (const char *logicalname, const char *lumpname)
{
return S_AddSound (logicalname,
lumpname ? Wads.CheckNumForName (lumpname) : -1);
}
static int S_AddSound (const char *logicalname, int lumpnum)
{
int sfxid;
sfxid = S_FindSoundNoHash (logicalname);
if (sfxid > 0)
{ // If the sound has already been defined, change the old definition
sfxinfo_t *sfx = &S_sfx[sfxid];
if (sfx->bPlayerReserve)
{
SC_ScriptError ("Sounds that are reserved for players cannot be reassigned");
}
// Redefining a player compatibility sound will redefine the target instead.
if (sfx->bPlayerCompat)
{
sfx = &S_sfx[sfx->link];
}
if (sfx->bRandomHeader)
{
FRandomSoundList *rnd = &S_rnd[sfx->link];
delete[] rnd->Sounds;
rnd->Sounds = NULL;
rnd->NumSounds = 0;
rnd->SfxHead = 0;
}
sfx->lumpnum = lumpnum;
sfx->bRandomHeader = false;
sfx->link = sfxinfo_t::NO_LINK;
//sfx->PitchMask = CurrentPitchMask;
}
else
{ // Otherwise, create a new definition.
sfxid = S_AddSoundLump (logicalname, lumpnum);
}
return sfxid;
}
//==========================================================================
//
// S_AddPlayerSound
//
// Adds the given sound lump to the player sound lists.
//==========================================================================
int S_AddPlayerSound (const char *pclass, int gender, int refid,
const char *lumpname)
{
return S_AddPlayerSound (pclass, gender, refid,
lumpname ? Wads.CheckNumForName (lumpname) : -1);
}
int S_AddPlayerSound (const char *pclass, int gender, int refid, int lumpnum)
{
char fakename[MAX_SNDNAME+1];
size_t len;
int id;
len = strlen (pclass);
memcpy (fakename, pclass, len);
fakename[len] = '|';
fakename[len+1] = gender + '0';
strcpy (&fakename[len+2], S_sfx[refid].name);
id = S_AddSoundLump (fakename, lumpnum);
int classnum = S_AddPlayerClass (pclass);
int soundlist = S_AddPlayerGender (classnum, gender);
PlayerSounds[soundlist + S_sfx[refid].link] = id;
return id;
}
//==========================================================================
//
// S_AddPlayerSoundExisting
//
// Adds the player sound as an alias to an existing sound.
//==========================================================================
int S_AddPlayerSoundExisting (const char *pclass, int gender, int refid,
int aliasto)
{
int classnum = S_AddPlayerClass (pclass);
int soundlist = S_AddPlayerGender (classnum, gender);
PlayerSounds[soundlist + S_sfx[refid].link] = aliasto;
return aliasto;
}
//==========================================================================
//
// S_DupPlayerSound
//
// Adds a player sound that uses the same sound as an existing player sound.
//==========================================================================
int S_DupPlayerSound (const char *pclass, int gender, int refid, int aliasref)
{
int aliasto = S_LookupPlayerSound (pclass, gender, aliasref);
return S_AddPlayerSoundExisting (pclass, gender, refid, aliasto);
}
2006-04-11 16:27:41 +00:00
//==========================================================================
//
// S_ClearSoundData
//
// clears all sound tables
// When we want to allow level specific SNDINFO lumps this has to
// be cleared for each level
//==========================================================================
static void S_ClearSoundData()
{
size_t i;
2006-04-11 16:27:41 +00:00
S_sfx.Clear();
for(i=0;i<256;i++)
{
if (Ambients[i]) delete Ambients[i];
Ambients[i]=NULL;
}
for(i=0;i<S_rnd.Size();i++)
{
delete[] S_rnd[i].Sounds;
}
while (MusicVolumes != NULL)
{
FMusicVolume * me = MusicVolumes;
MusicVolumes = me->Next;
delete me;
}
S_rnd.Clear();
DoneReserving=false;
NumPlayerReserves=0;
PlayerClassesIsSorted=false;
PlayerClasses.Clear();
PlayerSounds.Clear();
DefPlayerClass=0;
*DefPlayerClassName=0;
}
//==========================================================================
//
// S_ParseSndInfo
//
// Parses all loaded SNDINFO lumps.
// Also registers Blood SFX files and Strife's voices.
//==========================================================================
void S_ParseSndInfo ()
{
int lump;
2006-04-11 16:27:41 +00:00
S_ClearSoundData(); // remove old sound data first!
CurrentPitchMask = 0;
S_AddSound ("{ no sound }", "DSEMPTY"); // Sound 0 is no sound at all
for (lump = 0; lump < Wads.GetNumLumps(); ++lump)
{
switch (Wads.GetLumpNamespace (lump))
{
case ns_global:
if (Wads.CheckLumpName (lump, "SNDINFO"))
{
S_AddSNDINFO (lump);
}
break;
case ns_bloodsfx:
S_AddBloodSFX (lump);
break;
case ns_strifevoices:
S_AddStrifeVoice (lump);
break;
}
}
S_HashSounds ();
S_sfx.ShrinkToFit ();
if (S_rnd.Size() > 0)
{
S_rnd.ShrinkToFit ();
}
S_ShrinkPlayerSoundLists ();
// [RH] Hack for pitch varying
sfx_sawup = S_FindSound ("weapons/sawup");
sfx_sawidl = S_FindSound ("weapons/sawidle");
sfx_sawful = S_FindSound ("weapons/sawfull");
sfx_sawhit = S_FindSound ("weapons/sawhit");
sfx_itemup = S_FindSound ("misc/i_pkup");
sfx_tink = S_FindSound ("misc/chat2");
sfx_empty = Wads.CheckNumForName ("dsempty");
}
2006-04-11 16:27:41 +00:00
//==========================================================================
//
// Adds a level specific SNDINFO lump
//
//==========================================================================
void S_AddLocalSndInfo(int lump)
{
S_AddSNDINFO(lump);
S_HashSounds ();
S_sfx.ShrinkToFit ();
if (S_rnd.Size() > 0)
{
S_rnd.ShrinkToFit ();
}
S_ShrinkPlayerSoundLists ();
}
//==========================================================================
//
// S_AddSNDINFO
//
// Reads a SNDINFO and does what it says.
//
//==========================================================================
static void S_AddSNDINFO (int lump)
{
bool skipToEndIf;
TArray<WORD> list;
SC_OpenLumpNum (lump, "SNDINFO");
skipToEndIf = false;
while (SC_GetString ())
{
if (skipToEndIf)
{
if (SC_Compare ("$endif"))
{
skipToEndIf = false;
}
continue;
}
if (sc_String[0] == '$')
{ // Got a command
switch (SC_MatchString (SICommandStrings))
{
case SI_Ambient: {
// $ambient <num> <logical name> [point [atten] | surround | [world]]
// <continuous | random <minsecs> <maxsecs> | periodic <secs>>
// <volume>
AmbientSound *ambient, dummy;
SC_MustGetNumber ();
if (sc_Number < 0 || sc_Number > 255)
{
Printf ("Bad ambient index (%d)\n", sc_Number);
ambient = &dummy;
}
- Fixed: ActorFlagSetOrReset() wasn't receiving the + or - character from ParseActorProperties(). - Fixed: The decorate FindFlag() function returned flags from ActorFlags instead of the passed flags set. - Fixed: The CHT_CHAINSAW, CHT_POWER, CHT_HEALTH, and CHT_RESSURECT needed NULL player->mo checks. - Fixed: The "give all" command didn't give the backpack in Doom, and it must give the backpack before giving ammo. - Fixed: P_SetPsprite() must not call the action function if the player is not attached to an actor. This can happen, for instance, if the level is destroyed while the player is holding a powered-up Phoenix Rod. As part of its EndPowerup() function, it sets the psprite to the regular version, but the player actor has already been destroyed. - Fixed: FinishThingdef() needs to check for valid names, because weapons could have inherited valid pointers from their superclass. - Fixed: fuglyname didn't work. - Fixed: Redefining $ambient sounds leaked memory. - Added Jim's crashcatcher.c fix for better shell support. - VC7.1 seems to have no trouble distinguishing between passing a (const TypeInfo *) reference to operator<< and the generic, templated (object *) version, so a few places that can benefit from it now use it. I believe VC6 had problems with this, which is why I didn't do it all along. The function's implementation was also moved out of dobject.cpp and into farchive.cpp. - Fixed: UnpackPixels() unpacked all chunks in a byte, which is wrong for the last byte in a row if the image width is not an even multiple of the number pixels per byte. - Fixed: P_TranslateLineDef() should only clear monster activation for secret useable lines, not crossable lines. - Fixed: Some leftover P_IsHostile() calls still needed to be rewritten. - Fixed: AWeaponHolder::Serialize() wrote the class type in all circumstances. SVN r20 (trunk)
2006-03-14 06:11:39 +00:00
else if (Ambients[sc_Number] == NULL)
{
ambient = new AmbientSound;
Ambients[sc_Number] = ambient;
}
- Fixed: ActorFlagSetOrReset() wasn't receiving the + or - character from ParseActorProperties(). - Fixed: The decorate FindFlag() function returned flags from ActorFlags instead of the passed flags set. - Fixed: The CHT_CHAINSAW, CHT_POWER, CHT_HEALTH, and CHT_RESSURECT needed NULL player->mo checks. - Fixed: The "give all" command didn't give the backpack in Doom, and it must give the backpack before giving ammo. - Fixed: P_SetPsprite() must not call the action function if the player is not attached to an actor. This can happen, for instance, if the level is destroyed while the player is holding a powered-up Phoenix Rod. As part of its EndPowerup() function, it sets the psprite to the regular version, but the player actor has already been destroyed. - Fixed: FinishThingdef() needs to check for valid names, because weapons could have inherited valid pointers from their superclass. - Fixed: fuglyname didn't work. - Fixed: Redefining $ambient sounds leaked memory. - Added Jim's crashcatcher.c fix for better shell support. - VC7.1 seems to have no trouble distinguishing between passing a (const TypeInfo *) reference to operator<< and the generic, templated (object *) version, so a few places that can benefit from it now use it. I believe VC6 had problems with this, which is why I didn't do it all along. The function's implementation was also moved out of dobject.cpp and into farchive.cpp. - Fixed: UnpackPixels() unpacked all chunks in a byte, which is wrong for the last byte in a row if the image width is not an even multiple of the number pixels per byte. - Fixed: P_TranslateLineDef() should only clear monster activation for secret useable lines, not crossable lines. - Fixed: Some leftover P_IsHostile() calls still needed to be rewritten. - Fixed: AWeaponHolder::Serialize() wrote the class type in all circumstances. SVN r20 (trunk)
2006-03-14 06:11:39 +00:00
else
{
ambient = Ambients[sc_Number];
}
memset (ambient, 0, sizeof(AmbientSound));
SC_MustGetString ();
strncpy (ambient->sound, sc_String, MAX_SNDNAME);
ambient->sound[MAX_SNDNAME] = 0;
ambient->attenuation = 0;
SC_MustGetString ();
if (SC_Compare ("point"))
{
float attenuation;
ambient->type = POSITIONAL;
SC_MustGetString ();
if (IsFloat (sc_String))
{
attenuation = atof (sc_String);
SC_MustGetString ();
if (attenuation > 0)
{
ambient->attenuation = attenuation;
}
else
{
ambient->attenuation = 1;
}
}
else
{
ambient->attenuation = 1;
}
}
else if (SC_Compare ("surround"))
{
ambient->type = SURROUND;
SC_MustGetString ();
ambient->attenuation = -1;
}
else
{ // World is an optional keyword
if (SC_Compare ("world"))
{
SC_MustGetString ();
}
}
if (SC_Compare ("continuous"))
{
ambient->type |= CONTINUOUS;
}
else if (SC_Compare ("random"))
{
ambient->type |= RANDOM;
SC_MustGetFloat ();
ambient->periodmin = (int)(sc_Float * TICRATE);
SC_MustGetFloat ();
ambient->periodmax = (int)(sc_Float * TICRATE);
}
else if (SC_Compare ("periodic"))
{
ambient->type |= PERIODIC;
SC_MustGetFloat ();
ambient->periodmin = (int)(sc_Float * TICRATE);
}
else
{
Printf ("Unknown ambient type (%s)\n", sc_String);
}
SC_MustGetFloat ();
ambient->volume = sc_Float;
if (ambient->volume > 1)
ambient->volume = 1;
else if (ambient->volume < 0)
ambient->volume = 0;
}
break;
case SI_Map: {
// Hexen-style $MAP command
level_info_t *info;
char temp[16];
SC_MustGetNumber ();
sprintf (temp, "MAP%02d", sc_Number);
info = FindLevelInfo (temp);
SC_MustGetString ();
if (info->mapname[0])
{
ReplaceString (&info->music, sc_String);
}
}
break;
case SI_Registered:
// I don't think Hexen even pays attention to the $registered command.
break;
case SI_ArchivePath:
SC_MustGetString (); // Unused for now
break;
case SI_PlayerReserve:
// $playerreserve <logical name>
if (DoneReserving)
{
SC_ScriptError ("All $playerreserves must come before any $playersounds or $playeraliases");
}
else
{
SC_MustGetString ();
int id = S_AddSound (sc_String, -1);
S_sfx[id].link = NumPlayerReserves++;
S_sfx[id].bPlayerReserve = true;
}
break;
case SI_PlayerSound: {
// $playersound <player class> <gender> <logical name> <lump name>
char pclass[MAX_SNDNAME+1];
int gender, refid;
S_ParsePlayerSoundCommon (pclass, gender, refid);
S_AddPlayerSound (pclass, gender, refid, sc_String);
}
break;
case SI_PlayerSoundDup: {
// $playersounddup <player class> <gender> <logical name> <target sound name>
char pclass[MAX_SNDNAME+1];
int gender, refid, targid;
S_ParsePlayerSoundCommon (pclass, gender, refid);
targid = S_FindSoundNoHash (sc_String);
if (!S_sfx[targid].bPlayerReserve)
{
SC_ScriptError ("%s is not a player sound", sc_String);
}
S_DupPlayerSound (pclass, gender, refid, targid);
}
break;
case SI_PlayerCompat: {
// $playercompat <player class> <gender> <logical name> <compat sound name>
char pclass[MAX_SNDNAME+1];
int gender, refid;
int sfxfrom, aliasto;
S_ParsePlayerSoundCommon (pclass, gender, refid);
sfxfrom = S_AddSound (sc_String, -1);
aliasto = S_LookupPlayerSound (pclass, gender, refid);
S_sfx[sfxfrom].link = aliasto;
S_sfx[sfxfrom].bPlayerCompat = true;
}
break;
case SI_PlayerAlias: {
// $playeralias <player class> <gender> <logical name> <logical name of existing sound>
char pclass[MAX_SNDNAME+1];
int gender, refid;
S_ParsePlayerSoundCommon (pclass, gender, refid);
S_AddPlayerSoundExisting (pclass, gender, refid,
S_FindSoundTentative (sc_String));
}
break;
case SI_Alias: {
// $alias <name of alias> <name of real sound>
int sfxfrom;
SC_MustGetString ();
sfxfrom = S_AddSound (sc_String, -1);
SC_MustGetString ();
if (S_sfx[sfxfrom].bPlayerCompat)
{
sfxfrom = S_sfx[sfxfrom].link;
}
S_sfx[sfxfrom].link = S_FindSoundTentative (sc_String);
}
break;
case SI_Limit: {
// $limit <logical name> <max channels>
int sfx;
SC_MustGetString ();
sfx = S_FindSoundTentative (sc_String);
SC_MustGetNumber ();
//S_sfx[sfx].MaxChannels = clamp<BYTE> (sc_Number, 0, 255);
//Can't use clamp because of GCC bugs
S_sfx[sfx].MaxChannels = MIN (MAX (sc_Number, 0), 255);
}
break;
case SI_Singular: {
// $singular <logical name>
int sfx;
SC_MustGetString ();
sfx = S_FindSoundTentative (sc_String);
S_sfx[sfx].bSingular = true;
}
break;
case SI_PitchShift: {
// $pitchshift <logical name> <pitch shift amount>
int sfx;
SC_MustGetString ();
sfx = S_FindSoundTentative (sc_String);
SC_MustGetNumber ();
S_sfx[sfx].PitchMask = (1 << clamp (sc_Number, 0, 7)) - 1;
}
break;
case SI_PitchShiftRange:
// $pitchshiftrange <pitch shift amount>
SC_MustGetNumber ();
CurrentPitchMask = (1 << clamp (sc_Number, 0, 7)) - 1;
break;
case SI_Random: {
// $random <logical name> { <logical name> ... }
FRandomSoundList random;
list.Clear ();
SC_MustGetString ();
random.SfxHead = S_AddSound (sc_String, -1);
SC_MustGetStringName ("{");
while (SC_GetString () && !SC_Compare ("}"))
{
WORD sfxto = S_FindSoundTentative (sc_String);
list.Push (sfxto);
}
if (list.Size() == 1)
{ // Only one sound: treat as $alias
S_sfx[random.SfxHead].link = list[0];
}
else if (list.Size() > 1)
{ // Only add non-empty random lists
random.NumSounds = (WORD)list.Size();
random.Sounds = new WORD[random.NumSounds];
memcpy (random.Sounds, &list[0], sizeof(WORD)*random.NumSounds);
S_sfx[random.SfxHead].link = (WORD)S_rnd.Push (random);
S_sfx[random.SfxHead].bRandomHeader = true;
}
}
break;
case SI_MusicVolume: {
SC_MustGetString();
string musname (sc_String);
SC_MustGetFloat();
FMusicVolume *mv = (FMusicVolume *)Malloc (sizeof(*mv) + musname.Len());
mv->Volume = sc_Float;
strcpy (mv->MusicName, musname.GetChars());
mv->Next = MusicVolumes;
MusicVolumes = mv;
}
break;
case SI_IfDoom:
if (gameinfo.gametype != GAME_Doom)
{
skipToEndIf = true;
}
break;
case SI_IfStrife:
if (gameinfo.gametype != GAME_Strife)
{
skipToEndIf = true;
}
break;
case SI_IfHeretic:
if (gameinfo.gametype != GAME_Heretic)
{
skipToEndIf = true;
}
break;
case SI_IfHexen:
if (gameinfo.gametype != GAME_Hexen)
{
skipToEndIf = true;
}
break;
}
}
else
{ // Got a logical sound mapping
char name[MAX_SNDNAME+1];
strncpy (name, sc_String, MAX_SNDNAME);
name[MAX_SNDNAME] = 0;
SC_MustGetString ();
S_AddSound (name, sc_String);
}
}
SC_Close ();
}
//==========================================================================
//
// S_AddBloodSFX
//
// Registers a new sound with the name "<lumpname>.sfx"
// Actual sound data is searched for in the ns_bloodraw namespace.
//
//==========================================================================
static void S_AddBloodSFX (int lumpnum)
{
char name[13];
FMemLump sfxlump = Wads.ReadLump (lumpnum);
const FBloodSFX *sfx = (FBloodSFX *)sfxlump.GetMem();
int rawlump = Wads.CheckNumForName (sfx->RawName, ns_bloodraw);
int sfxnum;
if (rawlump != -1)
{
Wads.GetLumpName (name, lumpnum);
name[8] = 0;
strcat (name, ".SFX");
sfxnum = S_AddSound (name, rawlump);
if (sfx->Format == 5)
{
S_sfx[sfxnum].bForce22050 = true;
}
else // I don't know any other formats for this
{
S_sfx[sfxnum].bForce11025 = true;
}
S_sfx[sfxnum].bLoadRAW = true;
}
}
//==========================================================================
//
// S_AddStrifeVoice
//
// Registers a new sound with the name "svox/<lumpname>"
//
//==========================================================================
static void S_AddStrifeVoice (int lumpnum)
{
char name[16] = "svox/";
Wads.GetLumpName (name+5, lumpnum);
S_AddSound (name, lumpnum);
}
//==========================================================================
//
// S_ParsePlayerSoundCommon
//
// Parses the common part of playersound commands in SNDINFO
// (player class, gender, and ref id)
//==========================================================================
static void S_ParsePlayerSoundCommon (char pclass[MAX_SNDNAME+1], int &gender, int &refid)
{
DoneReserving = true;
SC_MustGetString ();
strcpy (pclass, sc_String);
SC_MustGetString ();
gender = D_GenderToInt (sc_String);
SC_MustGetString ();
refid = S_FindSoundNoHash (sc_String);
if (!S_sfx[refid].bPlayerReserve)
{
SC_ScriptError ("%s has not been reserved for a player sound", sc_String);
}
SC_MustGetString ();
}
//==========================================================================
//
// S_AddPlayerClass
//
// Adds the new player sound class if it doesn't exist. If it does, then
// the existing class is returned.
//==========================================================================
static int S_AddPlayerClass (const char *name)
{
int cnum = S_FindPlayerClass (name);
if (cnum == -1)
{
FPlayerClassLookup lookup;
size_t namelen = strlen (name) + 1;
memcpy (lookup.Name, name, namelen);
lookup.ListIndex[2] = lookup.ListIndex[1] = lookup.ListIndex[0] = 0xffff;
cnum = (int)PlayerClasses.Push (lookup);
PlayerClassesIsSorted = false;
// The default player class is the first one added
if (DefPlayerClassName[0] == 0)
{
memcpy (DefPlayerClassName, name, namelen);
DefPlayerClass = cnum;
}
}
return cnum;
}
//==========================================================================
//
// S_FindPlayerClass
//
// Finds the given player class. Returns -1 if not found.
//==========================================================================
static int S_FindPlayerClass (const char *name)
{
if (!PlayerClassesIsSorted)
{
unsigned int i;
for (i = 0; i < PlayerClasses.Size(); ++i)
{
if (stricmp (name, PlayerClasses[i].Name) == 0)
{
return (int)i;
}
}
}
else
{
int min = 0;
int max = (int)(PlayerClasses.Size() - 1);
while (min <= max)
{
int mid = (min + max) / 2;
int lexx = stricmp (PlayerClasses[mid].Name, name);
if (lexx == 0)
{
return mid;
}
else if (lexx < 0)
{
min = mid + 1;
}
else
{
max = mid - 1;
}
}
}
return -1;
}
//==========================================================================
//
// S_AddPlayerGender
//
// Adds a list of sounds for the given class and gender or just returns
// an existing list if one is present.
//==========================================================================
static int S_AddPlayerGender (int classnum, int gender)
{
int index;
index = PlayerClasses[classnum].ListIndex[gender];
if (index == 0xffff)
{
WORD pushee = 0;
index = (int)PlayerSounds.Size ();
PlayerClasses[classnum].ListIndex[gender] = (WORD)index;
for (int i = NumPlayerReserves; i != 0; --i)
{
PlayerSounds.Push (pushee);
}
}
return index;
}
//==========================================================================
//
// S_ShrinkPlayerSoundLists
//
// Shrinks the arrays used by the player sounds to be just large enough
// and also sorts the PlayerClasses array.
//==========================================================================
void S_ShrinkPlayerSoundLists ()
{
PlayerSounds.ShrinkToFit ();
PlayerClasses.ShrinkToFit ();
qsort (&PlayerClasses[0], PlayerClasses.Size(),
sizeof(FPlayerClassLookup), SortPlayerClasses);
PlayerClassesIsSorted = true;
DefPlayerClass = S_FindPlayerClass (DefPlayerClassName);
}
static int STACK_ARGS SortPlayerClasses (const void *a, const void *b)
{
return stricmp (((const FPlayerClassLookup *)a)->Name,
((const FPlayerClassLookup *)b)->Name);
}
//==========================================================================
//
// S_LookupPlayerSound
//
// Returns the sound for the given player class, gender, and sound name.
//==========================================================================
int S_LookupPlayerSound (const char *pclass, int gender, const char *name)
{
int refid = S_FindSound (name);
if (refid != 0)
{
refid = S_LookupPlayerSound (pclass, gender, refid);
}
return refid;
}
int S_LookupPlayerSound (const char *pclass, int gender, int refid)
{
if (!S_sfx[refid].bPlayerReserve)
{ // Not a player sound, so just return this sound
return refid;
}
return S_LookupPlayerSound (S_FindPlayerClass (pclass), gender, refid);
}
static int S_LookupPlayerSound (int classidx, int gender, int refid)
{
int ingender = gender;
if (classidx == -1)
{
classidx = DefPlayerClass;
}
int listidx = PlayerClasses[classidx].ListIndex[gender];
if (listidx == 0xffff)
{
int g;
for (g = 0; g < 3 && listidx == 0xffff; ++g)
{
listidx = PlayerClasses[classidx].ListIndex[g];
}
if (g == 3)
{ // No sounds defined at all for this class (can this happen?)
if (classidx != DefPlayerClass)
{
return S_LookupPlayerSound (DefPlayerClass, gender, refid);
}
return 0;
}
gender = g;
}
int sndnum = PlayerSounds[listidx + S_sfx[refid].link];
// If we're not done parsing SNDINFO yet, assume that the target sound is valid
if (PlayerClassesIsSorted &&
(sndnum == 0 ||
((S_sfx[sndnum].lumpnum == -1 || S_sfx[sndnum].lumpnum == sfx_empty) && S_sfx[sndnum].link == 0xffff)))
{ // This sound is unavailable.
if (ingender != 0)
{ // Try "male"
return S_LookupPlayerSound (classidx, 0, refid);
}
if (classidx != DefPlayerClass)
{ // Try the default class.
return S_LookupPlayerSound (DefPlayerClass, gender, refid);
}
}
return sndnum;
}
//==========================================================================
//
// S_AreSoundsEquivalent
//
// Returns true if two sounds are essentially the same thing
//==========================================================================
bool S_AreSoundsEquivalent (AActor *actor, const char *name1, const char *name2)
{
return S_AreSoundsEquivalent (actor, S_FindSound (name1), S_FindSound (name2));
}
bool S_AreSoundsEquivalent (AActor *actor, int id1, int id2)
{
sfxinfo_t *sfx;
if (id1 == id2)
{
return true;
}
if (id1 == 0 || id2 == 0)
{
return false;
}
// Dereference aliases, but not random or player sounds
while ((sfx = &S_sfx[id1])->link != sfxinfo_t::NO_LINK)
{
if (sfx->bPlayerReserve)
{
id1 = S_FindSkinnedSound (actor, id1);
}
else if (sfx->bRandomHeader)
{
break;
}
else
{
id1 = sfx->link;
}
}
while ((sfx = &S_sfx[id2])->link != sfxinfo_t::NO_LINK)
{
if (sfx->bPlayerReserve)
{
id2 = S_FindSkinnedSound (actor, id2);
}
else if (sfx->bRandomHeader)
{
break;
}
else
{
id2 = sfx->link;
}
}
return id1 == id2;
}
//==========================================================================
//
// S_FindSkinnedSound
//
// Calls S_LookupPlayerSound, deducing the class and gender from actor.
//==========================================================================
int S_FindSkinnedSound (AActor *actor, const char *name)
{
return S_FindSkinnedSound (actor, S_FindSound (name));
}
int S_FindSkinnedSound (AActor *actor, int refid)
{
const char *pclass;
int gender;
if (actor != NULL && actor->player != NULL)
{
pclass = actor->player->mo->GetSoundClass ();
gender = actor->player->userinfo.gender;
}
else
{
pclass = gameinfo.gametype != GAME_Hexen
? "player" : "fighter";
gender = GENDER_MALE;
}
return S_LookupPlayerSound (pclass, gender, refid);
}
//==========================================================================
//
// CCMD soundlist
//
//==========================================================================
CCMD (soundlist)
{
char lumpname[9];
unsigned int i;
lumpname[8] = 0;
for (i = 0; i < S_sfx.Size (); i++)
{
const sfxinfo_t *sfx = &S_sfx[i];
if (sfx->bRandomHeader)
{
Printf ("%3d. %s -> #%d {", i, sfx->name, sfx->link);
const FRandomSoundList *list = &S_rnd[sfx->link];
for (size_t j = 0; j < list->NumSounds; ++j)
{
Printf (" %s ", S_sfx[list->Sounds[j]].name);
}
Printf ("}\n");
}
else if (sfx->bPlayerReserve)
{
Printf ("%3d. %s <<player sound %d>>\n", i, sfx->name, sfx->link);
}
else if (S_sfx[i].lumpnum != -1)
{
Wads.GetLumpName (lumpname, sfx->lumpnum);
Printf ("%3d. %s (%s)\n", i, sfx->name, lumpname);
}
else if (S_sfx[i].link != sfxinfo_t::NO_LINK)
{
Printf ("%3d. %s -> %s\n", i, sfx->name, S_sfx[sfx->link].name);
}
else
{
Printf ("%3d. %s **not present**\n", i, sfx->name);
}
}
}
//==========================================================================
//
// CCMD soundlinks
//
//==========================================================================
CCMD (soundlinks)
{
unsigned int i;
for (i = 0; i < S_sfx.Size (); i++)
{
const sfxinfo_t *sfx = &S_sfx[i];
if (sfx->link != sfxinfo_t::NO_LINK &&
!sfx->bRandomHeader &&
!sfx->bPlayerReserve)
{
Printf ("%s -> %s\n", sfx->name, S_sfx[sfx->link].name);
}
}
}
//==========================================================================
//
// CCMD playersounds
//
//==========================================================================
CCMD (playersounds)
{
const char *reserveNames[256];
unsigned int i;
int j, k, l;
// Find names for the player sounds
memset (reserveNames, 0, sizeof(reserveNames));
for (i = j = 0; j < NumPlayerReserves && i < S_sfx.Size(); ++i)
{
if (S_sfx[i].bPlayerReserve)
{
++j;
reserveNames[S_sfx[i].link] = S_sfx[i].name;
}
}
for (i = 0; i < PlayerClasses.Size(); ++i)
{
for (j = 0; j < 3; ++j)
{
if ((l = PlayerClasses[i].ListIndex[j]) != 0xffff)
{
Printf ("\n%s, %s:\n", PlayerClasses[i].Name, GenderNames[j]);
for (k = 0; k < NumPlayerReserves; ++l, ++k)
{
Printf (" %-16s%s\n", reserveNames[k], S_sfx[PlayerSounds[l]].name);
}
}
}
}
}
// AAmbientSound implementation ---------------------------------------------
IMPLEMENT_STATELESS_ACTOR (AAmbientSound, Any, 14065, 0)
PROP_Flags (MF_NOBLOCKMAP|MF_NOSECTOR)
END_DEFAULTS
void AAmbientSound::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << bActive;
int checktime = NextCheck - gametic;
arc << checktime;
if (arc.IsLoading ())
{
NextCheck = checktime + gametic;
}
}
void AAmbientSound::Tick ()
{
Super::Tick ();
if (!bActive || gametic < NextCheck)
return;
AmbientSound *ambient = Ambients[args[0]];
if ((ambient->type & CONTINUOUS) == CONTINUOUS)
{
if (S_IsActorPlayingSomething (this, CHAN_BODY))
return;
if (ambient->sound[0])
{
S_StartNamedSound (this, NULL, CHAN_BODY, ambient->sound,
ambient->volume, ambient->attenuation, true);
SetTicker (ambient);
}
else
{
Destroy ();
}
}
else
{
if (ambient->sound[0])
{
S_StartNamedSound (this, NULL, CHAN_BODY, ambient->sound,
ambient->volume, ambient->attenuation, false);
SetTicker (ambient);
}
else
{
Destroy ();
}
}
}
void AAmbientSound::SetTicker (struct AmbientSound *ambient)
{
if ((ambient->type & CONTINUOUS) == CONTINUOUS)
{
NextCheck += 1;
}
else if (ambient->type & RANDOM)
{
NextCheck += (int)(((float)rand() / (float)RAND_MAX) *
(float)(ambient->periodmax - ambient->periodmin)) +
ambient->periodmin;
}
else
{
NextCheck += ambient->periodmin;
}
}
void AAmbientSound::BeginPlay ()
{
Super::BeginPlay ();
Activate (NULL);
}
void AAmbientSound::Activate (AActor *activator)
{
Super::Activate (activator);
AmbientSound *amb = Ambients[args[0]];
if (amb == NULL)
{
Destroy ();
return;
}
if (!bActive)
{
if (!(amb->type & 3) && !amb->periodmin)
{
int sndnum = S_FindSound (amb->sound);
if (sndnum == 0)
{
Destroy ();
return;
}
sfxinfo_t *sfx = &S_sfx[sndnum];
// Make sure the sound has been loaded so we know how long it is
if (!sfx->data && GSnd != NULL)
GSnd->LoadSound (sfx);
amb->periodmin = (sfx->ms * TICRATE) / 1000;
}
NextCheck = gametic;
if (amb->type & (RANDOM|PERIODIC))
SetTicker (amb);
bActive = true;
}
}
void AAmbientSound::Deactivate (AActor *activator)
{
Super::Deactivate (activator);
if (bActive)
{
bActive = false;
if ((Ambients[args[0]]->type & CONTINUOUS) == CONTINUOUS)
{
S_StopSound (this, CHAN_BODY);
}
}
}