diff --git a/src/g_shared/a_soundsequence.cpp b/src/g_shared/a_soundsequence.cpp new file mode 100644 index 000000000..d6393d15b --- /dev/null +++ b/src/g_shared/a_soundsequence.cpp @@ -0,0 +1,315 @@ +/* +** a_soundsequence.cpp +** Actors for independantly playing sound sequences in a map. +** +**--------------------------------------------------------------------------- +** Copyright 1998-2006 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. +**--------------------------------------------------------------------------- +** +** A SoundSequence actor has two modes of operation: +** +** 1. If the sound sequence assigned to it has a slot, then a separate +** SoundSequenceSlot actor is spawned (if not already present), and +** this actor's sound sequence is added to its list of choices. This +** actor is then destroyed, never to be heard from again. The sound +** sequence for the slot is automatically played on the new +** SoundSequenceSlot actor, and it should at some point execute the +** randomsequence command so that it can pick one of the other +** sequences to play. The slot sequence should also end with restart +** so that more than one sequence will have a chance to play. +** +** In this mode, it is very much like world $ambient sounds defined +** in SNDINFO but more flexible. +** +** 2. If the sound sequence assigned to it has no slot, then it will play +** the sequence when activated and cease playing the sequence when +** deactivated. +** +** In this mode, it is very much like point $ambient sounds defined +** in SNDINFO but more flexible. +** +** To assign a sound sequence, set the SoundSequence's first argument to +** the ID of the corresponding environment sequence you want to use. If +** that sequence is a multiple-choice sequence, then the second argument +** selects which choice it picks. +*/ + +#include + +#include "actor.h" +#include "info.h" +#include "s_sound.h" +#include "m_random.h" +#include "s_sndseq.h" + +// SoundSequenceSlot -------------------------------------------------------- + +class ASoundSequenceSlot : public AActor +{ + DECLARE_STATELESS_ACTOR (ASoundSequenceSlot, AActor) +public: + void Serialize (FArchive &arc); + + DSeqNode *Sequence; +}; + +IMPLEMENT_STATELESS_ACTOR (ASoundSequenceSlot, Any, -1, 0) + PROP_Flags (MF_NOSECTOR|MF_NOBLOCKMAP) +END_DEFAULTS + +//========================================================================== +// +// ASoundSequenceSlot :: Serialize +// +//========================================================================== + +void ASoundSequenceSlot::Serialize (FArchive &arc) +{ + Super::Serialize (arc); + arc << Sequence; +} + +// SoundSequence ------------------------------------------------------------ + +class ASoundSequence : public AActor +{ + DECLARE_STATELESS_ACTOR (ASoundSequence, AActor) +public: + void Destroy (); + void PostBeginPlay (); + void Activate (AActor *activator); + void Deactivate (AActor *activator); +}; + +IMPLEMENT_STATELESS_ACTOR (ASoundSequence, Any, 14066, 0) + PROP_Flags (MF_NOSECTOR|MF_NOBLOCKMAP) +END_DEFAULTS + +//========================================================================== +// +// ASoundSequence :: Destroy +// +//========================================================================== + +void ASoundSequence::Destroy () +{ + SN_StopSequence (this); + Super::Destroy(); +} + +//========================================================================== +// +// ASoundSequence :: PostBeginPlay +// +//========================================================================== + +void ASoundSequence::PostBeginPlay () +{ + name slot = SN_GetSequenceSlot (args[0], SEQ_ENVIRONMENT); + + if (slot != NAME_None) + { // This is a slotted sound, so add it to the master for that slot + ASoundSequenceSlot *master; + TThinkerIterator locator; + + while (NULL != (master = locator.Next ())) + { + if (master->Sequence->GetSequenceName() == slot) + { + break; + } + } + if (master == NULL) + { + master = Spawn (0, 0, 0); + master->Sequence = SN_StartSequence (master, slot, 0); + } + master->Sequence->AddChoice (args[0], SEQ_ENVIRONMENT); + Destroy (); + } +} + +//========================================================================== +// +// ASoundSequence :: Activate +// +//========================================================================== + +void ASoundSequence::Activate (AActor *activator) +{ + SN_StartSequence (this, args[0], SEQ_ENVIRONMENT, args[1]); +} + +//========================================================================== +// +// ASoundSequence :: Deactivate +// +//========================================================================== + +void ASoundSequence::Deactivate (AActor *activator) +{ + SN_StopSequence (this); +} + +//========================================================================== +// +// Predefined sound sequence actors for Heretic. These use health as the +// sequence ID rather than args[0]. +// +//========================================================================== + +class AHereticSoundSequence : public ASoundSequence +{ + DECLARE_STATELESS_ACTOR (AHereticSoundSequence, ASoundSequence) +public: + void PostBeginPlay (); +}; + +IMPLEMENT_STATELESS_ACTOR (AHereticSoundSequence, Heretic, -1, 0) +END_DEFAULTS + +//========================================================================== +// +// AHereticSoundSequence :: PostBeginPlay +// +//========================================================================== + +void AHereticSoundSequence::PostBeginPlay () +{ + args[0] = health - 1200; + Super::PostBeginPlay(); +} + +// SoundSequence1 ----------------------------------------------------------- + +class AHereticSoundSequence1 : public AHereticSoundSequence +{ + DECLARE_STATELESS_ACTOR (AHereticSoundSequence1, AHereticSoundSequence) +}; + +IMPLEMENT_STATELESS_ACTOR (AHereticSoundSequence1, Heretic, 1200, 0) + PROP_SpawnHealth (1200) +END_DEFAULTS + +// SoundSequence2 ----------------------------------------------------------- + +class AHereticSoundSequence2 : public AHereticSoundSequence +{ + DECLARE_STATELESS_ACTOR (AHereticSoundSequence2, AHereticSoundSequence) +}; + +IMPLEMENT_STATELESS_ACTOR (AHereticSoundSequence2, Heretic, 1201, 0) + PROP_SpawnHealth (1201) +END_DEFAULTS + +// SoundSequence3 ----------------------------------------------------------- + +class AHereticSoundSequence3 : public AHereticSoundSequence +{ + DECLARE_STATELESS_ACTOR (AHereticSoundSequence3, AHereticSoundSequence) +}; + +IMPLEMENT_STATELESS_ACTOR (AHereticSoundSequence3, Heretic, 1202, 0) + PROP_SpawnHealth (1202) +END_DEFAULTS + +// SoundSequence4 ----------------------------------------------------------- + +class AHereticSoundSequence4 : public AHereticSoundSequence +{ + DECLARE_STATELESS_ACTOR (AHereticSoundSequence4, AHereticSoundSequence) +}; + +IMPLEMENT_STATELESS_ACTOR (AHereticSoundSequence4, Heretic, 1203, 0) + PROP_SpawnHealth (1203) +END_DEFAULTS + +// SoundSequence5 ----------------------------------------------------------- + +class AHereticSoundSequence5 : public AHereticSoundSequence +{ + DECLARE_STATELESS_ACTOR (AHereticSoundSequence5, AHereticSoundSequence) +}; + +IMPLEMENT_STATELESS_ACTOR (AHereticSoundSequence5, Heretic, 1204, 0) + PROP_SpawnHealth (1204) +END_DEFAULTS + +// SoundSequence6 ----------------------------------------------------------- + +class AHereticSoundSequence6 : public AHereticSoundSequence +{ + DECLARE_STATELESS_ACTOR (AHereticSoundSequence6, AHereticSoundSequence) +}; + +IMPLEMENT_STATELESS_ACTOR (AHereticSoundSequence6, Heretic, 1205, 0) + PROP_SpawnHealth (1205) +END_DEFAULTS + +// SoundSequence7 ----------------------------------------------------------- + +class AHereticSoundSequence7 : public AHereticSoundSequence +{ + DECLARE_STATELESS_ACTOR (AHereticSoundSequence7, AHereticSoundSequence) +}; + +IMPLEMENT_STATELESS_ACTOR (AHereticSoundSequence7, Heretic, 1206, 0) + PROP_SpawnHealth (1206) +END_DEFAULTS + +// SoundSequence8 ----------------------------------------------------------- + +class AHereticSoundSequence8 : public AHereticSoundSequence +{ + DECLARE_STATELESS_ACTOR (AHereticSoundSequence8, AHereticSoundSequence) +}; + +IMPLEMENT_STATELESS_ACTOR (AHereticSoundSequence8, Heretic, 1207, 0) + PROP_SpawnHealth (1207) +END_DEFAULTS + +// SoundSequence9 ----------------------------------------------------------- + +class AHereticSoundSequence9 : public AHereticSoundSequence +{ + DECLARE_STATELESS_ACTOR (AHereticSoundSequence9, AHereticSoundSequence) +}; + +IMPLEMENT_STATELESS_ACTOR (AHereticSoundSequence9, Heretic, 1208, 0) + PROP_SpawnHealth (1208) +END_DEFAULTS + +// SoundSequence10 ---------------------------------------------------------- + +class AHereticSoundSequence10 : public AHereticSoundSequence +{ + DECLARE_STATELESS_ACTOR (AHereticSoundSequence10, AHereticSoundSequence) +}; + +IMPLEMENT_STATELESS_ACTOR (AHereticSoundSequence10, Heretic, 1209, 0) + PROP_SpawnHealth (1209) +END_DEFAULTS