/* ** 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) PROP_Flags3 (MF3_DONTSPLASH) 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) PROP_Flags3 (MF3_DONTSPLASH) END_DEFAULTS //========================================================================== // // ASoundSequence :: Destroy // //========================================================================== void ASoundSequence::Destroy () { SN_StopSequence (this); Super::Destroy(); } //========================================================================== // // ASoundSequence :: PostBeginPlay // //========================================================================== void ASoundSequence::PostBeginPlay () { FName 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