mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-01 16:41:22 +00:00
96d328de9b
For some files that had the Doom Source license attached but saw heavy external contributions over the years I added a special note to license all original ZDoom code under BSD.
1626 lines
38 KiB
C++
1626 lines
38 KiB
C++
//-----------------------------------------------------------------------------
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//
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// Copyright 1994-1996 Raven Software
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// Copyright 1999-2016 Randy Heit
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// Copyright 2002-2016 Christoph Oelckers
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//-----------------------------------------------------------------------------
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//
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#include <string.h>
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#include <stdio.h>
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#include "doomtype.h"
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#include "doomstat.h"
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#include "sc_man.h"
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#include "m_random.h"
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#include "s_sound.h"
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#include "s_sndseq.h"
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#include "w_wad.h"
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#include "i_system.h"
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#include "cmdlib.h"
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#include "p_local.h"
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#include "po_man.h"
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#include "gi.h"
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#include "templates.h"
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#include "c_dispatch.h"
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#include "g_level.h"
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#include "serializer.h"
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#include "d_player.h"
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#include "g_levellocals.h"
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#include "vm.h"
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// MACROS ------------------------------------------------------------------
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#define GetCommand(a) ((a) & 255)
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#define GetData(a) (int32_t(a) >> 8 )
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#define GetFloatData(a) float((int32_t(a) >> 8 )/65536.f)
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#define MakeCommand(a,b) ((a) | ((b) << 8))
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#define HexenPlatSeq(a) (a)
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#define HexenDoorSeq(a) ((a) | 0x40)
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#define HexenEnvSeq(a) ((a) | 0x80)
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#define HexenLastSeq (0xff)
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#define TIME_REFERENCE level.time
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// TYPES -------------------------------------------------------------------
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typedef enum
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{
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SS_STRING_PLAY,
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SS_STRING_PLAYUNTILDONE,
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SS_STRING_PLAYTIME,
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SS_STRING_PLAYREPEAT,
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SS_STRING_PLAYLOOP,
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SS_STRING_DELAY,
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SS_STRING_DELAYONCE,
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SS_STRING_DELAYRAND,
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SS_STRING_VOLUME,
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SS_STRING_VOLUMEREL,
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SS_STRING_VOLUMERAND,
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SS_STRING_END,
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SS_STRING_STOPSOUND,
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SS_STRING_ATTENUATION,
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SS_STRING_NOSTOPCUTOFF,
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SS_STRING_SLOT,
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SS_STRING_RANDOMSEQUENCE,
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SS_STRING_RESTART,
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// These must be last and in the same order as they appear in seqtype_t
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SS_STRING_PLATFORM,
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SS_STRING_DOOR,
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SS_STRING_ENVIRONMENT
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} ssstrings_t;
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typedef enum
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{
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SS_CMD_NONE,
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SS_CMD_PLAY,
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SS_CMD_WAITUNTILDONE, // used by PLAYUNTILDONE
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SS_CMD_PLAYTIME,
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SS_CMD_PLAYREPEAT,
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SS_CMD_PLAYLOOP,
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SS_CMD_DELAY,
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SS_CMD_DELAYRAND,
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SS_CMD_VOLUME,
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SS_CMD_VOLUMEREL,
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SS_CMD_VOLUMERAND,
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SS_CMD_STOPSOUND,
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SS_CMD_ATTENUATION,
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SS_CMD_RANDOMSEQUENCE,
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SS_CMD_BRANCH,
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SS_CMD_LAST2NOP,
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SS_CMD_SELECT,
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SS_CMD_END
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} sscmds_t;
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struct hexenseq_t
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{
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ENamedName Name;
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uint8_t Seqs[4];
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};
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class DSeqActorNode : public DSeqNode
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{
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DECLARE_CLASS(DSeqActorNode, DSeqNode)
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HAS_OBJECT_POINTERS
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public:
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DSeqActorNode(AActor *actor, int sequence, int modenum);
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void OnDestroy() override;
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void Serialize(FSerializer &arc);
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void MakeSound(int loop, FSoundID id)
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{
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S_Sound(m_Actor, CHAN_BODY|loop, id, clamp(m_Volume, 0.f, 1.f), m_Atten);
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}
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bool IsPlaying()
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{
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return S_IsActorPlayingSomething (m_Actor, CHAN_BODY, m_CurrentSoundID);
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}
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void *Source()
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{
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return m_Actor;
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}
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DSeqNode *SpawnChild(int seqnum)
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{
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return SN_StartSequence (m_Actor, seqnum, SEQ_NOTRANS, m_ModeNum, true);
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}
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private:
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DSeqActorNode() {}
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TObjPtr<AActor*> m_Actor;
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};
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class DSeqPolyNode : public DSeqNode
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{
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DECLARE_CLASS(DSeqPolyNode, DSeqNode)
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public:
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DSeqPolyNode(FPolyObj *poly, int sequence, int modenum);
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void OnDestroy() override;
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void Serialize(FSerializer &arc);
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void MakeSound(int loop, FSoundID id)
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{
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S_Sound (m_Poly, CHAN_BODY|loop, id, clamp(m_Volume, 0.f, 1.f), m_Atten);
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}
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bool IsPlaying()
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{
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return S_GetSoundPlayingInfo (m_Poly, m_CurrentSoundID);
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}
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void *Source()
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{
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return m_Poly;
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}
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DSeqNode *SpawnChild (int seqnum)
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{
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return SN_StartSequence (m_Poly, seqnum, SEQ_NOTRANS, m_ModeNum, true);
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}
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private:
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DSeqPolyNode () {}
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FPolyObj *m_Poly;
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};
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class DSeqSectorNode : public DSeqNode
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{
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DECLARE_CLASS(DSeqSectorNode, DSeqNode)
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public:
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DSeqSectorNode(sector_t *sec, int chan, int sequence, int modenum);
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void OnDestroy() override;
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void Serialize(FSerializer &arc);
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void MakeSound(int loop, FSoundID id)
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{
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Channel = (Channel & 7) | CHAN_AREA | loop;
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S_Sound(m_Sector, Channel, id, clamp(m_Volume, 0.f, 1.f), m_Atten);
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}
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bool IsPlaying()
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{
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return S_GetSoundPlayingInfo (m_Sector, m_CurrentSoundID);
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}
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void *Source()
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{
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return m_Sector;
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}
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DSeqNode *SpawnChild(int seqnum)
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{
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return SN_StartSequence (m_Sector, Channel, seqnum, SEQ_NOTRANS, m_ModeNum, true);
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}
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int Channel;
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private:
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DSeqSectorNode() {}
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sector_t *m_Sector;
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};
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// When destroyed, destroy the sound sequences too.
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struct FSoundSequencePtrArray : public TArray<FSoundSequence *>
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{
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~FSoundSequencePtrArray()
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{
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for (unsigned int i = 0; i < Size(); ++i)
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{
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M_Free((*this)[i]);
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}
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}
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};
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// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
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static void AssignTranslations (FScanner &sc, int seq, seqtype_t type);
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static void AssignHexenTranslations (void);
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static void AddSequence (int curseq, FName seqname, FName slot, int stopsound, const TArray<uint32_t> &ScriptTemp);
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static int FindSequence (const char *searchname);
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static int FindSequence (FName seqname);
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static bool TwiddleSeqNum (int &sequence, seqtype_t type);
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// PUBLIC DATA DEFINITIONS -------------------------------------------------
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FSoundSequencePtrArray Sequences;
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int ActiveSequences;
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DSeqNode *DSeqNode::SequenceListHead;
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// PRIVATE DATA DEFINITIONS ------------------------------------------------
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static const char *SSStrings[] = {
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"play",
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"playuntildone",
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"playtime",
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"playrepeat",
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"playloop",
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"delay",
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"delayonce",
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"delayrand",
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"volume",
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"volumerel",
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"volumerand",
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"end",
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"stopsound",
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"attenuation",
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"nostopcutoff",
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"slot",
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"randomsequence",
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"restart",
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// These must be last and in the same order as they appear in seqtype_t
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"platform",
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"door",
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"environment",
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NULL
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};
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struct SSAttenuation
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{
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const char *name;
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float value;
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};
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static const SSAttenuation Attenuations[] = {
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{ "none", ATTN_NONE },
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{ "normal", ATTN_NORM },
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{ "idle", ATTN_IDLE },
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{ "static", ATTN_STATIC },
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{ "surround", ATTN_NONE },
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{ NULL, 0}
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};
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static const hexenseq_t HexenSequences[] = {
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{ NAME_Platform, { HexenPlatSeq(0), HexenPlatSeq(1), HexenPlatSeq(3), HexenLastSeq } },
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{ NAME_PlatformMetal, { HexenPlatSeq(2), HexenLastSeq } },
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{ NAME_Silence, { HexenPlatSeq(4), HexenDoorSeq(4), HexenLastSeq } },
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{ NAME_Lava, { HexenPlatSeq(5), HexenDoorSeq(5), HexenLastSeq } },
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{ NAME_Water, { HexenPlatSeq(6), HexenDoorSeq(6), HexenLastSeq } },
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{ NAME_Ice, { HexenPlatSeq(7), HexenDoorSeq(7), HexenLastSeq } },
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{ NAME_Earth, { HexenPlatSeq(8), HexenDoorSeq(8), HexenLastSeq } },
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{ NAME_PlatformMetal2, { HexenPlatSeq(9), HexenLastSeq } },
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{ NAME_DoorNormal, { HexenDoorSeq(0), HexenLastSeq } },
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{ NAME_DoorHeavy, { HexenDoorSeq(1), HexenLastSeq } },
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{ NAME_DoorMetal, { HexenDoorSeq(2), HexenLastSeq } },
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{ NAME_DoorCreak, { HexenDoorSeq(3), HexenLastSeq } },
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{ NAME_DoorMetal2, { HexenDoorSeq(9), HexenLastSeq } },
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{ NAME_Wind, { HexenEnvSeq(10), HexenLastSeq } },
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{ NAME_None, {0} }
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};
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static int SeqTrans[64*3];
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static FRandom pr_sndseq ("SndSeq");
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// CODE --------------------------------------------------------------------
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void DSeqNode::SerializeSequences (FSerializer &arc)
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{
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arc("sndseqlisthead", SequenceListHead);
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}
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IMPLEMENT_CLASS(DSeqNode, false, true)
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IMPLEMENT_POINTERS_START(DSeqNode)
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IMPLEMENT_POINTER(m_ChildSeqNode)
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IMPLEMENT_POINTER(m_ParentSeqNode)
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IMPLEMENT_POINTER(m_Next)
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IMPLEMENT_POINTER(m_Prev)
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IMPLEMENT_POINTERS_END
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DSeqNode::DSeqNode ()
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: m_SequenceChoices(0)
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{
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m_Next = m_Prev = m_ChildSeqNode = m_ParentSeqNode = NULL;
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}
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void DSeqNode::Serialize(FSerializer &arc)
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{
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int seqOffset;
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unsigned int i;
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FName seqName;
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int delayTics = 0;
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FSoundID id;
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float volume;
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float atten = ATTN_NORM;
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int seqnum;
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unsigned int numchoices;
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// copy these to local variables so that the actual serialization code does not need to be duplicated for saving and loading.
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if (arc.isWriting())
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{
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seqOffset = (int)SN_GetSequenceOffset(m_Sequence, m_SequencePtr);
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delayTics = m_DelayUntilTic;
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volume = m_Volume;
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atten = m_Atten;
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id = m_CurrentSoundID;
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seqName = Sequences[m_Sequence]->SeqName;
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numchoices = m_SequenceChoices.Size();
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}
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Super::Serialize(arc);
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arc("seqoffset", seqOffset)
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("delaytics", delayTics)
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("volume", volume)
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("atten", atten)
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("modelnum", m_ModeNum)
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("next", m_Next)
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("prev", m_Prev)
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("childseqnode", m_ChildSeqNode)
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("parentseqnode", m_ParentSeqNode)
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("id", id)
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("seqname", seqName)
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("numchoices", numchoices);
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// The way this is saved makes it hard to encapsulate so just do it the hard way...
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if (arc.isWriting())
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{
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if (numchoices > 0 && arc.BeginArray("choices"))
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{
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for (i = 0; i < m_SequenceChoices.Size(); ++i)
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{
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arc(nullptr, Sequences[m_SequenceChoices[i]]->SeqName);
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}
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arc.EndArray();
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}
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}
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else
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{
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seqnum = FindSequence (seqName);
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if (seqnum >= 0)
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{
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ActivateSequence (seqnum);
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}
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else
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{
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I_Error ("Unknown sound sequence '%s'\n", seqName.GetChars());
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// Can I just Destroy() here instead of erroring out?
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}
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ChangeData (seqOffset, delayTics - TIME_REFERENCE, volume, id);
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m_SequenceChoices.Resize(numchoices);
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if (numchoices > 0 && arc.BeginArray("choices"))
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{
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for (i = 0; i < numchoices; ++i)
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{
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arc(nullptr, seqName);
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m_SequenceChoices[i] = FindSequence(seqName);
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}
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arc.EndArray();
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}
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}
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}
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void DSeqNode::OnDestroy()
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{
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// If this sequence was launched by a parent sequence, advance that
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// sequence now.
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if (m_ParentSeqNode != NULL && m_ParentSeqNode->m_ChildSeqNode == this)
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{
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m_ParentSeqNode->m_SequencePtr++;
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m_ParentSeqNode->m_ChildSeqNode = NULL;
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m_ParentSeqNode = NULL;
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}
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if (SequenceListHead == this)
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{
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SequenceListHead = m_Next;
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GC::WriteBarrier(m_Next);
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}
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if (m_Prev)
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{
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m_Prev->m_Next = m_Next;
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GC::WriteBarrier(m_Prev, m_Next);
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}
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if (m_Next)
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{
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m_Next->m_Prev = m_Prev;
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GC::WriteBarrier(m_Next, m_Prev);
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}
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ActiveSequences--;
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Super::OnDestroy();
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}
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void DSeqNode::StopAndDestroy ()
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{
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if (m_ChildSeqNode != NULL)
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{
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m_ChildSeqNode->StopAndDestroy();
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}
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Destroy();
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}
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void DSeqNode::AddChoice (int seqnum, seqtype_t type)
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{
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if (TwiddleSeqNum (seqnum, type))
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{
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m_SequenceChoices.Push (seqnum);
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}
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}
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DEFINE_ACTION_FUNCTION(DSeqNode, AddChoice)
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{
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PARAM_SELF_PROLOGUE(DSeqNode);
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PARAM_NAME(seq);
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PARAM_INT(mode);
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self->AddChoice(seq, seqtype_t(mode));
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return 0;
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}
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FName DSeqNode::GetSequenceName () const
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{
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return Sequences[m_Sequence]->SeqName;
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}
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DEFINE_ACTION_FUNCTION(DSeqNode, GetSequenceName)
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{
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PARAM_SELF_PROLOGUE(DSeqNode);
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ACTION_RETURN_INT(self->GetSequenceName().GetIndex());
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}
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IMPLEMENT_CLASS(DSeqActorNode, false, true)
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IMPLEMENT_POINTERS_START(DSeqActorNode)
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IMPLEMENT_POINTER(m_Actor)
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IMPLEMENT_POINTERS_END
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void DSeqActorNode::Serialize(FSerializer &arc)
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{
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Super::Serialize (arc);
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arc("actor", m_Actor);
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}
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IMPLEMENT_CLASS(DSeqPolyNode, false, false)
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void DSeqPolyNode::Serialize(FSerializer &arc)
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{
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Super::Serialize (arc);
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arc("poly", m_Poly);
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}
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IMPLEMENT_CLASS(DSeqSectorNode, false, false)
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void DSeqSectorNode::Serialize(FSerializer &arc)
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{
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Super::Serialize (arc);
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arc("sector",m_Sector)
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("channel", Channel);
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}
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//==========================================================================
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//
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// AssignTranslations
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//
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//==========================================================================
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static void AssignTranslations (FScanner &sc, int seq, seqtype_t type)
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{
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sc.Crossed = false;
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while (sc.GetString() && !sc.Crossed)
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{
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if (IsNum(sc.String))
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{
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SeqTrans[(atoi(sc.String) & 63) + type * 64] = seq;
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}
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}
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sc.UnGet();
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}
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//==========================================================================
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//
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// AssignHexenTranslations
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//
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//==========================================================================
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static void AssignHexenTranslations (void)
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{
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unsigned int i, j, seq;
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for (i = 0; HexenSequences[i].Name != NAME_None; i++)
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{
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for (seq = 0; seq < Sequences.Size(); seq++)
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{
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if (Sequences[seq] != NULL && HexenSequences[i].Name == Sequences[seq]->SeqName)
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break;
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}
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if (seq == Sequences.Size())
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continue;
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for (j = 0; j < 4 && HexenSequences[i].Seqs[j] != HexenLastSeq; j++)
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{
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int trans;
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if (HexenSequences[i].Seqs[j] & 0x40)
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{
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trans = 64 * SEQ_DOOR;
|
|
}
|
|
else if (HexenSequences[i].Seqs[j] & 0x80)
|
|
trans = 64 * SEQ_ENVIRONMENT;
|
|
else
|
|
trans = 64 * SEQ_PLATFORM;
|
|
|
|
SeqTrans[trans + (HexenSequences[i].Seqs[j] & 0x3f)] = seq;
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_ClearSndSeq
|
|
//
|
|
//==========================================================================
|
|
|
|
void S_ClearSndSeq()
|
|
{
|
|
for (unsigned int i = 0; i < Sequences.Size(); i++)
|
|
{
|
|
if (Sequences[i])
|
|
{
|
|
M_Free(Sequences[i]);
|
|
}
|
|
}
|
|
Sequences.Clear();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_ParseSndSeq
|
|
//
|
|
//==========================================================================
|
|
|
|
void S_ParseSndSeq (int levellump)
|
|
{
|
|
TArray<uint32_t> ScriptTemp;
|
|
int lastlump, lump;
|
|
char seqtype = ':';
|
|
FName seqname;
|
|
FName slot;
|
|
int stopsound;
|
|
int delaybase;
|
|
float volumebase;
|
|
int curseq = -1;
|
|
int val;
|
|
|
|
// First free the old SNDSEQ data. This allows us to reload this for each level
|
|
// and specify a level specific SNDSEQ lump!
|
|
S_ClearSndSeq();
|
|
|
|
// be gone, compiler warnings
|
|
stopsound = 0;
|
|
|
|
memset (SeqTrans, -1, sizeof(SeqTrans));
|
|
lastlump = 0;
|
|
|
|
while (((lump = Wads.FindLump ("SNDSEQ", &lastlump)) != -1 || levellump != -1) && levellump != -2)
|
|
{
|
|
if (lump == -1)
|
|
{
|
|
lump = levellump;
|
|
levellump = -2;
|
|
}
|
|
FScanner sc(lump);
|
|
while (sc.GetString ())
|
|
{
|
|
if (*sc.String == ':' || *sc.String == '[')
|
|
{
|
|
if (curseq != -1)
|
|
{
|
|
sc.ScriptError ("S_ParseSndSeq: Nested Script Error");
|
|
}
|
|
seqname = sc.String + 1;
|
|
seqtype = sc.String[0];
|
|
for (curseq = 0; curseq < (int)Sequences.Size(); curseq++)
|
|
{
|
|
if (Sequences[curseq] != NULL && Sequences[curseq]->SeqName == seqname)
|
|
{
|
|
M_Free (Sequences[curseq]);
|
|
Sequences[curseq] = NULL;
|
|
break;
|
|
}
|
|
}
|
|
if (curseq == (int)Sequences.Size())
|
|
{
|
|
Sequences.Push (NULL);
|
|
}
|
|
ScriptTemp.Clear();
|
|
stopsound = 0;
|
|
slot = NAME_None;
|
|
if (seqtype == '[')
|
|
{
|
|
sc.SetCMode (true);
|
|
ScriptTemp.Push (0); // to be filled when definition is complete
|
|
}
|
|
continue;
|
|
}
|
|
if (curseq == -1)
|
|
{
|
|
continue;
|
|
}
|
|
if (seqtype == '[')
|
|
{
|
|
if (sc.String[0] == ']')
|
|
{ // End of this definition
|
|
ScriptTemp[0] = MakeCommand(SS_CMD_SELECT, (ScriptTemp.Size()-1)/2);
|
|
AddSequence (curseq, seqname, slot, stopsound, ScriptTemp);
|
|
curseq = -1;
|
|
sc.SetCMode (false);
|
|
}
|
|
else
|
|
{ // Add a selection
|
|
sc.UnGet();
|
|
if (sc.CheckNumber())
|
|
{
|
|
ScriptTemp.Push (sc.Number);
|
|
sc.MustGetString();
|
|
ScriptTemp.Push (FName(sc.String));
|
|
}
|
|
else
|
|
{
|
|
seqtype_t seqtype = seqtype_t(sc.MustMatchString (SSStrings + SS_STRING_PLATFORM));
|
|
AssignTranslations (sc, curseq, seqtype);
|
|
}
|
|
}
|
|
continue;
|
|
}
|
|
switch (sc.MustMatchString (SSStrings))
|
|
{
|
|
case SS_STRING_PLAYUNTILDONE:
|
|
sc.MustGetString ();
|
|
ScriptTemp.Push(MakeCommand(SS_CMD_PLAY, S_FindSound (sc.String)));
|
|
ScriptTemp.Push(MakeCommand(SS_CMD_WAITUNTILDONE, 0));
|
|
break;
|
|
|
|
case SS_STRING_PLAY:
|
|
sc.MustGetString ();
|
|
ScriptTemp.Push(MakeCommand(SS_CMD_PLAY, S_FindSound (sc.String)));
|
|
break;
|
|
|
|
case SS_STRING_PLAYTIME:
|
|
sc.MustGetString ();
|
|
ScriptTemp.Push(MakeCommand(SS_CMD_PLAY, S_FindSound (sc.String)));
|
|
sc.MustGetNumber ();
|
|
ScriptTemp.Push(MakeCommand(SS_CMD_DELAY, sc.Number));
|
|
break;
|
|
|
|
case SS_STRING_PLAYREPEAT:
|
|
sc.MustGetString ();
|
|
ScriptTemp.Push(MakeCommand (SS_CMD_PLAYREPEAT, S_FindSound (sc.String)));
|
|
break;
|
|
|
|
case SS_STRING_PLAYLOOP:
|
|
sc.MustGetString ();
|
|
ScriptTemp.Push(MakeCommand (SS_CMD_PLAYLOOP, S_FindSound (sc.String)));
|
|
sc.MustGetNumber ();
|
|
ScriptTemp.Push(sc.Number);
|
|
break;
|
|
|
|
case SS_STRING_DELAY:
|
|
sc.MustGetNumber ();
|
|
ScriptTemp.Push(MakeCommand(SS_CMD_DELAY, sc.Number));
|
|
break;
|
|
|
|
case SS_STRING_DELAYONCE:
|
|
sc.MustGetNumber ();
|
|
ScriptTemp.Push(MakeCommand(SS_CMD_DELAY, sc.Number));
|
|
ScriptTemp.Push(MakeCommand(SS_CMD_LAST2NOP, 0));
|
|
break;
|
|
|
|
case SS_STRING_DELAYRAND:
|
|
sc.MustGetNumber ();
|
|
delaybase = sc.Number;
|
|
ScriptTemp.Push(MakeCommand(SS_CMD_DELAYRAND, sc.Number));
|
|
sc.MustGetNumber ();
|
|
ScriptTemp.Push(MAX(1, sc.Number - delaybase + 1));
|
|
break;
|
|
|
|
case SS_STRING_VOLUME: // volume is in range 0..100
|
|
sc.MustGetFloat ();
|
|
ScriptTemp.Push(MakeCommand(SS_CMD_VOLUME, int(sc.Float * (65536.f / 100.f))));
|
|
break;
|
|
|
|
case SS_STRING_VOLUMEREL:
|
|
sc.MustGetFloat ();
|
|
ScriptTemp.Push(MakeCommand(SS_CMD_VOLUMEREL, int(sc.Float * (65536.f / 100.f))));
|
|
break;
|
|
|
|
case SS_STRING_VOLUMERAND:
|
|
sc.MustGetFloat ();
|
|
volumebase = float(sc.Float);
|
|
ScriptTemp.Push(MakeCommand(SS_CMD_VOLUMERAND, int(sc.Float * (65536.f / 100.f))));
|
|
sc.MustGetFloat ();
|
|
ScriptTemp.Push(int((sc.Float - volumebase) * (256/100.f)));
|
|
break;
|
|
|
|
case SS_STRING_STOPSOUND:
|
|
sc.MustGetString ();
|
|
stopsound = S_FindSound (sc.String);
|
|
ScriptTemp.Push(MakeCommand(SS_CMD_STOPSOUND, 0));
|
|
break;
|
|
|
|
case SS_STRING_NOSTOPCUTOFF:
|
|
stopsound = -1;
|
|
ScriptTemp.Push(MakeCommand(SS_CMD_STOPSOUND, 0));
|
|
break;
|
|
|
|
case SS_STRING_ATTENUATION:
|
|
if (sc.CheckFloat())
|
|
{
|
|
val = int(sc.Float*65536.);
|
|
}
|
|
else
|
|
{
|
|
sc.MustGetString ();
|
|
val = sc.MustMatchString(&Attenuations[0].name, sizeof(Attenuations[0])) * 65536;
|
|
}
|
|
ScriptTemp.Push(MakeCommand(SS_CMD_ATTENUATION, val));
|
|
break;
|
|
|
|
case SS_STRING_RANDOMSEQUENCE:
|
|
ScriptTemp.Push(MakeCommand(SS_CMD_RANDOMSEQUENCE, 0));
|
|
break;
|
|
|
|
case SS_STRING_RESTART:
|
|
ScriptTemp.Push(MakeCommand(SS_CMD_BRANCH, ScriptTemp.Size()));
|
|
break;
|
|
|
|
case SS_STRING_END:
|
|
AddSequence (curseq, seqname, slot, stopsound, ScriptTemp);
|
|
curseq = -1;
|
|
break;
|
|
|
|
case SS_STRING_PLATFORM:
|
|
AssignTranslations (sc, curseq, SEQ_PLATFORM);
|
|
break;
|
|
|
|
case SS_STRING_DOOR:
|
|
AssignTranslations (sc, curseq, SEQ_DOOR);
|
|
break;
|
|
|
|
case SS_STRING_ENVIRONMENT:
|
|
AssignTranslations (sc, curseq, SEQ_ENVIRONMENT);
|
|
break;
|
|
|
|
case SS_STRING_SLOT:
|
|
sc.MustGetString();
|
|
slot = sc.String;
|
|
break;
|
|
}
|
|
}
|
|
if (curseq > 0)
|
|
{
|
|
sc.ScriptError("End of file encountered before the final sequence ended.");
|
|
}
|
|
}
|
|
|
|
if (gameinfo.gametype == GAME_Hexen)
|
|
AssignHexenTranslations ();
|
|
}
|
|
|
|
static void AddSequence (int curseq, FName seqname, FName slot, int stopsound, const TArray<uint32_t> &ScriptTemp)
|
|
{
|
|
Sequences[curseq] = (FSoundSequence *)M_Malloc (sizeof(FSoundSequence) + sizeof(uint32_t)*ScriptTemp.Size());
|
|
Sequences[curseq]->SeqName = seqname;
|
|
Sequences[curseq]->Slot = slot;
|
|
Sequences[curseq]->StopSound = FSoundID(stopsound);
|
|
memcpy (Sequences[curseq]->Script, &ScriptTemp[0], sizeof(uint32_t)*ScriptTemp.Size());
|
|
Sequences[curseq]->Script[ScriptTemp.Size()] = MakeCommand(SS_CMD_END, 0);
|
|
}
|
|
|
|
DSeqNode::DSeqNode (int sequence, int modenum)
|
|
: m_ModeNum(modenum), m_SequenceChoices(0)
|
|
{
|
|
ActivateSequence (sequence);
|
|
if (!SequenceListHead)
|
|
{
|
|
SequenceListHead = this;
|
|
m_Next = m_Prev = NULL;
|
|
}
|
|
else
|
|
{
|
|
SequenceListHead->m_Prev = this; GC::WriteBarrier(SequenceListHead->m_Prev, this);
|
|
m_Next = SequenceListHead; GC::WriteBarrier(this, SequenceListHead);
|
|
SequenceListHead = this;
|
|
m_Prev = NULL;
|
|
}
|
|
GC::WriteBarrier(this);
|
|
m_ParentSeqNode = m_ChildSeqNode = NULL;
|
|
}
|
|
|
|
void DSeqNode::ActivateSequence (int sequence)
|
|
{
|
|
m_SequencePtr = Sequences[sequence]->Script;
|
|
m_Sequence = sequence;
|
|
m_DelayUntilTic = 0;
|
|
m_StopSound = Sequences[sequence]->StopSound;
|
|
m_CurrentSoundID = 0;
|
|
m_Volume = 1; // Start at max volume...
|
|
m_Atten = ATTN_IDLE; // ...and idle attenuation
|
|
|
|
ActiveSequences++;
|
|
}
|
|
|
|
DSeqActorNode::DSeqActorNode (AActor *actor, int sequence, int modenum)
|
|
: DSeqNode (sequence, modenum),
|
|
m_Actor (actor)
|
|
{
|
|
}
|
|
|
|
DSeqPolyNode::DSeqPolyNode (FPolyObj *poly, int sequence, int modenum)
|
|
: DSeqNode (sequence, modenum),
|
|
m_Poly (poly)
|
|
{
|
|
}
|
|
|
|
DSeqSectorNode::DSeqSectorNode (sector_t *sec, int chan, int sequence, int modenum)
|
|
: DSeqNode (sequence, modenum),
|
|
Channel (chan),
|
|
m_Sector (sec)
|
|
{
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// SN_StartSequence
|
|
//
|
|
//==========================================================================
|
|
|
|
static bool TwiddleSeqNum (int &sequence, seqtype_t type)
|
|
{
|
|
if (type < SEQ_NUMSEQTYPES)
|
|
{
|
|
// [GrafZahl] Needs some range checking:
|
|
// Sector_ChangeSound doesn't do it so this makes invalid sequences play nothing.
|
|
if (sequence >= 0 && sequence < 64)
|
|
{
|
|
sequence = SeqTrans[sequence + type * 64];
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return ((size_t)sequence < Sequences.Size() && Sequences[sequence] != NULL);
|
|
}
|
|
|
|
DSeqNode *SN_StartSequence (AActor *actor, int sequence, seqtype_t type, int modenum, bool nostop)
|
|
{
|
|
if (!nostop)
|
|
{
|
|
SN_StopSequence (actor); // Stop any previous sequence
|
|
}
|
|
if (TwiddleSeqNum (sequence, type))
|
|
{
|
|
return Create<DSeqActorNode> (actor, sequence, modenum);
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, StartSoundSequenceID)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AActor);
|
|
PARAM_INT(seq);
|
|
PARAM_INT(type);
|
|
PARAM_INT(modenum);
|
|
PARAM_BOOL_DEF(nostop);
|
|
ACTION_RETURN_POINTER(SN_StartSequence(self, seq, seqtype_t(type), modenum, nostop));
|
|
}
|
|
|
|
DSeqNode *SN_StartSequence (sector_t *sector, int chan, int sequence, seqtype_t type, int modenum, bool nostop)
|
|
{
|
|
if (!nostop)
|
|
{
|
|
SN_StopSequence (sector, chan);
|
|
}
|
|
if (TwiddleSeqNum (sequence, type))
|
|
{
|
|
return Create<DSeqSectorNode>(sector, chan, sequence, modenum);
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(_Sector, StartSoundSequenceID)
|
|
{
|
|
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
|
|
PARAM_INT(chan);
|
|
PARAM_INT(seq);
|
|
PARAM_INT(type);
|
|
PARAM_INT(modenum);
|
|
PARAM_BOOL_DEF(nostop);
|
|
ACTION_RETURN_POINTER(SN_StartSequence(self, chan, seq, seqtype_t(type), modenum, nostop));
|
|
}
|
|
|
|
DSeqNode *SN_StartSequence (FPolyObj *poly, int sequence, seqtype_t type, int modenum, bool nostop)
|
|
{
|
|
if (!nostop)
|
|
{
|
|
SN_StopSequence (poly);
|
|
}
|
|
if (TwiddleSeqNum (sequence, type))
|
|
{
|
|
return Create<DSeqPolyNode>(poly, sequence, modenum);
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// SN_StartSequence (named)
|
|
//
|
|
//==========================================================================
|
|
|
|
DSeqNode *SN_StartSequence (AActor *actor, const char *seqname, int modenum)
|
|
{
|
|
int seqnum = FindSequence(seqname);
|
|
if (seqnum >= 0)
|
|
{
|
|
return SN_StartSequence (actor, seqnum, SEQ_NOTRANS, modenum);
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
DSeqNode *SN_StartSequence (AActor *actor, FName seqname, int modenum)
|
|
{
|
|
int seqnum = FindSequence(seqname);
|
|
if (seqnum >= 0)
|
|
{
|
|
return SN_StartSequence (actor, seqnum, SEQ_NOTRANS, modenum);
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, StartSoundSequence)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AActor);
|
|
PARAM_NAME(seq);
|
|
PARAM_INT(modenum);
|
|
ACTION_RETURN_POINTER(SN_StartSequence(self, seq, modenum));
|
|
}
|
|
|
|
|
|
DSeqNode *SN_StartSequence (sector_t *sec, int chan, const char *seqname, int modenum)
|
|
{
|
|
int seqnum = FindSequence(seqname);
|
|
if (seqnum >= 0)
|
|
{
|
|
return SN_StartSequence (sec, chan, seqnum, SEQ_NOTRANS, modenum);
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
DSeqNode *SN_StartSequence (sector_t *sec, int chan, FName seqname, int modenum)
|
|
{
|
|
int seqnum = FindSequence(seqname);
|
|
if (seqnum >= 0)
|
|
{
|
|
return SN_StartSequence (sec, chan, seqnum, SEQ_NOTRANS, modenum);
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(_Sector, StartSoundSequence)
|
|
{
|
|
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
|
|
PARAM_INT(chan);
|
|
PARAM_NAME(seq);
|
|
PARAM_INT(modenum);
|
|
ACTION_RETURN_POINTER(SN_StartSequence(self, chan, seq, modenum));
|
|
}
|
|
|
|
DSeqNode *SN_StartSequence (FPolyObj *poly, const char *seqname, int modenum)
|
|
{
|
|
int seqnum = FindSequence(seqname);
|
|
if (seqnum >= 0)
|
|
{
|
|
return SN_StartSequence (poly, seqnum, SEQ_NOTRANS, modenum);
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
static int FindSequence (const char *searchname)
|
|
{
|
|
FName seqname(searchname, true);
|
|
|
|
if (seqname != NAME_None)
|
|
{
|
|
return FindSequence(seqname);
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
static int FindSequence (FName seqname)
|
|
{
|
|
for (int i = Sequences.Size(); i-- > 0; )
|
|
{
|
|
if (Sequences[i] != NULL && seqname == Sequences[i]->SeqName)
|
|
{
|
|
return i;
|
|
}
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// SN_CheckSequence
|
|
//
|
|
// Returns the sound sequence playing in the sector on the given channel,
|
|
// if any.
|
|
//
|
|
//==========================================================================
|
|
|
|
DSeqNode *SN_CheckSequence(sector_t *sector, int chan)
|
|
{
|
|
for (DSeqNode *node = DSeqNode::FirstSequence(); node; )
|
|
{
|
|
DSeqNode *next = node->NextSequence();
|
|
if (node->Source() == sector)
|
|
{
|
|
assert(node->IsKindOf(RUNTIME_CLASS(DSeqSectorNode)));
|
|
if ((static_cast<DSeqSectorNode *>(node)->Channel & 7) == chan)
|
|
{
|
|
return node;
|
|
}
|
|
}
|
|
node = next;
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(_Sector, CheckSoundSequence)
|
|
{
|
|
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
|
|
PARAM_INT(chan);
|
|
ACTION_RETURN_POINTER(SN_CheckSequence(self, chan));
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// SN_StopSequence
|
|
//
|
|
//==========================================================================
|
|
|
|
void SN_StopSequence (AActor *actor)
|
|
{
|
|
SN_DoStop (actor);
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, StopSoundSequence)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AActor);
|
|
SN_StopSequence(self);
|
|
return 0;
|
|
}
|
|
|
|
void SN_StopSequence (sector_t *sector, int chan)
|
|
{
|
|
DSeqNode *node = SN_CheckSequence(sector, chan);
|
|
if (node != NULL)
|
|
{
|
|
node->StopAndDestroy();
|
|
}
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(_Sector, StopSoundSequence)
|
|
{
|
|
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
|
|
PARAM_INT(chan);
|
|
SN_StopSequence(self, chan);
|
|
return 0;
|
|
}
|
|
|
|
|
|
void SN_StopSequence (FPolyObj *poly)
|
|
{
|
|
SN_DoStop (poly);
|
|
}
|
|
|
|
void SN_DoStop (void *source)
|
|
{
|
|
DSeqNode *node;
|
|
|
|
for (node = DSeqNode::FirstSequence(); node; )
|
|
{
|
|
DSeqNode *next = node->NextSequence();
|
|
if (node->Source() == source)
|
|
{
|
|
node->StopAndDestroy ();
|
|
}
|
|
node = next;
|
|
}
|
|
}
|
|
|
|
void DSeqActorNode::OnDestroy ()
|
|
{
|
|
if (m_StopSound >= 0)
|
|
S_StopSound (m_Actor, CHAN_BODY);
|
|
if (m_StopSound >= 1)
|
|
MakeSound (0, m_StopSound);
|
|
Super::OnDestroy();
|
|
}
|
|
|
|
void DSeqSectorNode::OnDestroy ()
|
|
{
|
|
if (m_StopSound >= 0)
|
|
S_StopSound (m_Sector, Channel & 7);
|
|
if (m_StopSound >= 1)
|
|
MakeSound (0, m_StopSound);
|
|
Super::OnDestroy();
|
|
}
|
|
|
|
void DSeqPolyNode::OnDestroy ()
|
|
{
|
|
if (m_StopSound >= 0)
|
|
S_StopSound (m_Poly, CHAN_BODY);
|
|
if (m_StopSound >= 1)
|
|
MakeSound (0, m_StopSound);
|
|
Super::OnDestroy();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// SN_IsMakingLoopingSound
|
|
//
|
|
//==========================================================================
|
|
|
|
bool SN_IsMakingLoopingSound (sector_t *sector)
|
|
{
|
|
DSeqNode *node;
|
|
|
|
for (node = DSeqNode::FirstSequence (); node; )
|
|
{
|
|
DSeqNode *next = node->NextSequence();
|
|
if (node->Source() == (void *)sector)
|
|
{
|
|
return !!(static_cast<DSeqSectorNode *>(node)->Channel & CHAN_LOOP);
|
|
}
|
|
node = next;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(_Sector, IsMakingLoopingSound)
|
|
{
|
|
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
|
|
ACTION_RETURN_BOOL(SN_IsMakingLoopingSound(self));
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// SN_UpdateActiveSequences
|
|
//
|
|
//==========================================================================
|
|
|
|
void DSeqNode::Tick ()
|
|
{
|
|
if (TIME_REFERENCE < m_DelayUntilTic)
|
|
{
|
|
return;
|
|
}
|
|
for (;;)
|
|
{
|
|
switch (GetCommand(*m_SequencePtr))
|
|
{
|
|
case SS_CMD_NONE:
|
|
m_SequencePtr++;
|
|
break;
|
|
|
|
case SS_CMD_PLAY:
|
|
if (!IsPlaying())
|
|
{
|
|
m_CurrentSoundID = FSoundID(GetData(*m_SequencePtr));
|
|
MakeSound (0, m_CurrentSoundID);
|
|
}
|
|
m_SequencePtr++;
|
|
break;
|
|
|
|
case SS_CMD_WAITUNTILDONE:
|
|
if (!IsPlaying())
|
|
{
|
|
m_SequencePtr++;
|
|
m_CurrentSoundID = 0;
|
|
}
|
|
else
|
|
{
|
|
return;
|
|
}
|
|
break;
|
|
|
|
case SS_CMD_PLAYREPEAT:
|
|
if (!IsPlaying())
|
|
{
|
|
// Does not advance sequencePtr, so it will repeat as necessary.
|
|
m_CurrentSoundID = FSoundID(GetData(*m_SequencePtr));
|
|
MakeSound (CHAN_LOOP, m_CurrentSoundID);
|
|
}
|
|
return;
|
|
|
|
case SS_CMD_PLAYLOOP:
|
|
// Like SS_CMD_PLAYREPEAT, sequencePtr is not advanced, so this
|
|
// command will repeat until the sequence is stopped.
|
|
m_CurrentSoundID = FSoundID(GetData(m_SequencePtr[0]));
|
|
MakeSound (0, m_CurrentSoundID);
|
|
m_DelayUntilTic = TIME_REFERENCE + m_SequencePtr[1];
|
|
return;
|
|
|
|
case SS_CMD_RANDOMSEQUENCE:
|
|
// If there's nothing to choose from, then there's nothing to do here.
|
|
if (m_SequenceChoices.Size() == 0)
|
|
{
|
|
m_SequencePtr++;
|
|
}
|
|
else if (m_ChildSeqNode == NULL)
|
|
{
|
|
int choice = pr_sndseq() % m_SequenceChoices.Size();
|
|
m_ChildSeqNode = SpawnChild (m_SequenceChoices[choice]);
|
|
GC::WriteBarrier(this, m_ChildSeqNode);
|
|
if (m_ChildSeqNode == NULL)
|
|
{ // Failed, so skip to next instruction.
|
|
m_SequencePtr++;
|
|
}
|
|
else
|
|
{ // Copy parameters to the child and link it to this one.
|
|
m_ChildSeqNode->m_Volume = m_Volume;
|
|
m_ChildSeqNode->m_Atten = m_Atten;
|
|
m_ChildSeqNode->m_ParentSeqNode = this;
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// If we get here, then the child sequence is playing, and it
|
|
// will advance our sequence pointer for us when it finishes.
|
|
return;
|
|
}
|
|
break;
|
|
|
|
case SS_CMD_DELAY:
|
|
m_DelayUntilTic = TIME_REFERENCE + GetData(*m_SequencePtr);
|
|
m_SequencePtr++;
|
|
m_CurrentSoundID = 0;
|
|
return;
|
|
|
|
case SS_CMD_DELAYRAND:
|
|
m_DelayUntilTic = TIME_REFERENCE + GetData(m_SequencePtr[0]) + pr_sndseq(m_SequencePtr[1]);
|
|
m_SequencePtr += 2;
|
|
m_CurrentSoundID = 0;
|
|
return;
|
|
|
|
case SS_CMD_VOLUME:
|
|
m_Volume = GetFloatData(*m_SequencePtr);
|
|
m_SequencePtr++;
|
|
break;
|
|
|
|
case SS_CMD_VOLUMEREL:
|
|
// like SS_CMD_VOLUME, but the new volume is added to the old volume
|
|
m_Volume += GetFloatData(*m_SequencePtr);
|
|
m_SequencePtr++;
|
|
break;
|
|
|
|
case SS_CMD_VOLUMERAND:
|
|
// like SS_CMD_VOLUME, but the new volume is chosen randomly from a range
|
|
m_Volume = GetFloatData(m_SequencePtr[0]) + (pr_sndseq() % m_SequencePtr[1]) / 255.f;
|
|
m_SequencePtr += 2;
|
|
break;
|
|
|
|
case SS_CMD_STOPSOUND:
|
|
// Wait until something else stops the sequence
|
|
return;
|
|
|
|
case SS_CMD_ATTENUATION:
|
|
m_Atten = GetFloatData(*m_SequencePtr);
|
|
m_SequencePtr++;
|
|
break;
|
|
|
|
case SS_CMD_BRANCH:
|
|
m_SequencePtr -= GetData(*m_SequencePtr);
|
|
break;
|
|
|
|
case SS_CMD_SELECT:
|
|
{ // Completely transfer control to the choice matching m_ModeNum.
|
|
// If no match is found, then just advance to the next command
|
|
// in this sequence, which should be SS_CMD_END.
|
|
int numchoices = GetData(*m_SequencePtr++);
|
|
int i;
|
|
|
|
for (i = 0; i < numchoices; ++i)
|
|
{
|
|
if (m_SequencePtr[i*2] == m_ModeNum)
|
|
{
|
|
int seqnum = FindSequence (ENamedName(m_SequencePtr[i*2+1]));
|
|
if (seqnum >= 0)
|
|
{ // Found a match, and it's a good one too.
|
|
ActiveSequences--;
|
|
ActivateSequence (seqnum);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
if (i == numchoices)
|
|
{ // No match (or no good match) was found.
|
|
m_SequencePtr += numchoices * 2;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case SS_CMD_LAST2NOP:
|
|
*(m_SequencePtr - 1) = MakeCommand(SS_CMD_NONE, 0);
|
|
*m_SequencePtr = MakeCommand(SS_CMD_NONE, 0);
|
|
m_SequencePtr++;
|
|
break;
|
|
|
|
case SS_CMD_END:
|
|
Destroy ();
|
|
return;
|
|
|
|
default:
|
|
Printf ("Corrupted sound sequence: %s\n", Sequences[m_Sequence]->SeqName.GetChars());
|
|
Destroy ();
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
void SN_UpdateActiveSequences (void)
|
|
{
|
|
DSeqNode *node;
|
|
|
|
if (!ActiveSequences || paused)
|
|
{ // No sequences currently playing/game is paused
|
|
return;
|
|
}
|
|
for (node = DSeqNode::FirstSequence(); node; node = node->NextSequence())
|
|
{
|
|
node->Tick ();
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// SN_StopAllSequences
|
|
//
|
|
//==========================================================================
|
|
|
|
void SN_StopAllSequences (void)
|
|
{
|
|
DSeqNode *node;
|
|
|
|
for (node = DSeqNode::FirstSequence(); node; )
|
|
{
|
|
DSeqNode *next = node->NextSequence();
|
|
node->m_StopSound = 0; // don't play any stop sounds
|
|
node->Destroy ();
|
|
node = next;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// SN_GetSequenceOffset
|
|
//
|
|
//==========================================================================
|
|
|
|
ptrdiff_t SN_GetSequenceOffset (int sequence, int32_t *sequencePtr)
|
|
{
|
|
return sequencePtr - Sequences[sequence]->Script;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// SN_GetSequenceSlot
|
|
//
|
|
//==========================================================================
|
|
|
|
FName SN_GetSequenceSlot (int sequence, seqtype_t type)
|
|
{
|
|
if (TwiddleSeqNum (sequence, type))
|
|
{
|
|
return Sequences[sequence]->Slot;
|
|
}
|
|
return NAME_None;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(DSeqNode, GetSequenceSlot)
|
|
{
|
|
PARAM_PROLOGUE;
|
|
PARAM_INT(seq);
|
|
PARAM_INT(type);
|
|
ACTION_RETURN_INT(SN_GetSequenceSlot(seq, seqtype_t(type)).GetIndex());
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// SN_MarkPrecacheSounds
|
|
//
|
|
// Marks all sounds played by this sequence for precaching.
|
|
//
|
|
//==========================================================================
|
|
|
|
void SN_MarkPrecacheSounds(int sequence, seqtype_t type)
|
|
{
|
|
if (TwiddleSeqNum(sequence, type))
|
|
{
|
|
FSoundSequence *seq = Sequences[sequence];
|
|
|
|
seq->StopSound.MarkUsed();
|
|
for (int i = 0; GetCommand(seq->Script[i]) != SS_CMD_END; ++i)
|
|
{
|
|
int cmd = GetCommand(seq->Script[i]);
|
|
if (cmd == SS_CMD_PLAY || cmd == SS_CMD_PLAYREPEAT || cmd == SS_CMD_PLAYLOOP)
|
|
{
|
|
FSoundID(GetData(seq->Script[i])).MarkUsed();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(DSeqNode, MarkPrecacheSounds)
|
|
{
|
|
PARAM_PROLOGUE;
|
|
PARAM_INT(seq);
|
|
PARAM_INT(type);
|
|
SN_MarkPrecacheSounds(seq, seqtype_t(type));
|
|
return 0;
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// SN_ChangeNodeData
|
|
//
|
|
// nodeNum zero is the first node
|
|
//==========================================================================
|
|
|
|
void SN_ChangeNodeData (int nodeNum, int seqOffset, int delayTics, float volume,
|
|
int currentSoundID)
|
|
{
|
|
int i;
|
|
DSeqNode *node;
|
|
|
|
i = 0;
|
|
node = DSeqNode::FirstSequence();
|
|
while (node && i < nodeNum)
|
|
{
|
|
node = node->NextSequence();
|
|
i++;
|
|
}
|
|
if (!node)
|
|
{ // reached the end of the list before finding the nodeNum-th node
|
|
return;
|
|
}
|
|
node->ChangeData (seqOffset, delayTics, volume, currentSoundID);
|
|
}
|
|
|
|
void DSeqNode::ChangeData (int seqOffset, int delayTics, float volume, FSoundID currentSoundID)
|
|
{
|
|
m_DelayUntilTic = TIME_REFERENCE + delayTics;
|
|
m_Volume = volume;
|
|
m_SequencePtr += seqOffset;
|
|
m_CurrentSoundID = currentSoundID;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FindMode
|
|
//
|
|
// Finds the sequence this sequence and mode combination selects.
|
|
//
|
|
//==========================================================================
|
|
|
|
static int FindMode(int seqnum, int mode)
|
|
{
|
|
if (seqnum <= 0)
|
|
{ // Sequence does not exist.
|
|
return seqnum;
|
|
}
|
|
FSoundSequence *seq = Sequences[seqnum];
|
|
if (GetCommand(seq->Script[0]) != SS_CMD_SELECT)
|
|
{ // This sequence doesn't select any others.
|
|
return seqnum;
|
|
}
|
|
// Search for the desired mode amongst the selections
|
|
int nummodes = GetData(seq->Script[0]);
|
|
for (int i = 0; i < nummodes; ++i)
|
|
{
|
|
if (seq->Script[1 + i*2] == mode)
|
|
{
|
|
return FindSequence(ENamedName(seq->Script[1 + i*2 + 1]));
|
|
}
|
|
}
|
|
// The mode isn't selected, which means it stays on this sequence.
|
|
return seqnum;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FindModeDeep
|
|
//
|
|
// Finds the final sequence this sequence and mode combination selects.
|
|
//
|
|
//==========================================================================
|
|
|
|
static int FindModeDeep(int seqnum, int mode)
|
|
{
|
|
int newseqnum = FindMode(seqnum, mode);
|
|
|
|
while (newseqnum != seqnum)
|
|
{
|
|
seqnum = newseqnum;
|
|
newseqnum = FindMode(seqnum, mode);
|
|
}
|
|
return seqnum;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// SN_AreModesSame
|
|
//
|
|
// Returns true if mode1 and mode2 represent the same sequence.
|
|
//
|
|
//==========================================================================
|
|
|
|
bool SN_AreModesSame(int seqnum, seqtype_t type, int mode1, int mode2)
|
|
{
|
|
if (mode1 == mode2)
|
|
{ // Obviously they're the same.
|
|
return true;
|
|
}
|
|
if (TwiddleSeqNum(seqnum, type))
|
|
{
|
|
int mode1seq = FindModeDeep(seqnum, mode1);
|
|
int mode2seq = FindModeDeep(seqnum, mode2);
|
|
return mode1seq == mode2seq;
|
|
}
|
|
// The sequence doesn't exist, so that makes both modes equally nonexistant.
|
|
return true;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(DSeqNode, AreModesSameID)
|
|
{
|
|
PARAM_SELF_PROLOGUE(DSeqNode);
|
|
PARAM_INT(seqnum);
|
|
PARAM_INT(type);
|
|
PARAM_INT(mode);
|
|
ACTION_RETURN_BOOL(SN_AreModesSame(seqnum, seqtype_t(type), mode, self->GetModeNum()));
|
|
}
|
|
|
|
bool SN_AreModesSame(FName name, int mode1, int mode2)
|
|
{
|
|
int seqnum = FindSequence(name);
|
|
if (seqnum >= 0)
|
|
{
|
|
return SN_AreModesSame(seqnum, SEQ_NOTRANS, mode1, mode2);
|
|
}
|
|
// The sequence doesn't exist, so that makes both modes equally nonexistant.
|
|
return true;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(DSeqNode, AreModesSame)
|
|
{
|
|
PARAM_SELF_PROLOGUE(DSeqNode);
|
|
PARAM_NAME(seq);
|
|
PARAM_INT(mode);
|
|
ACTION_RETURN_BOOL(SN_AreModesSame(seq, mode, self->GetModeNum()));
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// CCMD playsequence
|
|
//
|
|
// Causes the player to play a sound sequence.
|
|
//==========================================================================
|
|
|
|
CCMD(playsequence)
|
|
{
|
|
if (argv.argc() < 2 || argv.argc() > 3)
|
|
{
|
|
Printf ("Usage: playsequence <sound sequence name> [choice number]\n");
|
|
}
|
|
else
|
|
{
|
|
SN_StartSequence (players[consoleplayer].mo, argv[1], argv.argc() > 2 ? atoi(argv[2]) : 0);
|
|
}
|
|
}
|