- scriptified ASoundEnvironment.

This also exposes the functionality as a member function of Sector for easier script access.
This commit is contained in:
Christoph Oelckers 2017-01-14 11:43:08 +01:00
parent 40e7fa5be2
commit 386c00f17e
5 changed files with 44 additions and 76 deletions

View file

@ -1164,7 +1164,6 @@ set (PCH_SOURCES
g_shared/a_morph.cpp
g_shared/a_quake.cpp
g_shared/a_skies.cpp
g_shared/a_soundenvironment.cpp
g_shared/a_soundsequence.cpp
g_shared/a_specialspot.cpp
g_shared/hudmessages.cpp

View file

@ -1,72 +0,0 @@
/*
** a_soundenvironment.cpp
** Actor that controls the reverb settings in its zone
**
**---------------------------------------------------------------------------
** 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.
**---------------------------------------------------------------------------
**
*/
#include "info.h"
#include "r_defs.h"
#include "s_sound.h"
#include "r_state.h"
class ASoundEnvironment : public AActor
{
DECLARE_CLASS (ASoundEnvironment, AActor)
public:
void PostBeginPlay ();
void Deactivate (AActor *activator);
void Activate (AActor *deactivator);
};
IMPLEMENT_CLASS(ASoundEnvironment, false, false)
void ASoundEnvironment::PostBeginPlay ()
{
Super::PostBeginPlay ();
if (!(flags2 & MF2_DORMANT))
{
CallActivate (this);
}
}
void ASoundEnvironment::Activate (AActor *activator)
{
Zones[Sector->ZoneNumber].Environment = S_FindEnvironment ((args[0]<<8) | (args[1]));
}
// Deactivate just exists so that you can flag the thing as dormant in an editor
// and not have it take effect. This is so you can use multiple environments in
// a single zone, with only one set not-dormant, so you know which one will take
// effect at the start.
void ASoundEnvironment::Deactivate (AActor *deactivator)
{
flags2 |= MF2_DORMANT;
}

View file

@ -1837,6 +1837,22 @@ DEFINE_ACTION_FUNCTION(_Sector, NextLowestFloorAt)
ACTION_RETURN_INT(ndx);
}
DEFINE_ACTION_FUNCTION(_Sector, SetEnvironmentID)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(envnum);
Zones[self->ZoneNumber].Environment = S_FindEnvironment(envnum);
return 0;
}
DEFINE_ACTION_FUNCTION(_Sector, SetEnvironment)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_STRING(env);
Zones[self->ZoneNumber].Environment = S_FindEnvironment(env);
return 0;
}
//===========================================================================
//
// line_t exports

View file

@ -389,7 +389,7 @@ struct Sector native
native int16 damageinterval;
native int16 leakydamage;
native uint16 ZoneNumber;
native readonly uint16 ZoneNumber;
enum ESectorMoreFlags
{
@ -531,6 +531,8 @@ struct Sector native
native double, Vertex FindLowestCeilingPoint();
native double, Vertex FindHighestFloorPoint();
native void SetEnvironment(String env);
native void SetEnvironmentID(int envnum);
bool isSecret()
{

View file

@ -1,5 +1,5 @@
class SoundEnvironment : Actor native
class SoundEnvironment : Actor
{
default
{
@ -8,5 +8,28 @@ class SoundEnvironment : Actor native
+NOGRAVITY
+DONTSPLASH
}
}
override void PostBeginPlay ()
{
Super.PostBeginPlay ();
if (!bDormant)
{
Activate (self);
}
}
override void Activate (Actor activator)
{
CurSector.SetEnvironmentID((args[0]<<8) | (args[1]));
}
// Deactivate just exists so that you can flag the thing as dormant in an editor
// and not have it take effect. This is so you can use multiple environments in
// a single zone, with only one set not-dormant, so you know which one will take
// effect at the start.
override void Deactivate (Actor deactivator)
{
bDormant = true;
}
}