From 6cd650271a4b72ec3d1ac1e629dccf5fe2484a60 Mon Sep 17 00:00:00 2001
From: Randy Heit <rheit@zdoom.fake>
Date: Fri, 21 Apr 2006 14:29:05 +0000
Subject: [PATCH] Added a_soundsequence.cpp to the repository.

SVN r59 (trunk)
---
 src/g_shared/a_soundsequence.cpp | 315 +++++++++++++++++++++++++++++++
 1 file changed, 315 insertions(+)
 create mode 100644 src/g_shared/a_soundsequence.cpp

diff --git a/src/g_shared/a_soundsequence.cpp b/src/g_shared/a_soundsequence.cpp
new file mode 100644
index 0000000000..d6393d15b8
--- /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 <stddef.h>
+
+#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<ASoundSequenceSlot> locator;
+
+		while (NULL != (master = locator.Next ()))
+		{
+			if (master->Sequence->GetSequenceName() == slot)
+			{
+				break;
+			}
+		}
+		if (master == NULL)
+		{
+			master = Spawn<ASoundSequenceSlot> (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