- scriptified ASoundSequence.

- exported virtual Actor.MarkPrecacheSounds function.
This commit is contained in:
Christoph Oelckers 2017-01-14 14:35:11 +01:00
parent 0b62645a35
commit 96777273c4
8 changed files with 180 additions and 197 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_soundsequence.cpp
g_shared/a_specialspot.cpp
g_shared/hudmessages.cpp
g_shared/sbarinfo.cpp

View file

@ -1,193 +0,0 @@
/*
** 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"
#include "serializer.h"
// SoundSequenceSlot --------------------------------------------------------
class ASoundSequenceSlot : public AActor
{
DECLARE_CLASS (ASoundSequenceSlot, AActor)
HAS_OBJECT_POINTERS
public:
void Serialize(FSerializer &arc);
TObjPtr<DSeqNode> Sequence;
};
IMPLEMENT_CLASS(ASoundSequenceSlot, false, true)
IMPLEMENT_POINTERS_START(ASoundSequenceSlot)
IMPLEMENT_POINTER(Sequence)
IMPLEMENT_POINTERS_END
//==========================================================================
//
// ASoundSequenceSlot :: Serialize
//
//==========================================================================
void ASoundSequenceSlot::Serialize(FSerializer &arc)
{
Super::Serialize (arc);
arc("sequence", Sequence);
}
// SoundSequence ------------------------------------------------------------
class ASoundSequence : public AActor
{
DECLARE_CLASS (ASoundSequence, AActor)
public:
void OnDestroy() override;
void PostBeginPlay ();
void Activate (AActor *activator);
void Deactivate (AActor *activator);
void MarkPrecacheSounds () const;
};
IMPLEMENT_CLASS(ASoundSequence, false, false)
//==========================================================================
//
// ASoundSequence :: Destroy
//
//==========================================================================
void ASoundSequence::OnDestroy ()
{
SN_StopSequence (this);
Super::OnDestroy();
}
//==========================================================================
//
// 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<ASoundSequenceSlot> locator;
while (NULL != (master = locator.Next ()))
{
if (master->Sequence->GetSequenceName() == slot)
{
break;
}
}
if (master == NULL)
{
master = Spawn<ASoundSequenceSlot> ();
master->Sequence = SN_StartSequence (master, slot, 0);
GC::WriteBarrier(master, master->Sequence);
}
master->Sequence->AddChoice (args[0], SEQ_ENVIRONMENT);
Destroy ();
}
}
//==========================================================================
//
// ASoundSequence :: MarkPrecacheSounds
//
//==========================================================================
void ASoundSequence::MarkPrecacheSounds() const
{
Super::MarkPrecacheSounds();
SN_MarkPrecacheSounds(args[0], SEQ_ENVIRONMENT);
}
//==========================================================================
//
// 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);
}

View file

@ -4832,6 +4832,13 @@ void AActor::MarkPrecacheSounds() const
CrushPainSound.MarkUsed();
}
DEFINE_ACTION_FUNCTION(AActor, MarkPrecacheSounds)
{
PARAM_SELF_PROLOGUE(AActor);
self->MarkPrecacheSounds();
return 0;
}
bool AActor::isFast()
{
if (flags5&MF5_ALWAYSFAST) return true;

View file

@ -425,11 +425,27 @@ void DSeqNode::AddChoice (int seqnum, seqtype_t type)
}
}
DEFINE_ACTION_FUNCTION(DSeqNode, AddChoice)
{
PARAM_SELF_PROLOGUE(DSeqNode);
PARAM_NAME(seq);
PARAM_INT(mode);
self->AddChoice(seq, seqtype_t(mode));
return 0;
}
FName DSeqNode::GetSequenceName () const
{
return Sequences[m_Sequence]->SeqName;
}
DEFINE_ACTION_FUNCTION(DSeqNode, GetSequenceName)
{
PARAM_SELF_PROLOGUE(DSeqNode);
ACTION_RETURN_INT(self->GetSequenceName().GetIndex());
}
IMPLEMENT_CLASS(DSeqActorNode, false, true)
IMPLEMENT_POINTERS_START(DSeqActorNode)

View file

@ -54,6 +54,7 @@
#include "d_player.h"
#include "r_state.h"
#include "g_levellocals.h"
#include "virtual.h"
// MACROS ------------------------------------------------------------------
@ -479,7 +480,16 @@ void S_PrecacheLevel ()
// Precache all sounds known to be used by the currently spawned actors.
while ( (actor = iterator.Next()) != NULL )
{
actor->MarkPrecacheSounds();
IFVIRTUALPTR(actor, AActor, MarkPrecacheSounds)
{
// Without the type cast this picks the 'void *' assignment...
VMValue params[1] = { actor };
GlobalVMStack.Call(func, params, 1, nullptr, 0, nullptr);
}
else
{
actor->MarkPrecacheSounds();
}
}
for (auto i : gameinfo.PrecachedSounds)
{

View file

@ -309,6 +309,7 @@ class Actor : Thinker native
virtual native void Die(Actor source, Actor inflictor, int dmgflags = 0);
virtual native bool Slam(Actor victim);
virtual native void Touch(Actor toucher);
virtual native void MarkPrecacheSounds();
// Called by PIT_CheckThing to check if two actos actually can collide.
virtual bool CanCollideWith(Actor other, bool passive)

View file

@ -1,3 +1,62 @@
/*
** 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.
*/
class AmbientSound : Actor native
{
@ -17,7 +76,7 @@ class AmbientSoundNoGravity : AmbientSound
}
}
class SoundSequenceSlot : Actor native
class SoundSequenceSlot : Actor
{
default
{
@ -25,9 +84,11 @@ class SoundSequenceSlot : Actor native
+NOBLOCKMAP
+DONTSPLASH
}
SeqNode sequence;
}
class SoundSequence : Actor native
class SoundSequence : Actor
{
default
{
@ -35,6 +96,86 @@ class SoundSequence : Actor native
+NOBLOCKMAP
+DONTSPLASH
}
//==========================================================================
//
// ASoundSequence :: Destroy
//
//==========================================================================
override void OnDestroy ()
{
StopSoundSequence ();
Super.OnDestroy();
}
//==========================================================================
//
// ASoundSequence :: PostBeginPlay
//
//==========================================================================
override void PostBeginPlay ()
{
Name slot = SeqNode.GetSequenceSlot (args[0], SeqNode.ENVIRONMENT);
if (slot != 'none')
{ // This is a slotted sound, so add it to the master for that slot
SoundSequenceSlot master;
let locator = ThinkerIterator.Create("SoundSequenceSlot");
while ((master = SoundSequenceSlot(locator.Next ())))
{
if (master.Sequence.GetSequenceName() == slot)
{
break;
}
}
if (master == NULL)
{
master = SoundSequenceSlot(Spawn("SoundSequenceSlot"));
master.Sequence = master.StartSoundSequence (slot, 0);
}
master.Sequence.AddChoice (args[0], SeqNode.ENVIRONMENT);
Destroy ();
}
}
//==========================================================================
//
// ASoundSequence :: MarkPrecacheSounds
//
//==========================================================================
override void MarkPrecacheSounds()
{
Super.MarkPrecacheSounds();
SeqNode.MarkPrecacheSounds(args[0], SeqNode.ENVIRONMENT);
}
//==========================================================================
//
// ASoundSequence :: Activate
//
//==========================================================================
override void Activate (Actor activator)
{
StartSoundSequenceID (args[0], SeqNode.ENVIRONMENT, args[1]);
}
//==========================================================================
//
// ASoundSequence :: Deactivate
//
//==========================================================================
override void Deactivate (Actor activator)
{
StopSoundSequence ();
}
}
// Heretic Sound sequences -----------------------------------------------------------

View file

@ -12,6 +12,8 @@ class SeqNode native
native bool AreModesSameID(int sequence, int type, int mode1);
native bool AreModesSame(Name name, int mode1);
native Name GetSequenceName();
native void AddChoice (int seqnum, int type);
native static Name GetSequenceSlot (int sequence, int type);
native static void MarkPrecacheSounds(int sequence, int type);
}