mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-10 14:51:40 +00:00
- scriptified ASoundSequence.
- exported virtual Actor.MarkPrecacheSounds function.
This commit is contained in:
parent
0b62645a35
commit
96777273c4
8 changed files with 180 additions and 197 deletions
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@ -1164,7 +1164,6 @@ set (PCH_SOURCES
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g_shared/a_morph.cpp
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g_shared/a_quake.cpp
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g_shared/a_skies.cpp
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g_shared/a_soundsequence.cpp
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g_shared/a_specialspot.cpp
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g_shared/hudmessages.cpp
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g_shared/sbarinfo.cpp
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@ -1,193 +0,0 @@
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/*
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** a_soundsequence.cpp
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** Actors for independantly playing sound sequences in a map.
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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** A SoundSequence actor has two modes of operation:
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**
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** 1. If the sound sequence assigned to it has a slot, then a separate
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** SoundSequenceSlot actor is spawned (if not already present), and
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** this actor's sound sequence is added to its list of choices. This
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** actor is then destroyed, never to be heard from again. The sound
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** sequence for the slot is automatically played on the new
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** SoundSequenceSlot actor, and it should at some point execute the
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** randomsequence command so that it can pick one of the other
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** sequences to play. The slot sequence should also end with restart
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** so that more than one sequence will have a chance to play.
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**
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** In this mode, it is very much like world $ambient sounds defined
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** in SNDINFO but more flexible.
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**
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** 2. If the sound sequence assigned to it has no slot, then it will play
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** the sequence when activated and cease playing the sequence when
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** deactivated.
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**
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** In this mode, it is very much like point $ambient sounds defined
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** in SNDINFO but more flexible.
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**
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** To assign a sound sequence, set the SoundSequence's first argument to
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** the ID of the corresponding environment sequence you want to use. If
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** that sequence is a multiple-choice sequence, then the second argument
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** selects which choice it picks.
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*/
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#include <stddef.h>
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#include "actor.h"
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#include "info.h"
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#include "s_sound.h"
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#include "m_random.h"
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#include "s_sndseq.h"
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#include "serializer.h"
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// SoundSequenceSlot --------------------------------------------------------
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class ASoundSequenceSlot : public AActor
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{
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DECLARE_CLASS (ASoundSequenceSlot, AActor)
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HAS_OBJECT_POINTERS
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public:
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void Serialize(FSerializer &arc);
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TObjPtr<DSeqNode> Sequence;
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};
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IMPLEMENT_CLASS(ASoundSequenceSlot, false, true)
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IMPLEMENT_POINTERS_START(ASoundSequenceSlot)
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IMPLEMENT_POINTER(Sequence)
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IMPLEMENT_POINTERS_END
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//==========================================================================
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//
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// ASoundSequenceSlot :: Serialize
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//
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//==========================================================================
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void ASoundSequenceSlot::Serialize(FSerializer &arc)
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{
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Super::Serialize (arc);
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arc("sequence", Sequence);
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}
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// SoundSequence ------------------------------------------------------------
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class ASoundSequence : public AActor
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{
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DECLARE_CLASS (ASoundSequence, AActor)
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public:
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void OnDestroy() override;
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void PostBeginPlay ();
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void Activate (AActor *activator);
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void Deactivate (AActor *activator);
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void MarkPrecacheSounds () const;
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};
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IMPLEMENT_CLASS(ASoundSequence, false, false)
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//==========================================================================
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//
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// ASoundSequence :: Destroy
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//
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//==========================================================================
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void ASoundSequence::OnDestroy ()
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{
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SN_StopSequence (this);
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Super::OnDestroy();
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}
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//==========================================================================
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//
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// ASoundSequence :: PostBeginPlay
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//
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//==========================================================================
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void ASoundSequence::PostBeginPlay ()
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{
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FName slot = SN_GetSequenceSlot (args[0], SEQ_ENVIRONMENT);
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if (slot != NAME_None)
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{ // This is a slotted sound, so add it to the master for that slot
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ASoundSequenceSlot *master;
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TThinkerIterator<ASoundSequenceSlot> locator;
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while (NULL != (master = locator.Next ()))
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{
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if (master->Sequence->GetSequenceName() == slot)
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{
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break;
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}
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}
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if (master == NULL)
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{
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master = Spawn<ASoundSequenceSlot> ();
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master->Sequence = SN_StartSequence (master, slot, 0);
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GC::WriteBarrier(master, master->Sequence);
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}
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master->Sequence->AddChoice (args[0], SEQ_ENVIRONMENT);
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Destroy ();
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}
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}
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//==========================================================================
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//
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// ASoundSequence :: MarkPrecacheSounds
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//
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//==========================================================================
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void ASoundSequence::MarkPrecacheSounds() const
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{
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Super::MarkPrecacheSounds();
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SN_MarkPrecacheSounds(args[0], SEQ_ENVIRONMENT);
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}
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//==========================================================================
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//
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// ASoundSequence :: Activate
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//
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//==========================================================================
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void ASoundSequence::Activate (AActor *activator)
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{
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SN_StartSequence (this, args[0], SEQ_ENVIRONMENT, args[1]);
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}
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//==========================================================================
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//
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// ASoundSequence :: Deactivate
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//
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//==========================================================================
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void ASoundSequence::Deactivate (AActor *activator)
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{
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SN_StopSequence (this);
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}
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@ -4832,6 +4832,13 @@ void AActor::MarkPrecacheSounds() const
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CrushPainSound.MarkUsed();
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}
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DEFINE_ACTION_FUNCTION(AActor, MarkPrecacheSounds)
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{
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PARAM_SELF_PROLOGUE(AActor);
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self->MarkPrecacheSounds();
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return 0;
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}
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bool AActor::isFast()
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{
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if (flags5&MF5_ALWAYSFAST) return true;
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@ -425,11 +425,27 @@ void DSeqNode::AddChoice (int seqnum, seqtype_t type)
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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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@ -54,6 +54,7 @@
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#include "d_player.h"
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#include "r_state.h"
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#include "g_levellocals.h"
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#include "virtual.h"
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// MACROS ------------------------------------------------------------------
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@ -479,7 +480,16 @@ void S_PrecacheLevel ()
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// Precache all sounds known to be used by the currently spawned actors.
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while ( (actor = iterator.Next()) != NULL )
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{
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actor->MarkPrecacheSounds();
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IFVIRTUALPTR(actor, AActor, MarkPrecacheSounds)
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{
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// Without the type cast this picks the 'void *' assignment...
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VMValue params[1] = { actor };
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GlobalVMStack.Call(func, params, 1, nullptr, 0, nullptr);
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}
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else
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{
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actor->MarkPrecacheSounds();
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}
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}
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for (auto i : gameinfo.PrecachedSounds)
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{
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@ -309,6 +309,7 @@ class Actor : Thinker native
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virtual native void Die(Actor source, Actor inflictor, int dmgflags = 0);
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virtual native bool Slam(Actor victim);
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virtual native void Touch(Actor toucher);
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virtual native void MarkPrecacheSounds();
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// Called by PIT_CheckThing to check if two actos actually can collide.
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virtual bool CanCollideWith(Actor other, bool passive)
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@ -1,3 +1,62 @@
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/*
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** a_soundsequence.cpp
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** Actors for independantly playing sound sequences in a map.
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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** A SoundSequence actor has two modes of operation:
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**
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** 1. If the sound sequence assigned to it has a slot, then a separate
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** SoundSequenceSlot actor is spawned (if not already present), and
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** this actor's sound sequence is added to its list of choices. This
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** actor is then destroyed, never to be heard from again. The sound
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** sequence for the slot is automatically played on the new
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** SoundSequenceSlot actor, and it should at some point execute the
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** randomsequence command so that it can pick one of the other
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** sequences to play. The slot sequence should also end with restart
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** so that more than one sequence will have a chance to play.
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**
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** In this mode, it is very much like world $ambient sounds defined
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** in SNDINFO but more flexible.
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**
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** 2. If the sound sequence assigned to it has no slot, then it will play
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** the sequence when activated and cease playing the sequence when
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** deactivated.
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**
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** In this mode, it is very much like point $ambient sounds defined
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** in SNDINFO but more flexible.
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**
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** To assign a sound sequence, set the SoundSequence's first argument to
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** the ID of the corresponding environment sequence you want to use. If
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** that sequence is a multiple-choice sequence, then the second argument
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** selects which choice it picks.
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*/
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class AmbientSound : Actor native
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{
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}
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}
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class SoundSequenceSlot : Actor native
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class SoundSequenceSlot : Actor
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{
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default
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{
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+NOBLOCKMAP
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+DONTSPLASH
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}
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SeqNode sequence;
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}
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class SoundSequence : Actor native
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class SoundSequence : Actor
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{
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default
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{
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+NOBLOCKMAP
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+DONTSPLASH
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}
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//==========================================================================
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//
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// ASoundSequence :: Destroy
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//
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//==========================================================================
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override void OnDestroy ()
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{
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StopSoundSequence ();
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Super.OnDestroy();
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}
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//==========================================================================
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//
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// ASoundSequence :: PostBeginPlay
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//
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//==========================================================================
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override void PostBeginPlay ()
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{
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Name slot = SeqNode.GetSequenceSlot (args[0], SeqNode.ENVIRONMENT);
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if (slot != 'none')
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{ // This is a slotted sound, so add it to the master for that slot
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SoundSequenceSlot master;
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let locator = ThinkerIterator.Create("SoundSequenceSlot");
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while ((master = SoundSequenceSlot(locator.Next ())))
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{
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if (master.Sequence.GetSequenceName() == slot)
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{
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break;
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}
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}
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if (master == NULL)
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{
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master = SoundSequenceSlot(Spawn("SoundSequenceSlot"));
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master.Sequence = master.StartSoundSequence (slot, 0);
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}
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master.Sequence.AddChoice (args[0], SeqNode.ENVIRONMENT);
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Destroy ();
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}
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}
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//==========================================================================
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//
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// ASoundSequence :: MarkPrecacheSounds
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//
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//==========================================================================
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override void MarkPrecacheSounds()
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{
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Super.MarkPrecacheSounds();
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SeqNode.MarkPrecacheSounds(args[0], SeqNode.ENVIRONMENT);
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}
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//==========================================================================
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//
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// ASoundSequence :: Activate
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//
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//==========================================================================
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override void Activate (Actor activator)
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{
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StartSoundSequenceID (args[0], SeqNode.ENVIRONMENT, args[1]);
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}
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//==========================================================================
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//
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// ASoundSequence :: Deactivate
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//
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//==========================================================================
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override void Deactivate (Actor activator)
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{
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StopSoundSequence ();
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}
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}
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// Heretic Sound sequences -----------------------------------------------------------
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@ -12,6 +12,8 @@ class SeqNode native
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native bool AreModesSameID(int sequence, int type, int mode1);
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native bool AreModesSame(Name name, int mode1);
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native Name GetSequenceName();
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native void AddChoice (int seqnum, int type);
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native static Name GetSequenceSlot (int sequence, int type);
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native static void MarkPrecacheSounds(int sequence, int type);
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}
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Reference in a new issue