//************************************************************************** //** //** sn_sonix.c : Heretic 2 : Raven Software, Corp. //** //** $RCSfile: sn_sonix.c,v $ //** $Revision: 1.17 $ //** $Date: 95/10/05 18:25:44 $ //** $Author: paul $ //** //************************************************************************** #include #include #include "doomtype.h" #include "doomstat.h" #include "sc_man.h" #include "m_alloc.h" #include "m_random.h" #include "s_sound.h" #include "s_sndseq.h" #include "w_wad.h" #include "i_system.h" #include "cmdlib.h" #include "p_local.h" #include "gi.h" #include "templates.h" #include "c_dispatch.h" // MACROS ------------------------------------------------------------------ #define GetCommand(a) ((a) & 255) #define GetData(a) (SDWORD(a) >> 8 ) #define MakeCommand(a,b) ((a) | ((b) << 8)) #define HexenPlatSeq(a) (a) #define HexenDoorSeq(a) ((a) | 0x40) #define HexenEnvSeq(a) ((a) | 0x80) #define HexenLastSeq (0xff) #define TIME_REFERENCE level.time // TYPES ------------------------------------------------------------------- typedef enum { SS_STRING_PLAY, SS_STRING_PLAYUNTILDONE, SS_STRING_PLAYTIME, SS_STRING_PLAYREPEAT, SS_STRING_PLAYLOOP, SS_STRING_DELAY, SS_STRING_DELAYONCE, SS_STRING_DELAYRAND, SS_STRING_VOLUME, SS_STRING_VOLUMEREL, SS_STRING_VOLUMERAND, SS_STRING_END, SS_STRING_STOPSOUND, SS_STRING_ATTENUATION, SS_STRING_NOSTOPCUTOFF, SS_STRING_SLOT, SS_STRING_RANDOMSEQUENCE, SS_STRING_RESTART, // These must be last and in the same order as they appear in seqtype_t SS_STRING_PLATFORM, SS_STRING_DOOR, SS_STRING_ENVIRONMENT } ssstrings_t; typedef enum { SS_CMD_NONE, SS_CMD_PLAY, SS_CMD_WAITUNTILDONE, // used by PLAYUNTILDONE SS_CMD_PLAYTIME, SS_CMD_PLAYREPEAT, SS_CMD_PLAYLOOP, SS_CMD_DELAY, SS_CMD_DELAYRAND, SS_CMD_VOLUME, SS_CMD_VOLUMEREL, SS_CMD_VOLUMERAND, SS_CMD_STOPSOUND, SS_CMD_ATTENUATION, SS_CMD_RANDOMSEQUENCE, SS_CMD_BRANCH, SS_CMD_LAST2NOP, SS_CMD_SELECT, SS_CMD_END } sscmds_t; typedef struct { ENamedName Name; BYTE Seqs[4]; } hexenseq_t; class DSeqActorNode : public DSeqNode { DECLARE_CLASS (DSeqActorNode, DSeqNode) HAS_OBJECT_POINTERS public: DSeqActorNode (AActor *actor, int sequence, int modenum); ~DSeqActorNode (); void Serialize (FArchive &arc); void MakeSound () { S_SoundID (m_Actor, CHAN_BODY, m_CurrentSoundID, clamp(m_Volume, 0.f, 1.f), m_Atten); } void MakeLoopedSound () { S_LoopedSoundID (m_Actor, CHAN_BODY, m_CurrentSoundID, clamp(m_Volume, 0.f, 1.f), m_Atten); } bool IsPlaying () { return S_IsActorPlayingSomething (m_Actor, CHAN_BODY, m_CurrentSoundID); } void *Source () { return m_Actor; } DSeqNode *SpawnChild (int seqnum) { return SN_StartSequence (m_Actor, seqnum, SEQ_NOTRANS, m_ModeNum, true); } private: DSeqActorNode () {} AActor *m_Actor; }; class DSeqPolyNode : public DSeqNode { DECLARE_CLASS (DSeqPolyNode, DSeqNode) public: DSeqPolyNode (polyobj_t *poly, int sequence, int modenum); ~DSeqPolyNode (); void Serialize (FArchive &arc); void MakeSound () { S_SoundID (&m_Poly->startSpot[0], CHAN_BODY, m_CurrentSoundID, clamp(m_Volume, 0.f, 1.f), m_Atten); } void MakeLoopedSound () { S_LoopedSoundID (&m_Poly->startSpot[0], CHAN_BODY, m_CurrentSoundID, clamp(m_Volume, 0.f, 1.f), m_Atten); } bool IsPlaying () { return S_GetSoundPlayingInfo (&m_Poly->startSpot[0], m_CurrentSoundID); } void *Source () { return m_Poly; } DSeqNode *SpawnChild (int seqnum) { return SN_StartSequence (m_Poly, seqnum, SEQ_NOTRANS, m_ModeNum, true); } private: DSeqPolyNode () {} polyobj_t *m_Poly; }; class DSeqSectorNode : public DSeqNode { DECLARE_CLASS (DSeqSectorNode, DSeqNode) public: DSeqSectorNode (sector_t *sec, int sequence, int modenum); ~DSeqSectorNode (); void Serialize (FArchive &arc); void MakeSound () { S_SoundID (&m_Sector->soundorg[0], CHAN_BODY, m_CurrentSoundID, clamp(m_Volume, 0.f, 1.f), m_Atten); Looping = false; } void MakeLoopedSound () { S_LoopedSoundID (&m_Sector->soundorg[0], CHAN_BODY, m_CurrentSoundID, clamp(m_Volume, 0.f, 1.f), m_Atten); Looping = true; } bool IsPlaying () { return S_GetSoundPlayingInfo (m_Sector->soundorg, m_CurrentSoundID); } void *Source () { return m_Sector; } DSeqNode *SpawnChild (int seqnum) { return SN_StartSequence (m_Sector, seqnum, SEQ_NOTRANS, m_ModeNum, true); } bool Looping; private: DSeqSectorNode() {} sector_t *m_Sector; }; // When destroyed, destroy the sound sequences too. struct FSoundSequencePtrArray : public TArray { ~FSoundSequencePtrArray() { for (unsigned int i = 0; i < Size(); ++i) { free ((*this)[i]); } } }; // PRIVATE FUNCTION PROTOTYPES --------------------------------------------- static void AssignTranslations (int seq, seqtype_t type); static void AssignHexenTranslations (void); static void AddSequence (int curseq, FName seqname, FName slot, int stopsound, const TArray &ScriptTemp); static int FindSequence (const char *searchname); static int FindSequence (FName seqname); static bool TwiddleSeqNum (int &sequence, seqtype_t type); // PUBLIC DATA DEFINITIONS ------------------------------------------------- FSoundSequencePtrArray Sequences; int ActiveSequences; DSeqNode *DSeqNode::SequenceListHead; // PRIVATE DATA DEFINITIONS ------------------------------------------------ static const char *SSStrings[] = { "play", "playuntildone", "playtime", "playrepeat", "playloop", "delay", "delayonce", "delayrand", "volume", "volumerel", "volumerand", "end", "stopsound", "attenuation", "nostopcutoff", "slot", "randomsequence", "restart", // These must be last and in the same order as they appear in seqtype_t "platform", "door", "environment", NULL }; static const char *Attenuations[] = { "none", "normal", "idle", "static", "surround", NULL }; static const hexenseq_t HexenSequences[] = { { NAME_Platform, { HexenPlatSeq(0), HexenPlatSeq(1), HexenPlatSeq(3), HexenLastSeq } }, { NAME_PlatformMetal, { HexenPlatSeq(2), HexenLastSeq } }, { NAME_Silence, { HexenPlatSeq(4), HexenDoorSeq(4), HexenLastSeq } }, { NAME_Lava, { HexenPlatSeq(5), HexenDoorSeq(5), HexenLastSeq } }, { NAME_Water, { HexenPlatSeq(6), HexenDoorSeq(6), HexenLastSeq } }, { NAME_Ice, { HexenPlatSeq(7), HexenDoorSeq(7), HexenLastSeq } }, { NAME_Earth, { HexenPlatSeq(8), HexenDoorSeq(8), HexenLastSeq } }, { NAME_PlatformMetal2, { HexenPlatSeq(9), HexenLastSeq } }, { NAME_DoorNormal, { HexenDoorSeq(0), HexenLastSeq } }, { NAME_DoorHeavy, { HexenDoorSeq(1), HexenLastSeq } }, { NAME_DoorMetal, { HexenDoorSeq(2), HexenLastSeq } }, { NAME_DoorCreak, { HexenDoorSeq(3), HexenLastSeq } }, { NAME_DoorMetal2, { HexenDoorSeq(9), HexenLastSeq } }, { NAME_Wind, { HexenEnvSeq(10), HexenLastSeq } }, { NAME_None } }; static int SeqTrans[64*3]; static FRandom pr_sndseq ("SndSeq"); // CODE -------------------------------------------------------------------- void DSeqNode::SerializeSequences (FArchive &arc) { if (arc.IsLoading ()) { SN_StopAllSequences (); } arc << SequenceListHead; } IMPLEMENT_CLASS (DSeqNode) DSeqNode::DSeqNode () : m_SequenceChoices(0) { m_Next = m_Prev = m_ChildSeqNode = m_ParentSeqNode = NULL; } void DSeqNode::Serialize (FArchive &arc) { int seqOffset; unsigned int i; Super::Serialize (arc); if (arc.IsStoring ()) { seqOffset = SN_GetSequenceOffset (m_Sequence, m_SequencePtr); arc << seqOffset << m_DelayUntilTic << m_Volume << m_Atten << m_ModeNum << m_Next << m_Prev << m_ChildSeqNode << m_ParentSeqNode << AR_SOUND(m_CurrentSoundID) << Sequences[m_Sequence]->SeqName; arc.WriteCount (m_SequenceChoices.Size()); for (i = 0; i < m_SequenceChoices.Size(); ++i) { arc << Sequences[m_SequenceChoices[i]]->SeqName; } } else { FName seqName; int delayTics = 0, id; float volume; int atten = ATTN_NORM; int seqnum; unsigned int numchoices; arc << seqOffset << delayTics << volume << atten << m_ModeNum << m_Next << m_Prev << m_ChildSeqNode << m_ParentSeqNode << AR_SOUND(id) << seqName; seqnum = FindSequence (seqName); if (seqnum >= 0) { ActivateSequence (seqnum); } else { I_Error ("Unknown sound sequence '%s'\n", seqName.GetChars()); // Can I just Destroy() here instead of erroring out? } ChangeData (seqOffset, delayTics - TIME_REFERENCE, volume, id); numchoices = arc.ReadCount(); m_SequenceChoices.Resize(numchoices); for (i = 0; i < numchoices; ++i) { arc << seqName; m_SequenceChoices[i] = FindSequence (seqName); } } } void DSeqNode::Destroy() { // If this sequence was launched by a parent sequence, advance that // sequence now. if (m_ParentSeqNode != NULL && m_ParentSeqNode->m_ChildSeqNode == this) { m_ParentSeqNode->m_SequencePtr++; m_ParentSeqNode->m_ChildSeqNode = NULL; m_ParentSeqNode = NULL; } Super::Destroy(); } void DSeqNode::StopAndDestroy () { if (m_ChildSeqNode != NULL) { m_ChildSeqNode->StopAndDestroy(); } Destroy(); } void DSeqNode::AddChoice (int seqnum, seqtype_t type) { if (TwiddleSeqNum (seqnum, type)) { m_SequenceChoices.Push (seqnum); } } FName DSeqNode::GetSequenceName () const { return Sequences[m_Sequence]->SeqName; } IMPLEMENT_POINTY_CLASS (DSeqActorNode) DECLARE_POINTER (m_Actor) END_POINTERS void DSeqActorNode::Serialize (FArchive &arc) { Super::Serialize (arc); arc << m_Actor; } IMPLEMENT_CLASS (DSeqPolyNode) void DSeqPolyNode::Serialize (FArchive &arc) { Super::Serialize (arc); arc.SerializePointer (polyobjs, (BYTE **)&m_Poly, sizeof(*polyobjs)); } IMPLEMENT_CLASS (DSeqSectorNode) void DSeqSectorNode::Serialize (FArchive &arc) { Super::Serialize (arc); arc << m_Sector << Looping; } //========================================================================== // // AssignTranslations // //========================================================================== static void AssignTranslations (int seq, seqtype_t type) { sc_Crossed = false; while (SC_GetString () && !sc_Crossed) { if (IsNum (sc_String)) { SeqTrans[(atoi(sc_String) & 63) + type * 64] = seq; } } SC_UnGet (); } //========================================================================== // // AssignHexenTranslations // //========================================================================== static void AssignHexenTranslations (void) { unsigned int i, j, seq; for (i = 0; HexenSequences[i].Name != NAME_None; i++) { for (seq = 0; seq < Sequences.Size(); seq++) { if (HexenSequences[i].Name == Sequences[seq]->SeqName) break; } if (seq == Sequences.Size()) continue; for (j = 0; j < 4 && HexenSequences[i].Seqs[j] != HexenLastSeq; j++) { int trans; if (HexenSequences[i].Seqs[j] & 0x40) trans = 64; else if (HexenSequences[i].Seqs[j] & 0x80) trans = 64*2; else trans = 0; SeqTrans[trans + (HexenSequences[i].Seqs[j] & 0x3f)] = seq; } } } //========================================================================== // // S_ParseSndSeq // //========================================================================== void S_ParseSndSeq (int levellump) { TArray ScriptTemp; int lastlump, lump; char seqtype = ':'; FName seqname; FName slot; int stopsound; int delaybase; float volumebase; int curseq = -1; // First free the old SNDSEQ data. This allows us to reload this for each level // and specify a level specific SNDSEQ lump! for (unsigned int i = 0; i < Sequences.Size(); i++) { if (Sequences[i]) { free(Sequences[i]); } } Sequences.Clear(); // 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; } SC_OpenLumpNum (lump, "SNDSEQ"); 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]->SeqName == seqname) { 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 { AssignTranslations (curseq, seqtype_t(SC_MustMatchString (SSStrings + SS_STRING_PLATFORM))); } } 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 * (FRACUNIT/100.f)))); break; case SS_STRING_VOLUMEREL: SC_MustGetFloat (); ScriptTemp.Push(MakeCommand(SS_CMD_VOLUMEREL, int(sc_Float * (FRACUNIT/100.f)))); break; case SS_STRING_VOLUMERAND: SC_MustGetFloat (); volumebase = sc_Float; ScriptTemp.Push(MakeCommand(SS_CMD_VOLUMERAND, int(sc_Float * (FRACUNIT/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: SC_MustGetString (); ScriptTemp.Push(MakeCommand(SS_CMD_ATTENUATION, SC_MustMatchString(Attenuations))); 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 (curseq, SEQ_PLATFORM); break; case SS_STRING_DOOR: AssignTranslations (curseq, SEQ_DOOR); break; case SS_STRING_ENVIRONMENT: AssignTranslations (curseq, SEQ_ENVIRONMENT); break; case SS_STRING_SLOT: SC_MustGetString(); slot = sc_String; break; } } SC_Close (); } if (gameinfo.gametype == GAME_Hexen) AssignHexenTranslations (); } static void AddSequence (int curseq, FName seqname, FName slot, int stopsound, const TArray &ScriptTemp) { Sequences[curseq] = (FSoundSequence *)M_Malloc (sizeof(FSoundSequence) + sizeof(DWORD)*ScriptTemp.Size()); Sequences[curseq]->SeqName = seqname; Sequences[curseq]->Slot = slot; Sequences[curseq]->StopSound = stopsound; memcpy (Sequences[curseq]->Script, &ScriptTemp[0], sizeof(DWORD)*ScriptTemp.Size()); Sequences[curseq]->Script[ScriptTemp.Size()] = MakeCommand(SS_CMD_END, 0); } DSeqNode::~DSeqNode () { if (SequenceListHead == this) SequenceListHead = m_Next; if (m_Prev) m_Prev->m_Next = m_Next; if (m_Next) m_Next->m_Prev = m_Prev; ActiveSequences--; } 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; m_Next = SequenceListHead; SequenceListHead = this; m_Prev = NULL; } 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 (polyobj_t *poly, int sequence, int modenum) : DSeqNode (sequence, modenum), m_Poly (poly) { } DSeqSectorNode::DSeqSectorNode (sector_t *sec, int sequence, int modenum) : DSeqNode (sequence, modenum), Looping (false), 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; } } if (sequence == -1 || Sequences[sequence] == NULL) return false; else return true; } 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 new DSeqActorNode (actor, sequence, modenum); } return NULL; } DSeqNode *SN_StartSequence (sector_t *sector, int sequence, seqtype_t type, int modenum, bool nostop) { if (!nostop) { SN_StopSequence (sector); } if (TwiddleSeqNum (sequence, type)) { return new DSeqSectorNode (sector, sequence, modenum); } return NULL; } DSeqNode *SN_StartSequence (polyobj_t *poly, int sequence, seqtype_t type, int modenum, bool nostop) { if (!nostop) { SN_StopSequence (poly); } if (TwiddleSeqNum (sequence, type)) { return new 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; } DSeqNode *SN_StartSequence (sector_t *sec, const char *seqname, int modenum) { int seqnum = FindSequence (seqname); if (seqnum >= 0) { return SN_StartSequence (sec, seqnum, SEQ_NOTRANS, modenum); } return NULL; } DSeqNode *SN_StartSequence (polyobj_t *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) { int i; for (i = Sequences.Size(); i-- > 0; ) { if (seqname == Sequences[i]->SeqName) { return i; } } return -1; } //========================================================================== // // SN_StopSequence // //========================================================================== void SN_StopSequence (AActor *actor) { SN_DoStop (actor); } void SN_StopSequence (sector_t *sector) { SN_DoStop (sector); } void SN_StopSequence (polyobj_t *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; } } DSeqActorNode::~DSeqActorNode () { if (m_StopSound >= 0) S_StopSound (m_Actor, CHAN_BODY); if (m_StopSound >= 1) S_SoundID (m_Actor, CHAN_BODY, m_StopSound, m_Volume, m_Atten); } DSeqSectorNode::~DSeqSectorNode () { if (m_StopSound >= 0) S_StopSound (m_Sector->soundorg, CHAN_BODY); if (m_StopSound >= 1) S_SoundID (m_Sector->soundorg, CHAN_BODY, m_StopSound, m_Volume, m_Atten); } DSeqPolyNode::~DSeqPolyNode () { if (m_StopSound >= 0) S_StopSound (m_Poly->startSpot, CHAN_BODY); if (m_StopSound >= 1) S_SoundID (m_Poly->startSpot, CHAN_BODY, m_StopSound, m_Volume, m_Atten); } //========================================================================== // // 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 (node)->Looping; } node = next; } return false; } //========================================================================== // // 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 = GetData(*m_SequencePtr); MakeSound (); } 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 = GetData(*m_SequencePtr); MakeLoopedSound (); } 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 = GetData(m_SequencePtr[0]); MakeSound (); 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]); 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 = GetData(*m_SequencePtr) / float(FRACUNIT); m_SequencePtr++; break; case SS_CMD_VOLUMEREL: // like SS_CMD_VOLUME, but the new volume is added to the old volume m_Volume += GetData(*m_SequencePtr) / float(FRACUNIT); m_SequencePtr++; break; case SS_CMD_VOLUMERAND: // like SS_CMD_VOLUME, but the new volume is chosen randomly from a range m_Volume = GetData(m_SequencePtr[0]) / float(FRACUNIT) + (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 = GetData(*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, SDWORD *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; } //========================================================================== // // 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, int currentSoundID) { m_DelayUntilTic = TIME_REFERENCE + delayTics; m_Volume = volume; m_SequencePtr += seqOffset; m_CurrentSoundID = currentSoundID; } //========================================================================== // // CCMD playsequence // // Causes the player to play a sound sequence. //========================================================================== CCMD(playsequence) { if (argv.argc() < 2 || argv.argc() > 3) { Printf ("Usage: playsequence [choice number]\n"); } else { SN_StartSequence (players[consoleplayer].mo, argv[1], argv.argc() > 2 ? atoi(argv[2]) : 0); } }