mirror of
https://github.com/ZDoom/gzdoom.git
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1689 lines
41 KiB
C++
1689 lines
41 KiB
C++
/*
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** s_advsound.cpp
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** Routines for managing SNDINFO lumps and ambient sounds
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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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*/
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// HEADER FILES ------------------------------------------------------------
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#include "templates.h"
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#include "actor.h"
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#include "a_sharedglobal.h"
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#include "s_sound.h"
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#include "c_dispatch.h"
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#include "w_wad.h"
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#include "sc_man.h"
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#include "g_level.h"
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#include "cmdlib.h"
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#include "gi.h"
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#include "doomstat.h"
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#include "i_sound.h"
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#include "r_data.h"
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#include "m_random.h"
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#include "d_netinf.h"
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#include "i_system.h"
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// MACROS ------------------------------------------------------------------
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#define RANDOM 1
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#define PERIODIC 2
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#define CONTINUOUS 3
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#define POSITIONAL 4
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#define SURROUND 16
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// TYPES -------------------------------------------------------------------
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struct FRandomSoundList
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{
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FRandomSoundList()
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: Sounds(0), SfxHead(0), NumSounds(0)
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{
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}
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~FRandomSoundList()
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{
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if (Sounds != NULL)
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{
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delete[] Sounds;
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Sounds = NULL;
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}
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}
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WORD *Sounds; // A list of sounds that can result for the following id
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WORD SfxHead; // The sound id used to reference this list
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WORD NumSounds;
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};
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struct FPlayerClassLookup
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{
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char Name[MAX_SNDNAME+1];
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WORD ListIndex[3]; // indices into PlayerSounds (0xffff means empty)
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};
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static struct AmbientSound
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{
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unsigned type; // type of ambient sound
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int periodmin; // # of tics between repeats
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int periodmax; // max # of tics for random ambients
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float volume; // relative volume of sound
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float attenuation;
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char sound[MAX_SNDNAME+1]; // Logical name of sound to play
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} *Ambients[256];
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enum SICommands
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{
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SI_Ambient,
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SI_Random,
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SI_PlayerReserve,
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SI_PlayerSound,
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SI_PlayerSoundDup,
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SI_PlayerCompat,
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SI_PlayerAlias,
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SI_Alias,
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SI_Limit,
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SI_Singular,
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SI_PitchShift,
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SI_PitchShiftRange,
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SI_Map,
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SI_Registered,
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SI_ArchivePath,
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SI_MusicVolume,
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SI_IfDoom,
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SI_IfHeretic,
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SI_IfHexen,
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SI_IfStrife
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};
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// Blood was a cool game. If Monolith ever releases the source for it,
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// you can bet I'll port it.
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struct FBloodSFX
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{
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DWORD RelVol; // volume, 0-255
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fixed_t Pitch; // pitch change
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fixed_t PitchRange; // range of random pitch
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DWORD Format; // format of audio 1=11025 5=22050
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SDWORD LoopStart; // loop position (-1 means no looping)
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char RawName[9]; // name of RAW resource
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};
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// music volume multipliers
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struct FMusicVolume
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{
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FMusicVolume *Next;
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float Volume;
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char MusicName[1];
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};
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// This is used to recreate the skin sounds after reloading SNDINFO due to a changed local one.
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struct FSavedPlayerSoundInfo
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{
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FName pclass;
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int gender;
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int refid;
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int lumpnum;
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bool alias;
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};
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// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
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void S_StartNamedSound (AActor *ent, fixed_t *pt, int channel,
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const char *name, float volume, float attenuation, bool looping);
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extern bool IsFloat (const char *str);
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// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
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// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
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static int STACK_ARGS SortPlayerClasses (const void *a, const void *b);
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static int S_DupPlayerSound (const char *pclass, int gender, int refid, int aliasref);
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static void S_SavePlayerSound (const char *pclass, int gender, int refid, int lumpnum, bool alias);
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static void S_RestorePlayerSounds();
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static int S_AddPlayerClass (const char *name);
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static int S_AddPlayerGender (int classnum, int gender);
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static int S_FindPlayerClass (const char *name);
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static int S_LookupPlayerSound (int classidx, int gender, int refid);
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static void S_ParsePlayerSoundCommon (char pclass[MAX_SNDNAME+1], int &gender, int &refid);
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static void S_AddSNDINFO (int lumpnum);
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static void S_AddBloodSFX (int lumpnum);
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static void S_AddStrifeVoice (int lumpnum);
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static int S_AddSound (const char *logicalname, int lumpnum);
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// EXTERNAL DATA DECLARATIONS ----------------------------------------------
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extern int sfx_sawup, sfx_sawidl, sfx_sawful, sfx_sawhit;
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extern int sfx_itemup, sfx_tink;
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extern int sfx_empty;
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// PUBLIC DATA DEFINITIONS -------------------------------------------------
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TArray<sfxinfo_t> S_sfx (128);
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// PRIVATE DATA DEFINITIONS ------------------------------------------------
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static const char *SICommandStrings[] =
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{
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"$ambient",
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"$random",
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"$playerreserve",
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"$playersound",
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"$playersounddup",
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"$playercompat",
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"$playeralias",
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"$alias",
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"$limit",
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"$singular",
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"$pitchshift",
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"$pitchshiftrange",
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"$map",
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"$registered",
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"$archivepath",
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"$musicvolume",
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"$ifdoom",
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"$ifheretic",
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"$ifhexen",
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"$ifstrife",
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NULL
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};
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static TArray<FRandomSoundList> S_rnd;
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static FMusicVolume *MusicVolumes;
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static TArray<FSavedPlayerSoundInfo> SavedPlayerSounds;
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static int NumPlayerReserves;
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static bool DoneReserving;
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static bool PlayerClassesIsSorted;
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static TArray<FPlayerClassLookup> PlayerClassLookups;
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static TArray<WORD> PlayerSounds;
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static char DefPlayerClassName[MAX_SNDNAME+1];
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static int DefPlayerClass;
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static BYTE CurrentPitchMask;
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static FRandom pr_randsound ("RandSound");
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// CODE --------------------------------------------------------------------
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//==========================================================================
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//
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// S_GetMusicVolume
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//
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// Gets the relative volume for the given music track
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//==========================================================================
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float S_GetMusicVolume (const char *music)
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{
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FMusicVolume *musvol = MusicVolumes;
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while (musvol != NULL)
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{
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if (!stricmp (music, musvol->MusicName))
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{
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return musvol->Volume;
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}
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musvol = musvol->Next;
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}
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return 1.f;
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}
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//==========================================================================
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//
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// S_HashSounds
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//
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// Fills in the next and index fields of S_sfx to form a working hash table.
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//==========================================================================
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void S_HashSounds ()
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{
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unsigned int i;
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unsigned int j;
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size_t size;
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S_sfx.ShrinkToFit ();
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size = S_sfx.Size ();
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// Mark all buckets as empty
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for (i = 0; i < size; i++)
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S_sfx[i].index = 0;
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// Now set up the chains
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for (i = 1; i < size; i++)
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{
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j = MakeKey (S_sfx[i].name) % size;
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S_sfx[i].next = S_sfx[j].index;
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S_sfx[j].index = i;
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}
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}
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//==========================================================================
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//
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// S_PickReplacement
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//
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// Picks a replacement sound from the associated random list. If this sound
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// is not the head of a random list, then the sound passed is returned.
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//==========================================================================
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int S_PickReplacement (int refid)
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{
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if (S_sfx[refid].bRandomHeader)
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{
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const FRandomSoundList *list = &S_rnd[S_sfx[refid].link];
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return list->Sounds[pr_randsound() % list->NumSounds];
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}
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return refid;
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}
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//==========================================================================
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//
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// S_CacheRandomSound
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//
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// Loads all sounds a random sound might play.
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//
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//==========================================================================
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void S_CacheRandomSound (sfxinfo_t *sfx)
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{
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if (sfx->bRandomHeader)
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{
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const FRandomSoundList *list = &S_rnd[sfx->link];
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for (int i = 0; i < list->NumSounds; ++i)
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{
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sfx = &S_sfx[list->Sounds[i]];
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sfx->bUsed = true;
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S_CacheSound (&S_sfx[list->Sounds[i]]);
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}
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}
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}
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//==========================================================================
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//
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// S_FindSound
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//
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// Given a logical name, find the sound's index in S_sfx.
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//==========================================================================
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int S_FindSound (const char *logicalname)
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{
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int i;
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if (logicalname != NULL)
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{
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i = S_sfx[MakeKey (logicalname) % S_sfx.Size ()].index;
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while ((i != 0) && strnicmp (S_sfx[i].name, logicalname, MAX_SNDNAME))
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i = S_sfx[i].next;
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return i;
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}
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else
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{
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return 0;
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}
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}
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//==========================================================================
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//
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// S_FindSoundNoHash
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//
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// Given a logical name, find the sound's index in S_sfx without
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// using the hash table.
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//==========================================================================
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int S_FindSoundNoHash (const char *logicalname)
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{
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unsigned int i;
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for (i = 1; i < S_sfx.Size (); i++)
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{
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if (strnicmp (S_sfx[i].name, logicalname, MAX_SNDNAME) == 0)
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{
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return i;
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}
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}
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return 0;
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}
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//==========================================================================
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//
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// S_FindSoundByLump
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//
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// Given a sound lump, find the sound's index in S_sfx.
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//==========================================================================
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int S_FindSoundByLump (int lump)
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{
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if (lump != -1)
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{
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unsigned int i;
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for (i = 1; i < S_sfx.Size (); i++)
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if (S_sfx[i].lumpnum == lump)
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return i;
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}
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return 0;
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}
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//==========================================================================
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//
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// S_AddSoundLump
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//
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// Adds a new sound mapping to S_sfx.
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//==========================================================================
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int S_AddSoundLump (const char *logicalname, int lump)
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{
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sfxinfo_t newsfx;
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memset (&newsfx.lumpnum, 0, sizeof(newsfx)-sizeof(newsfx.name));
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// logicalname MUST be < MAX_SNDNAME chars long
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strcpy (newsfx.name, logicalname);
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newsfx.lumpnum = lump;
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newsfx.link = sfxinfo_t::NO_LINK;
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newsfx.PitchMask = CurrentPitchMask;
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newsfx.MaxChannels = 2;
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return (int)S_sfx.Push (newsfx);
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}
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//==========================================================================
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//
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// S_FindSoundTentative
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//
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// Given a logical name, find the sound's index in S_sfx without
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// using the hash table. If it does not exist, a new sound without
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// an associated lump is created.
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//==========================================================================
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int S_FindSoundTentative (const char *name)
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{
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int id = S_FindSoundNoHash (name);
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return id != 0 ? id : S_AddSoundLump (name, -1);
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}
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//==========================================================================
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//
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// S_AddSound
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//
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// If logical name is already in S_sfx, updates it to use the new sound
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// lump. Otherwise, adds the new mapping by using S_AddSoundLump().
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//==========================================================================
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int S_AddSound (const char *logicalname, const char *lumpname)
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{
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int lump = Wads.CheckNumForFullName (lumpname);
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if (lump == -1) lump = Wads.CheckNumForName (lumpname, ns_sounds);
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return S_AddSound (logicalname, lump);
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}
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static int S_AddSound (const char *logicalname, int lumpnum)
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{
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int sfxid;
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sfxid = S_FindSoundNoHash (logicalname);
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if (sfxid > 0)
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{ // If the sound has already been defined, change the old definition
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sfxinfo_t *sfx = &S_sfx[sfxid];
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if (sfx->bPlayerReserve)
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{
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SC_ScriptError ("Sounds that are reserved for players cannot be reassigned");
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}
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// Redefining a player compatibility sound will redefine the target instead.
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if (sfx->bPlayerCompat)
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{
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sfx = &S_sfx[sfx->link];
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}
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if (sfx->bRandomHeader)
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{
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FRandomSoundList *rnd = &S_rnd[sfx->link];
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delete[] rnd->Sounds;
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rnd->Sounds = NULL;
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rnd->NumSounds = 0;
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rnd->SfxHead = 0;
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}
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sfx->lumpnum = lumpnum;
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sfx->bRandomHeader = false;
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sfx->link = sfxinfo_t::NO_LINK;
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//sfx->PitchMask = CurrentPitchMask;
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}
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else
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{ // Otherwise, create a new definition.
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sfxid = S_AddSoundLump (logicalname, lumpnum);
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}
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return sfxid;
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}
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//==========================================================================
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//
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// S_AddPlayerSound
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//
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// Adds the given sound lump to the player sound lists.
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//==========================================================================
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int S_AddPlayerSound (const char *pclass, int gender, int refid,
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const char *lumpname)
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{
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int lump=-1;
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if (lumpname)
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{
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lump = Wads.CheckNumForFullName (lumpname);
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if (lump == -1) lump = Wads.CheckNumForName (lumpname, ns_sounds);
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}
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return S_AddPlayerSound (pclass, gender, refid, lump);
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}
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int S_AddPlayerSound (const char *pclass, int gender, int refid, int lumpnum, bool fromskin)
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{
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char fakename[MAX_SNDNAME+1];
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size_t len;
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int id;
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len = strlen (pclass);
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memcpy (fakename, pclass, len);
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fakename[len] = '|';
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fakename[len+1] = gender + '0';
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strcpy (&fakename[len+2], S_sfx[refid].name);
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id = S_AddSoundLump (fakename, lumpnum);
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int classnum = S_AddPlayerClass (pclass);
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int soundlist = S_AddPlayerGender (classnum, gender);
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PlayerSounds[soundlist + S_sfx[refid].link] = id;
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if (fromskin) S_SavePlayerSound(pclass, gender, refid, lumpnum, false);
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return id;
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}
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//==========================================================================
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//
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// S_AddPlayerSoundExisting
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//
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// Adds the player sound as an alias to an existing sound.
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//==========================================================================
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int S_AddPlayerSoundExisting (const char *pclass, int gender, int refid,
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int aliasto, bool fromskin)
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{
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int classnum = S_AddPlayerClass (pclass);
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int soundlist = S_AddPlayerGender (classnum, gender);
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PlayerSounds[soundlist + S_sfx[refid].link] = aliasto;
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if (fromskin) S_SavePlayerSound(pclass, gender, refid, aliasto, true);
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return aliasto;
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}
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//==========================================================================
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//
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// S_DupPlayerSound
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//
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// Adds a player sound that uses the same sound as an existing player sound.
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//==========================================================================
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int S_DupPlayerSound (const char *pclass, int gender, int refid, int aliasref)
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{
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int aliasto = S_LookupPlayerSound (pclass, gender, aliasref);
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return S_AddPlayerSoundExisting (pclass, gender, refid, aliasto);
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}
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|
|
//==========================================================================
|
|
//
|
|
// S_ClearSoundData
|
|
//
|
|
// clears all sound tables
|
|
// When we want to allow level specific SNDINFO lumps this has to
|
|
// be cleared for each level
|
|
//==========================================================================
|
|
|
|
static void S_ClearSoundData()
|
|
{
|
|
unsigned int i;
|
|
|
|
if (GSnd != NULL)
|
|
{
|
|
for (i = 0; i < S_sfx.Size(); ++i)
|
|
{
|
|
GSnd->UnloadSound (&S_sfx[i]);
|
|
}
|
|
}
|
|
S_sfx.Clear();
|
|
|
|
for(i = 0; i < countof(Ambients); i++)
|
|
{
|
|
if (Ambients[i] != NULL)
|
|
{
|
|
delete Ambients[i];
|
|
Ambients[i] = NULL;
|
|
}
|
|
}
|
|
while (MusicVolumes != NULL)
|
|
{
|
|
FMusicVolume *me = MusicVolumes;
|
|
MusicVolumes = me->Next;
|
|
delete me;
|
|
}
|
|
S_rnd.Clear();
|
|
|
|
DoneReserving = false;
|
|
NumPlayerReserves = 0;
|
|
PlayerClassesIsSorted = false;
|
|
PlayerClassLookups.Clear();
|
|
PlayerSounds.Clear();
|
|
DefPlayerClass = 0;
|
|
*DefPlayerClassName = 0;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_ParseSndInfo
|
|
//
|
|
// Parses all loaded SNDINFO lumps.
|
|
// Also registers Blood SFX files and Strife's voices.
|
|
//==========================================================================
|
|
|
|
void S_ParseSndInfo ()
|
|
{
|
|
int lump;
|
|
|
|
atterm (S_ClearSoundData);
|
|
S_ClearSoundData(); // remove old sound data first!
|
|
|
|
CurrentPitchMask = 0;
|
|
S_AddSound ("{ no sound }", "DSEMPTY"); // Sound 0 is no sound at all
|
|
for (lump = 0; lump < Wads.GetNumLumps(); ++lump)
|
|
{
|
|
switch (Wads.GetLumpNamespace (lump))
|
|
{
|
|
case ns_global:
|
|
if (Wads.CheckLumpName (lump, "SNDINFO"))
|
|
{
|
|
S_AddSNDINFO (lump);
|
|
}
|
|
break;
|
|
|
|
case ns_bloodsfx:
|
|
S_AddBloodSFX (lump);
|
|
break;
|
|
|
|
case ns_strifevoices:
|
|
S_AddStrifeVoice (lump);
|
|
break;
|
|
}
|
|
}
|
|
S_RestorePlayerSounds();
|
|
S_HashSounds ();
|
|
S_sfx.ShrinkToFit ();
|
|
|
|
if (S_rnd.Size() > 0)
|
|
{
|
|
S_rnd.ShrinkToFit ();
|
|
}
|
|
|
|
S_ShrinkPlayerSoundLists ();
|
|
|
|
sfx_empty = Wads.CheckNumForName ("dsempty", ns_sounds);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Adds a level specific SNDINFO lump
|
|
//
|
|
//==========================================================================
|
|
|
|
void S_AddLocalSndInfo(int lump)
|
|
{
|
|
S_AddSNDINFO(lump);
|
|
S_HashSounds ();
|
|
S_sfx.ShrinkToFit ();
|
|
|
|
if (S_rnd.Size() > 0)
|
|
{
|
|
S_rnd.ShrinkToFit ();
|
|
}
|
|
|
|
S_ShrinkPlayerSoundLists ();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_AddSNDINFO
|
|
//
|
|
// Reads a SNDINFO and does what it says.
|
|
//
|
|
//==========================================================================
|
|
|
|
static void S_AddSNDINFO (int lump)
|
|
{
|
|
bool skipToEndIf;
|
|
TArray<WORD> list;
|
|
|
|
SC_OpenLumpNum (lump, "SNDINFO");
|
|
skipToEndIf = false;
|
|
|
|
while (SC_GetString ())
|
|
{
|
|
if (skipToEndIf)
|
|
{
|
|
if (SC_Compare ("$endif"))
|
|
{
|
|
skipToEndIf = false;
|
|
}
|
|
continue;
|
|
}
|
|
|
|
if (sc_String[0] == '$')
|
|
{ // Got a command
|
|
switch (SC_MatchString (SICommandStrings))
|
|
{
|
|
case SI_Ambient: {
|
|
// $ambient <num> <logical name> [point [atten] | surround | [world]]
|
|
// <continuous | random <minsecs> <maxsecs> | periodic <secs>>
|
|
// <volume>
|
|
AmbientSound *ambient, dummy;
|
|
|
|
SC_MustGetNumber ();
|
|
if (sc_Number < 0 || sc_Number > 255)
|
|
{
|
|
Printf ("Bad ambient index (%d)\n", sc_Number);
|
|
ambient = &dummy;
|
|
}
|
|
else if (Ambients[sc_Number] == NULL)
|
|
{
|
|
ambient = new AmbientSound;
|
|
Ambients[sc_Number] = ambient;
|
|
}
|
|
else
|
|
{
|
|
ambient = Ambients[sc_Number];
|
|
}
|
|
memset (ambient, 0, sizeof(AmbientSound));
|
|
|
|
SC_MustGetString ();
|
|
strncpy (ambient->sound, sc_String, MAX_SNDNAME);
|
|
ambient->sound[MAX_SNDNAME] = 0;
|
|
ambient->attenuation = 0;
|
|
|
|
SC_MustGetString ();
|
|
if (SC_Compare ("point"))
|
|
{
|
|
float attenuation;
|
|
|
|
ambient->type = POSITIONAL;
|
|
SC_MustGetString ();
|
|
|
|
if (IsFloat (sc_String))
|
|
{
|
|
attenuation = atof (sc_String);
|
|
SC_MustGetString ();
|
|
if (attenuation > 0)
|
|
{
|
|
ambient->attenuation = attenuation;
|
|
}
|
|
else
|
|
{
|
|
ambient->attenuation = 1;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ambient->attenuation = 1;
|
|
}
|
|
}
|
|
else if (SC_Compare ("surround"))
|
|
{
|
|
ambient->type = SURROUND;
|
|
SC_MustGetString ();
|
|
ambient->attenuation = -1;
|
|
}
|
|
else
|
|
{ // World is an optional keyword
|
|
if (SC_Compare ("world"))
|
|
{
|
|
SC_MustGetString ();
|
|
}
|
|
}
|
|
|
|
if (SC_Compare ("continuous"))
|
|
{
|
|
ambient->type |= CONTINUOUS;
|
|
}
|
|
else if (SC_Compare ("random"))
|
|
{
|
|
ambient->type |= RANDOM;
|
|
SC_MustGetFloat ();
|
|
ambient->periodmin = (int)(sc_Float * TICRATE);
|
|
SC_MustGetFloat ();
|
|
ambient->periodmax = (int)(sc_Float * TICRATE);
|
|
}
|
|
else if (SC_Compare ("periodic"))
|
|
{
|
|
ambient->type |= PERIODIC;
|
|
SC_MustGetFloat ();
|
|
ambient->periodmin = (int)(sc_Float * TICRATE);
|
|
}
|
|
else
|
|
{
|
|
Printf ("Unknown ambient type (%s)\n", sc_String);
|
|
}
|
|
|
|
SC_MustGetFloat ();
|
|
ambient->volume = sc_Float;
|
|
if (ambient->volume > 1)
|
|
ambient->volume = 1;
|
|
else if (ambient->volume < 0)
|
|
ambient->volume = 0;
|
|
}
|
|
break;
|
|
|
|
case SI_Map: {
|
|
// Hexen-style $MAP command
|
|
level_info_t *info;
|
|
char temp[16];
|
|
|
|
SC_MustGetNumber ();
|
|
sprintf (temp, "MAP%02d", sc_Number);
|
|
info = FindLevelInfo (temp);
|
|
SC_MustGetString ();
|
|
if (info->mapname[0] && (!(info->flags&LEVEL_MUSICDEFINED)))
|
|
{
|
|
ReplaceString (&info->music, sc_String);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case SI_Registered:
|
|
// I don't think Hexen even pays attention to the $registered command.
|
|
break;
|
|
|
|
case SI_ArchivePath:
|
|
SC_MustGetString (); // Unused for now
|
|
break;
|
|
|
|
case SI_PlayerReserve:
|
|
// $playerreserve <logical name>
|
|
if (DoneReserving)
|
|
{
|
|
SC_ScriptError ("All $playerreserves must come before any $playersounds or $playeraliases");
|
|
}
|
|
else
|
|
{
|
|
SC_MustGetString ();
|
|
int id = S_AddSound (sc_String, -1);
|
|
S_sfx[id].link = NumPlayerReserves++;
|
|
S_sfx[id].bPlayerReserve = true;
|
|
}
|
|
break;
|
|
|
|
case SI_PlayerSound: {
|
|
// $playersound <player class> <gender> <logical name> <lump name>
|
|
char pclass[MAX_SNDNAME+1];
|
|
int gender, refid;
|
|
|
|
S_ParsePlayerSoundCommon (pclass, gender, refid);
|
|
S_AddPlayerSound (pclass, gender, refid, sc_String);
|
|
}
|
|
break;
|
|
|
|
case SI_PlayerSoundDup: {
|
|
// $playersounddup <player class> <gender> <logical name> <target sound name>
|
|
char pclass[MAX_SNDNAME+1];
|
|
int gender, refid, targid;
|
|
|
|
S_ParsePlayerSoundCommon (pclass, gender, refid);
|
|
targid = S_FindSoundNoHash (sc_String);
|
|
if (!S_sfx[targid].bPlayerReserve)
|
|
{
|
|
SC_ScriptError ("%s is not a player sound", sc_String);
|
|
}
|
|
S_DupPlayerSound (pclass, gender, refid, targid);
|
|
}
|
|
break;
|
|
|
|
case SI_PlayerCompat: {
|
|
// $playercompat <player class> <gender> <logical name> <compat sound name>
|
|
char pclass[MAX_SNDNAME+1];
|
|
int gender, refid;
|
|
int sfxfrom, aliasto;
|
|
|
|
S_ParsePlayerSoundCommon (pclass, gender, refid);
|
|
sfxfrom = S_AddSound (sc_String, -1);
|
|
aliasto = S_LookupPlayerSound (pclass, gender, refid);
|
|
S_sfx[sfxfrom].link = aliasto;
|
|
S_sfx[sfxfrom].bPlayerCompat = true;
|
|
}
|
|
break;
|
|
|
|
case SI_PlayerAlias: {
|
|
// $playeralias <player class> <gender> <logical name> <logical name of existing sound>
|
|
char pclass[MAX_SNDNAME+1];
|
|
int gender, refid;
|
|
int soundnum;
|
|
|
|
S_ParsePlayerSoundCommon (pclass, gender, refid);
|
|
soundnum = S_FindSoundTentative (sc_String);
|
|
S_AddPlayerSoundExisting (pclass, gender, refid, soundnum);
|
|
}
|
|
break;
|
|
|
|
case SI_Alias: {
|
|
// $alias <name of alias> <name of real sound>
|
|
int sfxfrom;
|
|
|
|
SC_MustGetString ();
|
|
sfxfrom = S_AddSound (sc_String, -1);
|
|
SC_MustGetString ();
|
|
if (S_sfx[sfxfrom].bPlayerCompat)
|
|
{
|
|
sfxfrom = S_sfx[sfxfrom].link;
|
|
}
|
|
S_sfx[sfxfrom].link = S_FindSoundTentative (sc_String);
|
|
}
|
|
break;
|
|
|
|
case SI_Limit: {
|
|
// $limit <logical name> <max channels>
|
|
int sfx;
|
|
|
|
SC_MustGetString ();
|
|
sfx = S_FindSoundTentative (sc_String);
|
|
SC_MustGetNumber ();
|
|
//S_sfx[sfx].MaxChannels = clamp<BYTE> (sc_Number, 0, 255);
|
|
//Can't use clamp because of GCC bugs
|
|
S_sfx[sfx].MaxChannels = MIN (MAX (sc_Number, 0), 255);
|
|
}
|
|
break;
|
|
|
|
case SI_Singular: {
|
|
// $singular <logical name>
|
|
int sfx;
|
|
|
|
SC_MustGetString ();
|
|
sfx = S_FindSoundTentative (sc_String);
|
|
S_sfx[sfx].bSingular = true;
|
|
}
|
|
break;
|
|
|
|
case SI_PitchShift: {
|
|
// $pitchshift <logical name> <pitch shift amount>
|
|
int sfx;
|
|
|
|
SC_MustGetString ();
|
|
sfx = S_FindSoundTentative (sc_String);
|
|
SC_MustGetNumber ();
|
|
S_sfx[sfx].PitchMask = (1 << clamp (sc_Number, 0, 7)) - 1;
|
|
}
|
|
break;
|
|
|
|
case SI_PitchShiftRange:
|
|
// $pitchshiftrange <pitch shift amount>
|
|
SC_MustGetNumber ();
|
|
CurrentPitchMask = (1 << clamp (sc_Number, 0, 7)) - 1;
|
|
break;
|
|
|
|
case SI_Random: {
|
|
// $random <logical name> { <logical name> ... }
|
|
FRandomSoundList random;
|
|
|
|
list.Clear ();
|
|
SC_MustGetString ();
|
|
random.SfxHead = S_AddSound (sc_String, -1);
|
|
SC_MustGetStringName ("{");
|
|
while (SC_GetString () && !SC_Compare ("}"))
|
|
{
|
|
WORD sfxto = S_FindSoundTentative (sc_String);
|
|
if (sfxto == random.SfxHead)
|
|
{
|
|
Printf("Definition of random sound '%s' refers to itself recursively.", sc_String);
|
|
continue;
|
|
}
|
|
list.Push (sfxto);
|
|
}
|
|
if (list.Size() == 1)
|
|
{ // Only one sound: treat as $alias
|
|
S_sfx[random.SfxHead].link = list[0];
|
|
}
|
|
else if (list.Size() > 1)
|
|
{ // Only add non-empty random lists
|
|
random.NumSounds = (WORD)list.Size();
|
|
S_sfx[random.SfxHead].link = (WORD)S_rnd.Push (random);
|
|
S_sfx[random.SfxHead].bRandomHeader = true;
|
|
S_rnd[S_sfx[random.SfxHead].link].Sounds = new WORD[random.NumSounds];
|
|
memcpy (S_rnd[S_sfx[random.SfxHead].link].Sounds, &list[0], sizeof(WORD)*random.NumSounds);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case SI_MusicVolume: {
|
|
SC_MustGetString();
|
|
FString musname (sc_String);
|
|
SC_MustGetFloat();
|
|
FMusicVolume *mv = (FMusicVolume *)M_Malloc (sizeof(*mv) + musname.Len());
|
|
mv->Volume = sc_Float;
|
|
strcpy (mv->MusicName, musname);
|
|
mv->Next = MusicVolumes;
|
|
MusicVolumes = mv;
|
|
}
|
|
break;
|
|
|
|
case SI_IfDoom:
|
|
if (gameinfo.gametype != GAME_Doom)
|
|
{
|
|
skipToEndIf = true;
|
|
}
|
|
break;
|
|
|
|
case SI_IfStrife:
|
|
if (gameinfo.gametype != GAME_Strife)
|
|
{
|
|
skipToEndIf = true;
|
|
}
|
|
break;
|
|
|
|
case SI_IfHeretic:
|
|
if (gameinfo.gametype != GAME_Heretic)
|
|
{
|
|
skipToEndIf = true;
|
|
}
|
|
break;
|
|
|
|
case SI_IfHexen:
|
|
if (gameinfo.gametype != GAME_Hexen)
|
|
{
|
|
skipToEndIf = true;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{ // Got a logical sound mapping
|
|
char name[MAX_SNDNAME+1];
|
|
|
|
strncpy (name, sc_String, MAX_SNDNAME);
|
|
name[MAX_SNDNAME] = 0;
|
|
SC_MustGetString ();
|
|
S_AddSound (name, sc_String);
|
|
}
|
|
}
|
|
SC_Close ();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_AddBloodSFX
|
|
//
|
|
// Registers a new sound with the name "<lumpname>.sfx"
|
|
// Actual sound data is searched for in the ns_bloodraw namespace.
|
|
//
|
|
//==========================================================================
|
|
|
|
static void S_AddBloodSFX (int lumpnum)
|
|
{
|
|
char name[13];
|
|
FMemLump sfxlump = Wads.ReadLump (lumpnum);
|
|
const FBloodSFX *sfx = (FBloodSFX *)sfxlump.GetMem();
|
|
int rawlump = Wads.CheckNumForName (sfx->RawName, ns_bloodraw);
|
|
int sfxnum;
|
|
|
|
if (rawlump != -1)
|
|
{
|
|
Wads.GetLumpName (name, lumpnum);
|
|
name[8] = 0;
|
|
strcat (name, ".SFX");
|
|
sfxnum = S_AddSound (name, rawlump);
|
|
if (sfx->Format == 5)
|
|
{
|
|
S_sfx[sfxnum].bForce22050 = true;
|
|
}
|
|
else // I don't know any other formats for this
|
|
{
|
|
S_sfx[sfxnum].bForce11025 = true;
|
|
}
|
|
S_sfx[sfxnum].bLoadRAW = true;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_AddStrifeVoice
|
|
//
|
|
// Registers a new sound with the name "svox/<lumpname>"
|
|
//
|
|
//==========================================================================
|
|
|
|
static void S_AddStrifeVoice (int lumpnum)
|
|
{
|
|
char name[16] = "svox/";
|
|
Wads.GetLumpName (name+5, lumpnum);
|
|
S_AddSound (name, lumpnum);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_ParsePlayerSoundCommon
|
|
//
|
|
// Parses the common part of playersound commands in SNDINFO
|
|
// (player class, gender, and ref id)
|
|
//==========================================================================
|
|
|
|
static void S_ParsePlayerSoundCommon (char pclass[MAX_SNDNAME+1], int &gender, int &refid)
|
|
{
|
|
DoneReserving = true;
|
|
SC_MustGetString ();
|
|
strcpy (pclass, sc_String);
|
|
SC_MustGetString ();
|
|
gender = D_GenderToInt (sc_String);
|
|
SC_MustGetString ();
|
|
refid = S_FindSoundNoHash (sc_String);
|
|
if (!S_sfx[refid].bPlayerReserve)
|
|
{
|
|
SC_ScriptError ("%s has not been reserved for a player sound", sc_String);
|
|
}
|
|
SC_MustGetString ();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_AddPlayerClass
|
|
//
|
|
// Adds the new player sound class if it doesn't exist. If it does, then
|
|
// the existing class is returned.
|
|
//==========================================================================
|
|
|
|
static int S_AddPlayerClass (const char *name)
|
|
{
|
|
int cnum = S_FindPlayerClass (name);
|
|
if (cnum == -1)
|
|
{
|
|
FPlayerClassLookup lookup;
|
|
size_t namelen = strlen (name) + 1;
|
|
|
|
memcpy (lookup.Name, name, namelen);
|
|
lookup.ListIndex[2] = lookup.ListIndex[1] = lookup.ListIndex[0] = 0xffff;
|
|
cnum = (int)PlayerClassLookups.Push (lookup);
|
|
PlayerClassesIsSorted = false;
|
|
|
|
// The default player class is the first one added
|
|
if (DefPlayerClassName[0] == 0)
|
|
{
|
|
memcpy (DefPlayerClassName, name, namelen);
|
|
DefPlayerClass = cnum;
|
|
}
|
|
}
|
|
return cnum;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_FindPlayerClass
|
|
//
|
|
// Finds the given player class. Returns -1 if not found.
|
|
//==========================================================================
|
|
|
|
static int S_FindPlayerClass (const char *name)
|
|
{
|
|
if (!PlayerClassesIsSorted)
|
|
{
|
|
unsigned int i;
|
|
|
|
for (i = 0; i < PlayerClassLookups.Size(); ++i)
|
|
{
|
|
if (stricmp (name, PlayerClassLookups[i].Name) == 0)
|
|
{
|
|
return (int)i;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
int min = 0;
|
|
int max = (int)(PlayerClassLookups.Size() - 1);
|
|
|
|
while (min <= max)
|
|
{
|
|
int mid = (min + max) / 2;
|
|
int lexx = stricmp (PlayerClassLookups[mid].Name, name);
|
|
if (lexx == 0)
|
|
{
|
|
return mid;
|
|
}
|
|
else if (lexx < 0)
|
|
{
|
|
min = mid + 1;
|
|
}
|
|
else
|
|
{
|
|
max = mid - 1;
|
|
}
|
|
}
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_AddPlayerGender
|
|
//
|
|
// Adds a list of sounds for the given class and gender or just returns
|
|
// an existing list if one is present.
|
|
//==========================================================================
|
|
|
|
static int S_AddPlayerGender (int classnum, int gender)
|
|
{
|
|
int index;
|
|
|
|
index = PlayerClassLookups[classnum].ListIndex[gender];
|
|
if (index == 0xffff)
|
|
{
|
|
WORD pushee = 0;
|
|
|
|
index = (int)PlayerSounds.Size ();
|
|
PlayerClassLookups[classnum].ListIndex[gender] = (WORD)index;
|
|
for (int i = NumPlayerReserves; i != 0; --i)
|
|
{
|
|
PlayerSounds.Push (pushee);
|
|
}
|
|
}
|
|
return index;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_ShrinkPlayerSoundLists
|
|
//
|
|
// Shrinks the arrays used by the player sounds to be just large enough
|
|
// and also sorts the PlayerClassLookups array.
|
|
//==========================================================================
|
|
|
|
void S_ShrinkPlayerSoundLists ()
|
|
{
|
|
PlayerSounds.ShrinkToFit ();
|
|
PlayerClassLookups.ShrinkToFit ();
|
|
|
|
qsort (&PlayerClassLookups[0], PlayerClassLookups.Size(),
|
|
sizeof(FPlayerClassLookup), SortPlayerClasses);
|
|
PlayerClassesIsSorted = true;
|
|
DefPlayerClass = S_FindPlayerClass (DefPlayerClassName);
|
|
}
|
|
|
|
static int STACK_ARGS SortPlayerClasses (const void *a, const void *b)
|
|
{
|
|
return stricmp (((const FPlayerClassLookup *)a)->Name,
|
|
((const FPlayerClassLookup *)b)->Name);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_LookupPlayerSound
|
|
//
|
|
// Returns the sound for the given player class, gender, and sound name.
|
|
//==========================================================================
|
|
|
|
int S_LookupPlayerSound (const char *pclass, int gender, const char *name)
|
|
{
|
|
int refid = S_FindSound (name);
|
|
if (refid != 0)
|
|
{
|
|
refid = S_LookupPlayerSound (pclass, gender, refid);
|
|
}
|
|
return refid;
|
|
}
|
|
|
|
int S_LookupPlayerSound (const char *pclass, int gender, int refid)
|
|
{
|
|
if (!S_sfx[refid].bPlayerReserve)
|
|
{ // Not a player sound, so just return this sound
|
|
return refid;
|
|
}
|
|
|
|
return S_LookupPlayerSound (S_FindPlayerClass (pclass), gender, refid);
|
|
}
|
|
|
|
static int S_LookupPlayerSound (int classidx, int gender, int refid)
|
|
{
|
|
int ingender = gender;
|
|
|
|
if (classidx == -1)
|
|
{
|
|
classidx = DefPlayerClass;
|
|
}
|
|
|
|
int listidx = PlayerClassLookups[classidx].ListIndex[gender];
|
|
if (listidx == 0xffff)
|
|
{
|
|
int g;
|
|
|
|
for (g = 0; g < 3 && listidx == 0xffff; ++g)
|
|
{
|
|
listidx = PlayerClassLookups[classidx].ListIndex[g];
|
|
}
|
|
if (g == 3)
|
|
{ // No sounds defined at all for this class (can this happen?)
|
|
if (classidx != DefPlayerClass)
|
|
{
|
|
return S_LookupPlayerSound (DefPlayerClass, gender, refid);
|
|
}
|
|
return 0;
|
|
}
|
|
gender = g;
|
|
}
|
|
|
|
int sndnum = PlayerSounds[listidx + S_sfx[refid].link];
|
|
|
|
// If we're not done parsing SNDINFO yet, assume that the target sound is valid
|
|
if (PlayerClassesIsSorted &&
|
|
(sndnum == 0 ||
|
|
((S_sfx[sndnum].lumpnum == -1 || S_sfx[sndnum].lumpnum == sfx_empty) && S_sfx[sndnum].link == 0xffff)))
|
|
{ // This sound is unavailable.
|
|
if (ingender != 0)
|
|
{ // Try "male"
|
|
return S_LookupPlayerSound (classidx, 0, refid);
|
|
}
|
|
if (classidx != DefPlayerClass)
|
|
{ // Try the default class.
|
|
return S_LookupPlayerSound (DefPlayerClass, gender, refid);
|
|
}
|
|
}
|
|
return sndnum;
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_SavePlayerSound / S_RestorePlayerSounds
|
|
//
|
|
// Restores all skin-based player sounds after changing the local SNDINFO
|
|
// which forces a reload of the global one as well
|
|
//
|
|
//==========================================================================
|
|
|
|
static void S_SavePlayerSound (const char *pclass, int gender, int refid, int lumpnum, bool alias)
|
|
{
|
|
FSavedPlayerSoundInfo spi;
|
|
|
|
spi.pclass = pclass;
|
|
spi.gender = gender;
|
|
spi.refid = refid;
|
|
spi.lumpnum = lumpnum;
|
|
spi.alias = alias;
|
|
SavedPlayerSounds.Push(spi);
|
|
}
|
|
|
|
static void S_RestorePlayerSounds()
|
|
{
|
|
for(unsigned int i = 0; i < SavedPlayerSounds.Size(); i++)
|
|
{
|
|
FSavedPlayerSoundInfo * spi = &SavedPlayerSounds[i];
|
|
if (spi->alias)
|
|
{
|
|
S_AddPlayerSoundExisting(spi->pclass, spi->gender, spi->refid, spi->lumpnum);
|
|
}
|
|
else
|
|
{
|
|
S_AddPlayerSound(spi->pclass, spi->gender, spi->refid, spi->lumpnum);
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_AreSoundsEquivalent
|
|
//
|
|
// Returns true if two sounds are essentially the same thing
|
|
//==========================================================================
|
|
|
|
bool S_AreSoundsEquivalent (AActor *actor, const char *name1, const char *name2)
|
|
{
|
|
return S_AreSoundsEquivalent (actor, S_FindSound (name1), S_FindSound (name2));
|
|
}
|
|
|
|
bool S_AreSoundsEquivalent (AActor *actor, int id1, int id2)
|
|
{
|
|
sfxinfo_t *sfx;
|
|
|
|
if (id1 == id2)
|
|
{
|
|
return true;
|
|
}
|
|
if (id1 == 0 || id2 == 0)
|
|
{
|
|
return false;
|
|
}
|
|
// Dereference aliases, but not random or player sounds
|
|
while ((sfx = &S_sfx[id1])->link != sfxinfo_t::NO_LINK)
|
|
{
|
|
if (sfx->bPlayerReserve)
|
|
{
|
|
id1 = S_FindSkinnedSound (actor, id1);
|
|
}
|
|
else if (sfx->bRandomHeader)
|
|
{
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
id1 = sfx->link;
|
|
}
|
|
}
|
|
while ((sfx = &S_sfx[id2])->link != sfxinfo_t::NO_LINK)
|
|
{
|
|
if (sfx->bPlayerReserve)
|
|
{
|
|
id2 = S_FindSkinnedSound (actor, id2);
|
|
}
|
|
else if (sfx->bRandomHeader)
|
|
{
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
id2 = sfx->link;
|
|
}
|
|
}
|
|
return id1 == id2;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_FindSkinnedSound
|
|
//
|
|
// Calls S_LookupPlayerSound, deducing the class and gender from actor.
|
|
//==========================================================================
|
|
|
|
int S_FindSkinnedSound (AActor *actor, const char *name)
|
|
{
|
|
return S_FindSkinnedSound (actor, S_FindSound (name));
|
|
}
|
|
|
|
int S_FindSkinnedSound (AActor *actor, int refid)
|
|
{
|
|
const char *pclass;
|
|
int gender = GENDER_MALE;
|
|
|
|
if (actor != NULL && actor->IsKindOf(RUNTIME_CLASS(APlayerPawn)))
|
|
{
|
|
pclass = static_cast<APlayerPawn*>(actor)->GetSoundClass ();
|
|
if (actor->player != NULL) gender = actor->player->userinfo.gender;
|
|
}
|
|
else
|
|
{
|
|
pclass = gameinfo.gametype == GAME_Hexen? "fighter" : "player";
|
|
}
|
|
|
|
return S_LookupPlayerSound (pclass, gender, refid);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// CCMD soundlist
|
|
//
|
|
//==========================================================================
|
|
|
|
CCMD (soundlist)
|
|
{
|
|
char lumpname[9];
|
|
unsigned int i;
|
|
|
|
lumpname[8] = 0;
|
|
for (i = 0; i < S_sfx.Size (); i++)
|
|
{
|
|
const sfxinfo_t *sfx = &S_sfx[i];
|
|
if (sfx->bRandomHeader)
|
|
{
|
|
Printf ("%3d. %s -> #%d {", i, sfx->name, sfx->link);
|
|
const FRandomSoundList *list = &S_rnd[sfx->link];
|
|
for (size_t j = 0; j < list->NumSounds; ++j)
|
|
{
|
|
Printf (" %s ", S_sfx[list->Sounds[j]].name);
|
|
}
|
|
Printf ("}\n");
|
|
}
|
|
else if (sfx->bPlayerReserve)
|
|
{
|
|
Printf ("%3d. %s <<player sound %d>>\n", i, sfx->name, sfx->link);
|
|
}
|
|
else if (S_sfx[i].lumpnum != -1)
|
|
{
|
|
Wads.GetLumpName (lumpname, sfx->lumpnum);
|
|
Printf ("%3d. %s (%s)\n", i, sfx->name, lumpname);
|
|
}
|
|
else if (S_sfx[i].link != sfxinfo_t::NO_LINK)
|
|
{
|
|
Printf ("%3d. %s -> %s\n", i, sfx->name, S_sfx[sfx->link].name);
|
|
}
|
|
else
|
|
{
|
|
Printf ("%3d. %s **not present**\n", i, sfx->name);
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// CCMD soundlinks
|
|
//
|
|
//==========================================================================
|
|
|
|
CCMD (soundlinks)
|
|
{
|
|
unsigned int i;
|
|
|
|
for (i = 0; i < S_sfx.Size (); i++)
|
|
{
|
|
const sfxinfo_t *sfx = &S_sfx[i];
|
|
|
|
if (sfx->link != sfxinfo_t::NO_LINK &&
|
|
!sfx->bRandomHeader &&
|
|
!sfx->bPlayerReserve)
|
|
{
|
|
Printf ("%s -> %s\n", sfx->name, S_sfx[sfx->link].name);
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// CCMD playersounds
|
|
//
|
|
//==========================================================================
|
|
|
|
CCMD (playersounds)
|
|
{
|
|
const char *reserveNames[256];
|
|
unsigned int i;
|
|
int j, k, l;
|
|
|
|
// Find names for the player sounds
|
|
memset (reserveNames, 0, sizeof(reserveNames));
|
|
for (i = j = 0; j < NumPlayerReserves && i < S_sfx.Size(); ++i)
|
|
{
|
|
if (S_sfx[i].bPlayerReserve)
|
|
{
|
|
++j;
|
|
reserveNames[S_sfx[i].link] = S_sfx[i].name;
|
|
}
|
|
}
|
|
|
|
for (i = 0; i < PlayerClassLookups.Size(); ++i)
|
|
{
|
|
for (j = 0; j < 3; ++j)
|
|
{
|
|
if ((l = PlayerClassLookups[i].ListIndex[j]) != 0xffff)
|
|
{
|
|
Printf ("\n%s, %s:\n", PlayerClassLookups[i].Name, GenderNames[j]);
|
|
for (k = 0; k < NumPlayerReserves; ++l, ++k)
|
|
{
|
|
Printf (" %-16s%s\n", reserveNames[k], S_sfx[PlayerSounds[l]].name);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// AAmbientSound implementation ---------------------------------------------
|
|
|
|
IMPLEMENT_STATELESS_ACTOR (AAmbientSound, Any, 14065, 0)
|
|
PROP_Flags (MF_NOBLOCKMAP|MF_NOSECTOR)
|
|
END_DEFAULTS
|
|
|
|
void AAmbientSound::Serialize (FArchive &arc)
|
|
{
|
|
Super::Serialize (arc);
|
|
arc << bActive;
|
|
|
|
int checktime = NextCheck - gametic;
|
|
arc << checktime;
|
|
if (arc.IsLoading ())
|
|
{
|
|
NextCheck = checktime + gametic;
|
|
}
|
|
}
|
|
|
|
void AAmbientSound::Tick ()
|
|
{
|
|
Super::Tick ();
|
|
|
|
if (!bActive || gametic < NextCheck)
|
|
return;
|
|
|
|
AmbientSound *ambient = Ambients[args[0]];
|
|
|
|
if ((ambient->type & CONTINUOUS) == CONTINUOUS)
|
|
{
|
|
if (S_IsActorPlayingSomething (this, CHAN_BODY, -1))
|
|
return;
|
|
|
|
if (ambient->sound[0])
|
|
{
|
|
S_StartNamedSound (this, NULL, CHAN_BODY, ambient->sound,
|
|
ambient->volume, ambient->attenuation, true);
|
|
SetTicker (ambient);
|
|
}
|
|
else
|
|
{
|
|
Destroy ();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (ambient->sound[0])
|
|
{
|
|
S_StartNamedSound (this, NULL, CHAN_BODY, ambient->sound,
|
|
ambient->volume, ambient->attenuation, false);
|
|
SetTicker (ambient);
|
|
}
|
|
else
|
|
{
|
|
Destroy ();
|
|
}
|
|
}
|
|
}
|
|
|
|
void AAmbientSound::SetTicker (struct AmbientSound *ambient)
|
|
{
|
|
if ((ambient->type & CONTINUOUS) == CONTINUOUS)
|
|
{
|
|
NextCheck += 1;
|
|
}
|
|
else if (ambient->type & RANDOM)
|
|
{
|
|
NextCheck += (int)(((float)rand() / (float)RAND_MAX) *
|
|
(float)(ambient->periodmax - ambient->periodmin)) +
|
|
ambient->periodmin;
|
|
}
|
|
else
|
|
{
|
|
NextCheck += ambient->periodmin;
|
|
}
|
|
}
|
|
|
|
void AAmbientSound::BeginPlay ()
|
|
{
|
|
Super::BeginPlay ();
|
|
Activate (NULL);
|
|
}
|
|
|
|
void AAmbientSound::Activate (AActor *activator)
|
|
{
|
|
Super::Activate (activator);
|
|
|
|
AmbientSound *amb = Ambients[args[0]];
|
|
|
|
if (amb == NULL)
|
|
{
|
|
Destroy ();
|
|
return;
|
|
}
|
|
|
|
if (!bActive)
|
|
{
|
|
if (!(amb->type & 3) && !amb->periodmin)
|
|
{
|
|
int sndnum = S_FindSound (amb->sound);
|
|
if (sndnum == 0)
|
|
{
|
|
Destroy ();
|
|
return;
|
|
}
|
|
sfxinfo_t *sfx = &S_sfx[sndnum];
|
|
|
|
// Make sure the sound has been loaded so we know how long it is
|
|
if (!sfx->data && GSnd != NULL)
|
|
GSnd->LoadSound (sfx);
|
|
amb->periodmin = (sfx->ms * TICRATE) / 1000;
|
|
}
|
|
|
|
NextCheck = gametic;
|
|
if (amb->type & (RANDOM|PERIODIC))
|
|
SetTicker (amb);
|
|
|
|
bActive = true;
|
|
}
|
|
}
|
|
|
|
void AAmbientSound::Deactivate (AActor *activator)
|
|
{
|
|
Super::Deactivate (activator);
|
|
if (bActive)
|
|
{
|
|
bActive = false;
|
|
if ((Ambients[args[0]]->type & CONTINUOUS) == CONTINUOUS)
|
|
{
|
|
S_StopSound (this, CHAN_BODY);
|
|
}
|
|
}
|
|
}
|