gzdoom/src/s_advsound.cpp
Randy Heit 99a2014ead - Added support for custom loop points for songs. This does not work with MP3 because of the
way MP3 obfuscates custom tags. Vorbis and FLAC are fine. (I could make it work with MP3,
  but you should be using Vorbis instead.) They are:
  * LOOP_START: Start time for the loop. If omitted, the song repeats from the beginning.
  * LOOP_END: End time for the loop. If omitted, the song loops at the end. (If you need to specify this, why aren't you using a shorter song.)
  You only need to specify one of these tags to set the custom loop. Naturally, you can set
  them both, as well. The format for each tag is the same:
  * If it contains a colon (:), it specifies by time. This may be of the form 00:00:00.00
    (HH:MM:SS.ss) to specify by play. Various parts may be left off. e.g. To start the loop
    at 20 seconds in, you can use ":20", 0:20", "00:00:20", ":20.0", etc. Values after the
    decimal are fractions of a second and accurate to one millisecond.
  * If you don't include a colon but just have a raw number, then it's the number of PCM
    samples at which to loop.
  * Any characters other than digits (0-9), colons (:), or a single decimal point for the
    seconds portion will result in the tag being ignored.

SVN r2424 (trunk)
2010-07-10 02:59:34 +00:00

2286 lines
56 KiB
C++

/*
** s_advsound.cpp
** Routines for managing SNDINFO lumps and ambient sounds
**
**---------------------------------------------------------------------------
** Copyright 1998-2008 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
// HEADER FILES ------------------------------------------------------------
#include "templates.h"
#include "actor.h"
#include "a_sharedglobal.h"
#include "s_sound.h"
#include "c_dispatch.h"
#include "w_wad.h"
#include "sc_man.h"
#include "g_level.h"
#include "cmdlib.h"
#include "gi.h"
#include "doomstat.h"
#include "i_sound.h"
#include "r_data.h"
#include "m_random.h"
#include "d_netinf.h"
#include "i_system.h"
// MACROS ------------------------------------------------------------------
#define RANDOM 1
#define PERIODIC 2
#define CONTINUOUS 3
#define POSITIONAL 4
#define SURROUND 16
// TYPES -------------------------------------------------------------------
struct FRandomSoundList
{
FRandomSoundList()
: Sounds(0), SfxHead(0), NumSounds(0)
{
}
~FRandomSoundList()
{
if (Sounds != NULL)
{
delete[] Sounds;
Sounds = NULL;
}
}
WORD *Sounds; // A list of sounds that can result for the following id
WORD SfxHead; // The sound id used to reference this list
WORD NumSounds;
};
struct FPlayerClassLookup
{
FString Name;
WORD ListIndex[3]; // indices into PlayerSounds (0xffff means empty)
};
// Used to lookup a sound like "*grunt". This contains all player sounds for
// a particular class and gender.
class FPlayerSoundHashTable
{
public:
FPlayerSoundHashTable();
FPlayerSoundHashTable(const FPlayerSoundHashTable &other);
~FPlayerSoundHashTable();
void AddSound (int player_sound_id, int sfx_id);
int LookupSound (int player_sound_id);
FPlayerSoundHashTable &operator= (const FPlayerSoundHashTable &other);
protected:
struct Entry
{
Entry *Next;
int PlayerSoundID;
int SfxID;
};
enum { NUM_BUCKETS = 23 };
Entry *Buckets[NUM_BUCKETS];
void Init ();
void Free ();
};
struct FAmbientSound
{
unsigned type; // type of ambient sound
int periodmin; // # of tics between repeats
int periodmax; // max # of tics for random ambients
float volume; // relative volume of sound
float attenuation;
FString sound; // Logical name of sound to play
};
TMap<int, FAmbientSound> Ambients;
enum SICommands
{
SI_Ambient,
SI_Random,
SI_PlayerSound,
SI_PlayerSoundDup,
SI_PlayerCompat,
SI_PlayerAlias,
SI_Alias,
SI_Limit,
SI_Singular,
SI_PitchShift,
SI_PitchShiftRange,
SI_Map,
SI_Registered,
SI_ArchivePath,
SI_MusicVolume,
SI_MidiDevice,
SI_IfDoom,
SI_IfHeretic,
SI_IfHexen,
SI_IfStrife,
SI_Rolloff,
SI_Volume,
};
// Blood was a cool game. If Monolith ever releases the source for it,
// you can bet I'll port it.
struct FBloodSFX
{
DWORD RelVol; // volume, 0-255
fixed_t Pitch; // pitch change
fixed_t PitchRange; // range of random pitch
DWORD Format; // format of audio 1=11025 5=22050
SDWORD LoopStart; // loop position (-1 means no looping)
char RawName[9]; // name of RAW resource
};
// music volume multipliers
struct FMusicVolume
{
FMusicVolume *Next;
float Volume;
char MusicName[1];
};
// This is used to recreate the skin sounds after reloading SNDINFO due to a changed local one.
struct FSavedPlayerSoundInfo
{
FName pclass;
int gender;
int refid;
int lumpnum;
bool alias;
};
// This specifies whether Timidity or Windows playback is preferred for a certain song (only useful for Windows.)
MidiDeviceMap MidiDevices;
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
extern bool IsFloat (const char *str);
// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
static int STACK_ARGS SortPlayerClasses (const void *a, const void *b);
static int S_DupPlayerSound (const char *pclass, int gender, int refid, int aliasref);
static void S_SavePlayerSound (const char *pclass, int gender, int refid, int lumpnum, bool alias);
static void S_RestorePlayerSounds();
static int S_AddPlayerClass (const char *name);
static int S_AddPlayerGender (int classnum, int gender);
static int S_FindPlayerClass (const char *name);
static int S_LookupPlayerSound (int classidx, int gender, FSoundID refid);
static void S_ParsePlayerSoundCommon (FScanner &sc, FString &pclass, int &gender, int &refid);
static void S_AddSNDINFO (int lumpnum);
static void S_AddBloodSFX (int lumpnum);
static void S_AddStrifeVoice (int lumpnum);
static int S_AddSound (const char *logicalname, int lumpnum, FScanner *sc=NULL);
// EXTERNAL DATA DECLARATIONS ----------------------------------------------
extern int sfx_empty;
// PUBLIC DATA DEFINITIONS -------------------------------------------------
TArray<sfxinfo_t> S_sfx (128);
// PRIVATE DATA DEFINITIONS ------------------------------------------------
static const char *SICommandStrings[] =
{
"$ambient",
"$random",
"$playersound",
"$playersounddup",
"$playercompat",
"$playeralias",
"$alias",
"$limit",
"$singular",
"$pitchshift",
"$pitchshiftrange",
"$map",
"$registered",
"$archivepath",
"$musicvolume",
"$mididevice",
"$ifdoom",
"$ifheretic",
"$ifhexen",
"$ifstrife",
"$rolloff",
"$volume",
NULL
};
static TArray<FRandomSoundList> S_rnd;
static FMusicVolume *MusicVolumes;
static TArray<FSavedPlayerSoundInfo> SavedPlayerSounds;
static int NumPlayerReserves;
static bool PlayerClassesIsSorted;
static TArray<FPlayerClassLookup> PlayerClassLookups;
static TArray<FPlayerSoundHashTable> PlayerSounds;
static FString DefPlayerClassName;
static int DefPlayerClass;
static BYTE CurrentPitchMask;
static FRandom pr_randsound ("RandSound");
// CODE --------------------------------------------------------------------
//==========================================================================
//
// S_GetMusicVolume
//
// Gets the relative volume for the given music track
//==========================================================================
float S_GetMusicVolume (const char *music)
{
FMusicVolume *musvol = MusicVolumes;
while (musvol != NULL)
{
if (!stricmp (music, musvol->MusicName))
{
return musvol->Volume;
}
musvol = musvol->Next;
}
return 1.f;
}
//==========================================================================
//
// S_HashSounds
//
// Fills in the next and index fields of S_sfx to form a working hash table.
//==========================================================================
void S_HashSounds ()
{
unsigned int i;
unsigned int j;
unsigned int size;
S_sfx.ShrinkToFit ();
size = S_sfx.Size ();
// Mark all buckets as empty
for (i = 0; i < size; i++)
S_sfx[i].index = 0;
// Now set up the chains
for (i = 1; i < size; i++)
{
j = MakeKey (S_sfx[i].name) % size;
S_sfx[i].next = S_sfx[j].index;
S_sfx[j].index = i;
}
}
//==========================================================================
//
// S_PickReplacement
//
// Picks a replacement sound from the associated random list. If this sound
// is not the head of a random list, then the sound passed is returned.
//==========================================================================
int S_PickReplacement (int refid)
{
if (S_sfx[refid].bRandomHeader)
{
const FRandomSoundList *list = &S_rnd[S_sfx[refid].link];
return list->Sounds[pr_randsound() % list->NumSounds];
}
return refid;
}
//==========================================================================
//
// S_GetSoundMSLength
//
// Returns duration of sound
//
//==========================================================================
unsigned int S_GetMSLength(FSoundID sound)
{
if ((unsigned int)sound >= S_sfx.Size())
{
return 0;
}
sfxinfo_t *sfx = &S_sfx[sound];
// Resolve player sounds, random sounds, and aliases
if (sfx->link != sfxinfo_t::NO_LINK)
{
if (sfx->bPlayerReserve)
{
sfx = &S_sfx[S_FindSkinnedSound (NULL, sound)];
}
else if (sfx->bRandomHeader)
{
// Hm... What should we do here?
// Pick the longest or the shortest sound?
// I think the longest one makes more sense.
int length = 0;
const FRandomSoundList *list = &S_rnd[sfx->link];
for (int i=0; i < list->NumSounds; i++)
{
// unfortunately we must load all sounds to find the longest one... :(
int thislen = S_GetMSLength(list->Sounds[i]);
if (thislen > length) length = thislen;
}
return length;
}
else
{
sfx = &S_sfx[sfx->link];
}
}
sfx = S_LoadSound(sfx);
if (sfx != NULL) return GSnd->GetMSLength(sfx->data);
else return 0;
}
//==========================================================================
//
// S_CacheRandomSound
//
// Loads all sounds a random sound might play.
//
//==========================================================================
void S_CacheRandomSound (sfxinfo_t *sfx)
{
if (sfx->bRandomHeader)
{
const FRandomSoundList *list = &S_rnd[sfx->link];
for (int i = 0; i < list->NumSounds; ++i)
{
sfx = &S_sfx[list->Sounds[i]];
sfx->bUsed = true;
S_CacheSound (&S_sfx[list->Sounds[i]]);
}
}
}
//==========================================================================
//
// S_FindSound
//
// Given a logical name, find the sound's index in S_sfx.
//==========================================================================
int S_FindSound (const char *logicalname)
{
int i;
if (logicalname != NULL)
{
i = S_sfx[MakeKey (logicalname) % S_sfx.Size ()].index;
while ((i != 0) && stricmp (S_sfx[i].name, logicalname))
i = S_sfx[i].next;
return i;
}
else
{
return 0;
}
}
//==========================================================================
//
// S_FindSoundNoHash
//
// Given a logical name, find the sound's index in S_sfx without
// using the hash table.
//==========================================================================
int S_FindSoundNoHash (const char *logicalname)
{
unsigned int i;
for (i = 1; i < S_sfx.Size (); i++)
{
if (stricmp (S_sfx[i].name, logicalname) == 0)
{
return i;
}
}
return 0;
}
//==========================================================================
//
// S_FindSoundByLump
//
// Given a sound lump, find the sound's index in S_sfx.
//==========================================================================
int S_FindSoundByLump (int lump)
{
if (lump != -1)
{
unsigned int i;
for (i = 1; i < S_sfx.Size (); i++)
if (S_sfx[i].lumpnum == lump)
return i;
}
return 0;
}
//==========================================================================
//
// S_AddSoundLump
//
// Adds a new sound mapping to S_sfx.
//==========================================================================
int S_AddSoundLump (const char *logicalname, int lump)
{
sfxinfo_t newsfx;
newsfx.data.Clear();
newsfx.name = logicalname;
newsfx.lumpnum = lump;
newsfx.next = 0;
newsfx.index = 0;
newsfx.Volume = 1;
newsfx.PitchMask = CurrentPitchMask;
newsfx.NearLimit = 2;
newsfx.LimitRange = 256*256;
newsfx.bRandomHeader = false;
newsfx.bPlayerReserve = false;
newsfx.bForce11025 = false;
newsfx.bForce22050 = false;
newsfx.bLoadRAW = false;
newsfx.bPlayerCompat = false;
newsfx.b16bit = false;
newsfx.bUsed = false;
newsfx.bSingular = false;
newsfx.bTentative = false;
newsfx.link = sfxinfo_t::NO_LINK;
newsfx.Rolloff.RolloffType = ROLLOFF_Doom;
newsfx.Rolloff.MinDistance = 0;
newsfx.Rolloff.MaxDistance = 0;
newsfx.LoopStart = -1;
return (int)S_sfx.Push (newsfx);
}
//==========================================================================
//
// S_FindSoundTentative
//
// Given a logical name, find the sound's index in S_sfx without
// using the hash table. If it does not exist, a new sound without
// an associated lump is created.
//==========================================================================
int S_FindSoundTentative (const char *name)
{
int id = S_FindSoundNoHash (name);
if (id == 0)
{
id = S_AddSoundLump (name, -1);
S_sfx[id].bTentative = true;
}
return id;
}
//==========================================================================
//
// S_AddSound
//
// If logical name is already in S_sfx, updates it to use the new sound
// lump. Otherwise, adds the new mapping by using S_AddSoundLump().
//==========================================================================
int S_AddSound (const char *logicalname, const char *lumpname, FScanner *sc)
{
int lump = Wads.CheckNumForFullName (lumpname, true, ns_sounds);
return S_AddSound (logicalname, lump);
}
static int S_AddSound (const char *logicalname, int lumpnum, FScanner *sc)
{
int sfxid;
sfxid = S_FindSoundNoHash (logicalname);
if (sfxid > 0)
{ // If the sound has already been defined, change the old definition
sfxinfo_t *sfx = &S_sfx[sfxid];
if (sfx->bPlayerReserve)
{
if (sc != NULL)
{
sc->ScriptError ("Sounds that are reserved for players cannot be reassigned");
}
else
{
I_Error ("Sounds that are reserved for players cannot be reassigned");
}
}
// Redefining a player compatibility sound will redefine the target instead.
if (sfx->bPlayerCompat)
{
sfx = &S_sfx[sfx->link];
}
if (sfx->bRandomHeader)
{
FRandomSoundList *rnd = &S_rnd[sfx->link];
delete[] rnd->Sounds;
rnd->Sounds = NULL;
rnd->NumSounds = 0;
rnd->SfxHead = 0;
}
sfx->lumpnum = lumpnum;
sfx->bRandomHeader = false;
sfx->link = sfxinfo_t::NO_LINK;
sfx->bTentative = false;
if (sfx->NearLimit == -1)
{
sfx->NearLimit = 2;
sfx->LimitRange = 256*256;
}
//sfx->PitchMask = CurrentPitchMask;
}
else
{ // Otherwise, create a new definition.
sfxid = S_AddSoundLump (logicalname, lumpnum);
}
return sfxid;
}
//==========================================================================
//
// S_AddPlayerSound
//
// Adds the given sound lump to the player sound lists.
//==========================================================================
int S_AddPlayerSound (const char *pclass, int gender, int refid,
const char *lumpname)
{
int lump=-1;
if (lumpname)
{
lump = Wads.CheckNumForFullName (lumpname, true, ns_sounds);
}
return S_AddPlayerSound (pclass, gender, refid, lump);
}
int S_AddPlayerSound (const char *pclass, int gender, int refid, int lumpnum, bool fromskin)
{
FString fakename;
int id;
fakename = pclass;
fakename += '"';
fakename += '0' + gender;
fakename += '"';
fakename += S_sfx[refid].name;
id = S_AddSoundLump (fakename, lumpnum);
int classnum = S_AddPlayerClass (pclass);
int soundlist = S_AddPlayerGender (classnum, gender);
PlayerSounds[soundlist].AddSound (S_sfx[refid].link, id);
if (fromskin) S_SavePlayerSound(pclass, gender, refid, lumpnum, false);
return id;
}
//==========================================================================
//
// S_AddPlayerSoundExisting
//
// Adds the player sound as an alias to an existing sound.
//==========================================================================
int S_AddPlayerSoundExisting (const char *pclass, int gender, int refid,
int aliasto, bool fromskin)
{
int classnum = S_AddPlayerClass (pclass);
int soundlist = S_AddPlayerGender (classnum, gender);
PlayerSounds[soundlist].AddSound (S_sfx[refid].link, aliasto);
if (fromskin) S_SavePlayerSound(pclass, gender, refid, aliasto, true);
return aliasto;
}
//==========================================================================
//
// S_DupPlayerSound
//
// Adds a player sound that uses the same sound as an existing player sound.
//==========================================================================
int S_DupPlayerSound (const char *pclass, int gender, int refid, int aliasref)
{
int aliasto = S_LookupPlayerSound (pclass, gender, aliasref);
return S_AddPlayerSoundExisting (pclass, gender, refid, aliasto);
}
//==========================================================================
//
// FPlayerSoundHashTable constructor
//
//==========================================================================
FPlayerSoundHashTable::FPlayerSoundHashTable ()
{
Init();
}
//==========================================================================
//
// FPlayerSoundHashTable copy constructor
//
//==========================================================================
FPlayerSoundHashTable::FPlayerSoundHashTable (const FPlayerSoundHashTable &other)
{
Init();
*this = other;
}
//==========================================================================
//
// FPlayerSoundHashTable destructor
//
//==========================================================================
FPlayerSoundHashTable::~FPlayerSoundHashTable ()
{
Free ();
}
//==========================================================================
//
// FPlayerSoundHashTable :: Init
//
//==========================================================================
void FPlayerSoundHashTable::Init ()
{
for (int i = 0; i < NUM_BUCKETS; ++i)
{
Buckets[i] = NULL;
}
}
//==========================================================================
//
// FPlayerSoundHashTable :: Free
//
//==========================================================================
void FPlayerSoundHashTable::Free ()
{
for (int i = 0; i < NUM_BUCKETS; ++i)
{
Entry *entry, *next;
for (entry = Buckets[i]; entry != NULL; )
{
next = entry->Next;
delete entry;
entry = next;
}
Buckets[i] = NULL;
}
}
//==========================================================================
//
// FPlayerSoundHashTable :: operator=
//
//==========================================================================
FPlayerSoundHashTable &FPlayerSoundHashTable::operator= (const FPlayerSoundHashTable &other)
{
Free ();
for (int i = 0; i < NUM_BUCKETS; ++i)
{
Entry *entry;
for (entry = other.Buckets[i]; entry != NULL; entry = entry->Next)
{
AddSound (entry->PlayerSoundID, entry->SfxID);
}
}
return *this;
}
//==========================================================================
//
// FPlayerSoundHashTable :: AddSound
//
//==========================================================================
void FPlayerSoundHashTable::AddSound (int player_sound_id, int sfx_id)
{
Entry *entry;
unsigned bucket_num = (unsigned)player_sound_id % NUM_BUCKETS;
// See if the entry exists already.
for (entry = Buckets[bucket_num];
entry != NULL && entry->PlayerSoundID != player_sound_id;
entry = entry->Next)
{ }
if (entry != NULL)
{ // If the player sound is already present, redefine it.
entry->SfxID = sfx_id;
}
else
{ // Otherwise, add it to the start of its bucket.
entry = new Entry;
entry->Next = Buckets[bucket_num];
entry->PlayerSoundID = player_sound_id;
entry->SfxID = sfx_id;
Buckets[bucket_num] = entry;
}
}
//==========================================================================
//
// FPlayerSoundHashTable :: LookupSound
//
//==========================================================================
int FPlayerSoundHashTable::LookupSound (int player_sound_id)
{
Entry *entry;
unsigned bucket_num = (unsigned)player_sound_id % NUM_BUCKETS;
// See if the entry exists already.
for (entry = Buckets[bucket_num];
entry != NULL && entry->PlayerSoundID != player_sound_id;
entry = entry->Next)
{ }
return entry != NULL ? entry->SfxID : 0;
}
//==========================================================================
//
// 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;
S_StopAllChannels();
for (i = 0; i < S_sfx.Size(); ++i)
{
S_UnloadSound(&S_sfx[i]);
}
S_sfx.Clear();
Ambients.Clear();
while (MusicVolumes != NULL)
{
FMusicVolume *me = MusicVolumes;
MusicVolumes = me->Next;
M_Free(me);
}
S_rnd.Clear();
NumPlayerReserves = 0;
PlayerClassesIsSorted = false;
PlayerClassLookups.Clear();
PlayerSounds.Clear();
DefPlayerClass = 0;
DefPlayerClassName = "";
}
//==========================================================================
//
// 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;
FScanner sc(lump);
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>
FAmbientSound *ambient;
sc.MustGetNumber ();
ambient = &Ambients[sc.Number];
ambient->type = 0;
ambient->periodmin = 0;
ambient->periodmax = 0;
ambient->volume = 0;
ambient->attenuation = 0;
ambient->sound = "";
sc.MustGetString ();
ambient->sound = sc.String;
ambient->attenuation = 0;
sc.MustGetString ();
if (sc.Compare ("point"))
{
float attenuation;
ambient->type = POSITIONAL;
sc.MustGetString ();
if (IsFloat (sc.String))
{
attenuation = (float)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 = (float)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 ();
mysnprintf (temp, countof(temp), "MAP%02d", sc.Number);
info = FindLevelInfo (temp);
sc.MustGetString ();
if (info->mapname[0] && (!(info->flags2 & LEVEL2_MUSICDEFINED)))
{
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_PlayerSound: {
// $playersound <player class> <gender> <logical name> <lump name>
FString pclass;
int gender, refid;
S_ParsePlayerSoundCommon (sc, pclass, gender, refid);
S_AddPlayerSound (pclass, gender, refid, sc.String);
}
break;
case SI_PlayerSoundDup: {
// $playersounddup <player class> <gender> <logical name> <target sound name>
FString pclass;
int gender, refid, targid;
S_ParsePlayerSoundCommon (sc, 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>
FString pclass;
int gender, refid;
int sfxfrom, aliasto;
S_ParsePlayerSoundCommon (sc, pclass, gender, refid);
sfxfrom = S_AddSound (sc.String, -1, &sc);
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>
FString pclass;
int gender, refid;
int soundnum;
S_ParsePlayerSoundCommon (sc, 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);
sc.MustGetString ();
if (S_sfx[sfxfrom].bPlayerCompat)
{
sfxfrom = S_sfx[sfxfrom].link;
}
S_sfx[sfxfrom].link = S_FindSoundTentative (sc.String);
S_sfx[sfxfrom].NearLimit = -1; // Aliases must use the original sound's limit.
}
break;
case SI_Limit: {
// $limit <logical name> <max channels> [<distance>]
int sfx;
sc.MustGetString ();
sfx = S_FindSoundTentative (sc.String);
sc.MustGetNumber ();
S_sfx[sfx].NearLimit = MIN(MAX(sc.Number, 0), 255);
if (sc.CheckFloat())
{
S_sfx[sfx].LimitRange = float(sc.Float * sc.Float);
}
}
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_Volume: {
// $volume <logical name> <volume>
int sfx;
sc.MustGetString();
sfx = S_FindSoundTentative(sc.String);
sc.MustGetFloat();
S_sfx[sfx].Volume = (float)sc.Float;
}
break;
case SI_Rolloff: {
// $rolloff *|<logical name> [linear|log|custom] <min dist> <max dist/rolloff factor>
// Using * for the name makes it the default for sounds that don't specify otherwise.
FRolloffInfo *rolloff;
int type;
int sfx;
sc.MustGetString();
if (sc.Compare("*"))
{
sfx = -1;
rolloff = &S_Rolloff;
}
else
{
sfx = S_FindSoundTentative(sc.String);
rolloff = &S_sfx[sfx].Rolloff;
}
type = ROLLOFF_Doom;
if (!sc.CheckFloat())
{
sc.MustGetString();
if (sc.Compare("linear"))
{
rolloff->RolloffType = ROLLOFF_Linear;
}
else if (sc.Compare("log"))
{
rolloff->RolloffType = ROLLOFF_Log;
}
else if (sc.Compare("custom"))
{
rolloff->RolloffType = ROLLOFF_Custom;
}
else
{
sc.ScriptError("Unknown rolloff type '%s'", sc.String);
}
sc.MustGetFloat();
}
rolloff->MinDistance = (float)sc.Float;
sc.MustGetFloat();
rolloff->MaxDistance = (float)sc.Float;
break;
}
case SI_Random: {
// $random <logical name> { <logical name> ... }
FRandomSoundList random;
list.Clear ();
sc.MustGetString ();
random.SfxHead = S_AddSound (sc.String, -1, &sc);
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];
S_sfx[random.SfxHead].NearLimit = -1;
}
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);
S_sfx[random.SfxHead].NearLimit = -1;
}
}
break;
case SI_MusicVolume: {
sc.MustGetString();
FString musname (sc.String);
sc.MustGetFloat();
FMusicVolume *mv = (FMusicVolume *)M_Malloc (sizeof(*mv) + musname.Len());
mv->Volume = (float)sc.Float;
strcpy (mv->MusicName, musname);
mv->Next = MusicVolumes;
MusicVolumes = mv;
}
break;
case SI_MidiDevice: {
sc.MustGetString();
FName nm = sc.String;
sc.MustGetString();
if (sc.Compare("timidity")) MidiDevices[nm] = MDEV_TIMIDITY;
else if (sc.Compare("fmod")) MidiDevices[nm] = MDEV_FMOD;
else if (sc.Compare("standard")) MidiDevices[nm] = MDEV_MMAPI;
else if (sc.Compare("opl")) MidiDevices[nm] = MDEV_OPL;
else if (sc.Compare("default")) MidiDevices[nm] = MDEV_DEFAULT;
else sc.ScriptError("Unknown MIDI device %s\n", sc.String);
}
break;
case SI_IfDoom: //also Chex
if (!(gameinfo.gametype & GAME_DoomChex))
{
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
FString name (sc.String);
sc.MustGetString ();
S_AddSound (name, sc.String, &sc);
}
}
}
//==========================================================================
//
// 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)
{
FMemLump sfxlump = Wads.ReadLump(lumpnum);
const FBloodSFX *sfx = (FBloodSFX *)sfxlump.GetMem();
int rawlump = Wads.CheckNumForName(sfx->RawName, ns_bloodraw);
int sfxnum;
if (rawlump != -1)
{
const char *name = Wads.GetLumpFullName(lumpnum);
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_sfx[sfxnum].LoopStart = LittleLong(sfx->LoopStart);
// Make an ambient sound out of it, whether it has a loop point
// defined or not. (Because none of the standard Blood ambient
// sounds are explicitly defined as looping.)
FAmbientSound *ambient = &Ambients[Wads.GetLumpIndexNum(lumpnum)];
ambient->type = CONTINUOUS;
ambient->periodmin = 0;
ambient->periodmax = 0;
ambient->volume = 1;
ambient->attenuation = 1;
ambient->sound = name;
}
}
//==========================================================================
//
// 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 (FScanner &sc, FString &pclass, int &gender, int &refid)
{
sc.MustGetString ();
pclass = sc.String;
sc.MustGetString ();
gender = D_GenderToInt (sc.String);
sc.MustGetString ();
refid = S_FindSoundNoHash (sc.String);
if (refid != 0 && !S_sfx[refid].bPlayerReserve && !S_sfx[refid].bTentative)
{
sc.ScriptError ("%s has already been used for a non-player sound.", sc.String);
}
if (refid == 0)
{
refid = S_AddSound (sc.String, -1, &sc);
S_sfx[refid].bTentative = true;
}
if (S_sfx[refid].bTentative)
{
S_sfx[refid].link = NumPlayerReserves++;
S_sfx[refid].bTentative = false;
S_sfx[refid].bPlayerReserve = true;
}
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;
lookup.Name = name;
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.IsEmpty())
{
DefPlayerClassName = lookup.Name;
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)
{
unsigned int index;
index = PlayerClassLookups[classnum].ListIndex[gender];
if (index == 0xffff)
{
index = PlayerSounds.Reserve (1);
PlayerClassLookups[classnum].ListIndex[gender] = (WORD)index;
}
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, FSoundID 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, FSoundID 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].LookupSound (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 == sfxinfo_t::NO_LINK)))
{ // 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, FSoundID 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);
}
//==========================================================================
//
// S_FindSkinnedSoundEx
//
// Tries looking for both "name-extendedname" and "name" in that order.
//==========================================================================
int S_FindSkinnedSoundEx (AActor *actor, const char *name, const char *extendedname)
{
FString fullname;
FSoundID id;
// Look for "name-extendedname";
fullname = name;
fullname += '-';
fullname += extendedname;
id = fullname;
if (id == 0)
{ // Look for "name"
id = name;
}
return S_FindSkinnedSound (actor, id);
}
//==========================================================================
//
// S_ParseTimeTag
//
// Passed the value of a loop point tag, converts it to numbers.
//
// This may be of the form 00:00:00.00 (HH:MM:SS.ss) to specify by play
// time. Various parts may be left off. The only requirement is that it
// contain a colon. e.g. To start the loop at 20 seconds in, you can use
// ":20", "0:20", "00:00:20", ":20.0", etc. Values after the decimal are
// fractions of a second.
//
// If you don't include a colon but just have a raw number, then it's
// the number of PCM samples at which to loop.
//
// Returns true if the tag made sense, false if not.
//
//==========================================================================
bool S_ParseTimeTag(const char *tag, bool *as_samples, unsigned int *time)
{
const char *bit = tag;
char ms[3] = { 0 };
unsigned int times[3] = { 0 };
int ms_pos = 0, time_pos = 0;
bool pcm = true, in_ms = false;
for (bit = tag; *bit != '\0'; ++bit)
{
if (*bit >= '0' && *bit <= '9')
{
if (in_ms)
{
// Ignore anything past three fractional digits.
if (ms_pos < 3)
{
ms[ms_pos++] = *bit - '0';
}
}
else
{
times[time_pos] = times[time_pos] * 10 + *bit - '0';
}
}
else if (*bit == ':')
{
if (in_ms)
{ // If we already specified milliseconds, we can't take any more parts.
return false;
}
pcm = false;
if (++time_pos == countof(times))
{ // Time too long. (Seriously, starting the loop days in?)
return false;
}
}
else if (*bit == '.')
{
if (pcm || in_ms)
{ // It doesn't make sense to have fractional PCM values.
// It also doesn't make sense to have more than one dot.
return false;
}
in_ms = true;
}
else
{ // Anything else: We don't understand this.
return false;
}
}
if (pcm)
{
*as_samples = true;
*time = times[0];
}
else
{
unsigned int mytime = 0;
// Add in hours, minutes, and seconds
for (int i = 0; i <= time_pos; ++i)
{
mytime = mytime * 60 + times[i];
}
// Add in milliseconds
mytime = mytime * 1000 + ms[0] * 100 + ms[1] * 10 + ms[2];
*as_samples = false;
*time = mytime;
}
return true;
}
//==========================================================================
//
// 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.GetChars(), 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.GetChars());
}
Printf ("}\n");
}
else if (sfx->bPlayerReserve)
{
Printf ("%3d. %s <<player sound %d>>\n", i, sfx->name.GetChars(), sfx->link);
}
else if (S_sfx[i].lumpnum != -1)
{
Wads.GetLumpName (lumpname, sfx->lumpnum);
Printf ("%3d. %s (%s)\n", i, sfx->name.GetChars(), lumpname);
}
else if (S_sfx[i].link != sfxinfo_t::NO_LINK)
{
Printf ("%3d. %s -> %s\n", i, sfx->name.GetChars(), S_sfx[sfx->link].name.GetChars());
}
else
{
Printf ("%3d. %s **not present**\n", i, sfx->name.GetChars());
}
}
}
//==========================================================================
//
// 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.GetChars(), S_sfx[sfx->link].name.GetChars());
}
}
}
//==========================================================================
//
// 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.GetChars(), GenderNames[j]);
for (k = 0; k < NumPlayerReserves; ++k)
{
Printf (" %-16s%s\n", reserveNames[k], S_sfx[PlayerSounds[l].LookupSound (k)].name.GetChars());
}
}
}
}
}
// AAmbientSound implementation ---------------------------------------------
class AAmbientSound : public AActor
{
DECLARE_CLASS (AAmbientSound, AActor)
public:
void Serialize (FArchive &arc);
void BeginPlay ();
void Tick ();
void Activate (AActor *activator);
void Deactivate (AActor *activator);
protected:
bool bActive;
private:
void SetTicker (struct FAmbientSound *ambient);
int NextCheck;
};
IMPLEMENT_CLASS (AAmbientSound)
//==========================================================================
//
// AmbientSound :: Serialize
//
//==========================================================================
void AAmbientSound::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << bActive;
if (SaveVersion < 1902)
{
arc << NextCheck;
NextCheck += gametic;
if (NextCheck < 0) NextCheck = INT_MAX;
}
else
{
if (arc.IsStoring())
{
if (NextCheck != INT_MAX)
{
int checktime = NextCheck - gametic;
arc << checktime;
}
else
{
arc << NextCheck;
}
}
else
{
arc << NextCheck;
if (NextCheck != INT_MAX)
{
NextCheck += gametic;
}
}
}
}
//==========================================================================
//
// AmbientSound :: Tick
//
//==========================================================================
void AAmbientSound::Tick ()
{
Super::Tick ();
if (!bActive || gametic < NextCheck)
return;
FAmbientSound *ambient;
int loop = 0;
ambient = Ambients.CheckKey(args[0]);
if (ambient == NULL)
{
return;
}
if ((ambient->type & CONTINUOUS) == CONTINUOUS)
{
loop = CHAN_LOOP;
}
if (ambient->sound.IsNotEmpty())
{
// The second argument scales the ambient sound's volume.
// 0 and 100 are normal volume. The maximum volume level
// possible is always 1.
float volscale = args[1] == 0 ? 1 : args[1] / 100.f;
float usevol = clamp(ambient->volume * volscale, 0.f, 1.f);
// The third argument is the minimum distance for audible fading, and
// the fourth argument is the maximum distance for audibility. Setting
// either of these to 0 or setting min distance > max distance will
// use the standard rolloff.
if ((args[2] | args[3]) == 0 || args[2] > args[3])
{
S_Sound(this, CHAN_BODY | loop, ambient->sound, usevol, ambient->attenuation);
}
else
{
float min = float(args[2]), max = float(args[3]);
// The fifth argument acts as a scalar for the preceding two, if it's non-zero.
if (args[4] > 0)
{
min *= args[4];
max *= args[4];
}
S_SoundMinMaxDist(this, CHAN_BODY | loop, ambient->sound, usevol, min, max);
}
if (!loop)
{
SetTicker (ambient);
}
else
{
NextCheck = INT_MAX;
}
}
else
{
Destroy ();
}
}
//==========================================================================
//
// AmbientSound :: SetTicker
//
//==========================================================================
void AAmbientSound::SetTicker (struct FAmbientSound *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;
}
}
//==========================================================================
//
// AmbientSound :: BeginPlay
//
//==========================================================================
void AAmbientSound::BeginPlay ()
{
Super::BeginPlay ();
Activate (NULL);
}
//==========================================================================
//
// AmbientSound :: Activate
//
// Starts playing a sound (or does nothing of the sound is already playing).
//
//==========================================================================
void AAmbientSound::Activate (AActor *activator)
{
Super::Activate (activator);
FAmbientSound *amb = Ambients.CheckKey(args[0]);
if (amb == NULL)
{
Destroy ();
return;
}
if (!bActive)
{
if ((amb->type & 3) == 0 && amb->periodmin == 0)
{
int sndnum = S_FindSound(amb->sound);
if (sndnum == 0)
{
Destroy ();
return;
}
amb->periodmin = Scale(S_GetMSLength(sndnum), TICRATE, 1000);
}
NextCheck = gametic;
if (amb->type & (RANDOM|PERIODIC))
SetTicker (amb);
bActive = true;
}
}
//==========================================================================
//
// AmbientSound :: Deactivate
//
// Stops playing CONTINUOUS sounds immediately. Also prevents further
// occurrences of repeated sounds.
//
//==========================================================================
void AAmbientSound::Deactivate (AActor *activator)
{
Super::Deactivate (activator);
if (bActive)
{
bActive = false;
FAmbientSound *ambient = Ambients.CheckKey(args[0]);
if (ambient != NULL && (ambient->type & CONTINUOUS) == CONTINUOUS)
{
S_StopSound (this, CHAN_BODY);
}
}
}
//==========================================================================
//
// S_ParseMusInfo
// Parses MUSINFO lump.
//
//==========================================================================
void S_ParseMusInfo()
{
int lastlump = 0, lump;
while ((lump = Wads.FindLump ("MUSINFO", &lastlump)) != -1)
{
FScanner sc(lump);
while (sc.GetString())
{
level_info_t *map = FindLevelInfo(sc.String);
if (map == NULL)
{
// Don't abort for invalid maps
sc.ScriptMessage("Unknown map '%s'", sc.String);
}
while (sc.CheckNumber())
{
int index = sc.Number;
sc.MustGetString();
if (index > 0)
{
FName music = sc.String;
if (map != NULL)
{
map->MusicMap[index] = music;
}
}
}
}
}
}
//==========================================================================
//
// Music changer. Uses the sector action class to do its job
//
//==========================================================================
class AMusicChanger : public ASectorAction
{
DECLARE_CLASS (AMusicChanger, ASectorAction)
public:
virtual bool TriggerAction (AActor *triggerer, int activationType);
};
IMPLEMENT_CLASS(AMusicChanger)
bool AMusicChanger::TriggerAction (AActor *triggerer, int activationType)
{
if (activationType & SECSPAC_Enter)
{
if (args[0] != 0)
{
FName *music = level.info->MusicMap.CheckKey(args[0]);
if (music != NULL)
{
S_ChangeMusic(music->GetChars(), args[1]);
}
}
else
{
S_ChangeMusic("*");
}
}
return Super::TriggerAction (triggerer, activationType);
}