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d3981197c5
- ensured that all classes reach AActor's PostBeginPlay method. Some were missing a Super call. SVN r3404 (trunk)
2305 lines
57 KiB
C++
2305 lines
57 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 1998-2008 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 "m_random.h"
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#include "d_netinf.h"
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#include "i_system.h"
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#include "d_player.h"
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#include "farchive.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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FString Name;
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WORD ListIndex[3]; // indices into PlayerSounds (0xffff means empty)
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};
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// Used to lookup a sound like "*grunt". This contains all player sounds for
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// a particular class and gender.
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class FPlayerSoundHashTable
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{
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public:
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FPlayerSoundHashTable();
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FPlayerSoundHashTable(const FPlayerSoundHashTable &other);
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~FPlayerSoundHashTable();
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void AddSound (int player_sound_id, int sfx_id);
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int LookupSound (int player_sound_id);
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FPlayerSoundHashTable &operator= (const FPlayerSoundHashTable &other);
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protected:
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struct Entry
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{
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Entry *Next;
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int PlayerSoundID;
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int SfxID;
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};
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enum { NUM_BUCKETS = 23 };
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Entry *Buckets[NUM_BUCKETS];
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void Init ();
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void Free ();
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};
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struct FAmbientSound
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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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FString sound; // Logical name of sound to play
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};
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TMap<int, FAmbientSound> Ambients;
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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_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_MidiDevice,
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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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SI_Rolloff,
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SI_Volume,
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SI_MusicAlias,
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SI_EDFOverride,
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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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// This specifies whether Timidity or Windows playback is preferred for a certain song (only useful for Windows.)
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MusicAliasMap MusicAliases;
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MidiDeviceMap MidiDevices;
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// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
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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, FSoundID refid);
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static void S_ParsePlayerSoundCommon (FScanner &sc, FString &pclass, 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, FScanner *sc=NULL);
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// EXTERNAL DATA DECLARATIONS ----------------------------------------------
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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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"$playersound",
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"$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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"$musicvolume",
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"$mididevice",
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"$ifdoom",
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"$ifheretic",
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"$ifhexen",
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"$ifstrife",
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"$rolloff",
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"$volume",
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"$musicalias",
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"$edfoverride",
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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 PlayerClassesIsSorted;
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static TArray<FPlayerClassLookup> PlayerClassLookups;
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static TArray<FPlayerSoundHashTable> PlayerSounds;
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static FString DefPlayerClassName;
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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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unsigned int 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_GetSoundMSLength
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//
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// Returns duration of sound
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//
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//==========================================================================
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unsigned int S_GetMSLength(FSoundID sound)
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{
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if ((unsigned int)sound >= S_sfx.Size())
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{
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return 0;
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}
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sfxinfo_t *sfx = &S_sfx[sound];
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// Resolve player sounds, random sounds, and aliases
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if (sfx->link != sfxinfo_t::NO_LINK)
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{
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if (sfx->bPlayerReserve)
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{
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sfx = &S_sfx[S_FindSkinnedSound (NULL, sound)];
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}
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else if (sfx->bRandomHeader)
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{
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// Hm... What should we do here?
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// Pick the longest or the shortest sound?
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// I think the longest one makes more sense.
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int length = 0;
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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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// unfortunately we must load all sounds to find the longest one... :(
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int thislen = S_GetMSLength(list->Sounds[i]);
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if (thislen > length) length = thislen;
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}
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return length;
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}
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else
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{
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sfx = &S_sfx[sfx->link];
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}
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}
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sfx = S_LoadSound(sfx);
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if (sfx != NULL) return GSnd->GetMSLength(sfx->data);
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else return 0;
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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) && stricmp (S_sfx[i].name, logicalname))
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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 (stricmp (S_sfx[i].name, logicalname) == 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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newsfx.data.Clear();
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newsfx.name = logicalname;
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newsfx.lumpnum = lump;
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newsfx.next = 0;
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newsfx.index = 0;
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newsfx.Volume = 1;
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newsfx.PitchMask = CurrentPitchMask;
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newsfx.NearLimit = 2;
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newsfx.LimitRange = 256*256;
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newsfx.bRandomHeader = false;
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newsfx.bPlayerReserve = false;
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newsfx.bForce11025 = false;
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newsfx.bForce22050 = false;
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newsfx.bLoadRAW = false;
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newsfx.bPlayerCompat = false;
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newsfx.b16bit = false;
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newsfx.bUsed = false;
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newsfx.bSingular = false;
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newsfx.bTentative = false;
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newsfx.link = sfxinfo_t::NO_LINK;
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newsfx.Rolloff.RolloffType = ROLLOFF_Doom;
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newsfx.Rolloff.MinDistance = 0;
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newsfx.Rolloff.MaxDistance = 0;
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newsfx.LoopStart = -1;
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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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if (id == 0)
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{
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id = S_AddSoundLump (name, -1);
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S_sfx[id].bTentative = true;
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}
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return id;
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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, FScanner *sc)
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{
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int lump = Wads.CheckNumForFullName (lumpname, true, ns_sounds);
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return S_AddSound (logicalname, lump);
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}
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|
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static int S_AddSound (const char *logicalname, int lumpnum, FScanner *sc)
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{
|
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int sfxid;
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sfxid = S_FindSoundNoHash (logicalname);
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|
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if (sfxid > 0)
|
|
{ // 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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if (sc != NULL)
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{
|
|
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 = "";
|
|
MusicAliases.Clear();
|
|
MidiDevices.Clear();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_ParseSndInfo
|
|
//
|
|
// Parses all loaded SNDINFO lumps.
|
|
// Also registers Blood SFX files and Strife's voices.
|
|
//==========================================================================
|
|
|
|
void S_ParseSndInfo (bool redefine)
|
|
{
|
|
int lump;
|
|
|
|
if (!redefine) SavedPlayerSounds.Clear(); // clear skin sounds only for initial parsing.
|
|
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.
|
|
case SI_EDFOverride:
|
|
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_MusicAlias: {
|
|
sc.MustGetString();
|
|
int lump = Wads.CheckNumForName(sc.String, ns_music);
|
|
if (lump >= 0)
|
|
{
|
|
// do not set the alias if a later WAD defines its own music of this name
|
|
int file = Wads.GetLumpFile(lump);
|
|
int sndifile = Wads.GetLumpFile(sc.LumpNum);
|
|
if (file > sndifile)
|
|
{
|
|
sc.MustGetString();
|
|
continue;
|
|
}
|
|
}
|
|
FName alias = sc.String;
|
|
sc.MustGetString();
|
|
FName mapped = sc.String;
|
|
|
|
// only set the alias if the lump it maps to exists.
|
|
if (mapped == NAME_None || Wads.CheckNumForName(sc.String, ns_music) >= 0)
|
|
{
|
|
MusicAliases[alias] = mapped;
|
|
}
|
|
}
|
|
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 if (sc.Compare("fluidsynth")) MidiDevices[nm] = MDEV_FLUIDSYNTH;
|
|
else if (sc.Compare("gus")) MidiDevices[nm] = MDEV_GUS;
|
|
else sc.ScriptError("Unknown MIDI device %s\n", sc.String);
|
|
}
|
|
break;
|
|
|
|
case SI_IfDoom: //also Chex
|
|
case SI_IfStrife:
|
|
case SI_IfHeretic:
|
|
case SI_IfHexen:
|
|
skipToEndIf = !CheckGame(sc.String+3, 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 << NextCheck;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// AmbientSound :: Tick
|
|
//
|
|
//==========================================================================
|
|
|
|
void AAmbientSound::Tick ()
|
|
{
|
|
Super::Tick ();
|
|
|
|
if (!bActive || level.maptime < 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 = level.maptime;
|
|
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);
|
|
virtual void Tick();
|
|
virtual void PostBeginPlay();
|
|
};
|
|
|
|
IMPLEMENT_CLASS(AMusicChanger)
|
|
|
|
bool AMusicChanger::TriggerAction (AActor *triggerer, int activationType)
|
|
{
|
|
if (activationType & SECSPAC_Enter)
|
|
{
|
|
if (args[0] == 0 || level.info->MusicMap.CheckKey(args[0]))
|
|
{
|
|
level.nextmusic = args[0];
|
|
reactiontime = 30;
|
|
}
|
|
}
|
|
return Super::TriggerAction (triggerer, activationType);
|
|
}
|
|
|
|
void AMusicChanger::Tick()
|
|
{
|
|
Super::Tick();
|
|
if (reactiontime > -1 && --reactiontime == 0)
|
|
{
|
|
// Is it our music that's queued for being played?
|
|
if (level.nextmusic == args[0])
|
|
{
|
|
if (args[0] != 0)
|
|
{
|
|
FName *music = level.info->MusicMap.CheckKey(args[0]);
|
|
|
|
if (music != NULL)
|
|
{
|
|
S_ChangeMusic(music->GetChars(), args[1]);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
S_ChangeMusic("*");
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void AMusicChanger::PostBeginPlay()
|
|
{
|
|
// The music changer should consider itself activated if the player
|
|
// spawns in its sector as well as if it enters the sector during a P_TryMove.
|
|
Super::PostBeginPlay();
|
|
if (players[consoleplayer].mo && players[consoleplayer].mo->Sector == this->Sector)
|
|
{
|
|
TriggerAction(players[consoleplayer].mo, SECSPAC_Enter);
|
|
}
|
|
}
|