mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-11 07:12:02 +00:00
2b6203f950
because S_GetSoundPlayingInfo cannot properly resolve player and random sounds. - Fixed: S_IsActorPlayingSomething has to resolve aliases and player sounds. - Took S_ParseSndSeq call out of S_Init. This doesn't work when parsing SNDINFO in D_DoomMain. - Moved SNDINFO reading back to its old place after MAPINFO. This is necessary for Hexen's music definitions. SVN r425 (trunk)
1248 lines
30 KiB
C++
1248 lines
30 KiB
C++
//**************************************************************************
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//**
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//** sn_sonix.c : Heretic 2 : Raven Software, Corp.
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//**
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//** $RCSfile: sn_sonix.c,v $
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//** $Revision: 1.17 $
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//** $Date: 95/10/05 18:25:44 $
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//** $Author: paul $
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//**
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//**************************************************************************
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#include <string.h>
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#include <stdio.h>
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#include "doomtype.h"
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#include "doomstat.h"
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#include "sc_man.h"
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#include "m_alloc.h"
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#include "m_random.h"
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#include "s_sound.h"
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#include "s_sndseq.h"
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#include "w_wad.h"
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#include "i_system.h"
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#include "cmdlib.h"
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#include "p_local.h"
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#include "gi.h"
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#include "templates.h"
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#include "c_dispatch.h"
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// MACROS ------------------------------------------------------------------
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#define GetCommand(a) ((a) & 255)
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#define GetData(a) (SDWORD(a) >> 8 )
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#define MakeCommand(a,b) ((a) | ((b) << 8))
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#define HexenPlatSeq(a) (a)
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#define HexenDoorSeq(a) ((a) | 0x40)
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#define HexenEnvSeq(a) ((a) | 0x80)
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#define HexenLastSeq (0xff)
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#define TIME_REFERENCE level.time
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// TYPES -------------------------------------------------------------------
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typedef enum
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{
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SS_STRING_PLAY,
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SS_STRING_PLAYUNTILDONE,
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SS_STRING_PLAYTIME,
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SS_STRING_PLAYREPEAT,
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SS_STRING_PLAYLOOP,
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SS_STRING_DELAY,
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SS_STRING_DELAYONCE,
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SS_STRING_DELAYRAND,
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SS_STRING_VOLUME,
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SS_STRING_VOLUMEREL,
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SS_STRING_VOLUMERAND,
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SS_STRING_END,
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SS_STRING_STOPSOUND,
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SS_STRING_ATTENUATION,
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SS_STRING_NOSTOPCUTOFF,
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SS_STRING_SLOT,
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SS_STRING_RANDOMSEQUENCE,
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SS_STRING_RESTART,
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// These must be last and in the same order as they appear in seqtype_t
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SS_STRING_PLATFORM,
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SS_STRING_DOOR,
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SS_STRING_ENVIRONMENT
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} ssstrings_t;
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typedef enum
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{
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SS_CMD_NONE,
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SS_CMD_PLAY,
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SS_CMD_WAITUNTILDONE, // used by PLAYUNTILDONE
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SS_CMD_PLAYTIME,
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SS_CMD_PLAYREPEAT,
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SS_CMD_PLAYLOOP,
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SS_CMD_DELAY,
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SS_CMD_DELAYRAND,
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SS_CMD_VOLUME,
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SS_CMD_VOLUMEREL,
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SS_CMD_VOLUMERAND,
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SS_CMD_STOPSOUND,
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SS_CMD_ATTENUATION,
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SS_CMD_RANDOMSEQUENCE,
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SS_CMD_BRANCH,
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SS_CMD_LAST2NOP,
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SS_CMD_SELECT,
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SS_CMD_END
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} sscmds_t;
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typedef struct {
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ENamedName Name;
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BYTE Seqs[4];
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} hexenseq_t;
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class DSeqActorNode : public DSeqNode
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{
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DECLARE_CLASS (DSeqActorNode, DSeqNode)
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HAS_OBJECT_POINTERS
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public:
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DSeqActorNode (AActor *actor, int sequence, int modenum);
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~DSeqActorNode ();
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void Serialize (FArchive &arc);
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void MakeSound () { S_SoundID (m_Actor, CHAN_BODY, m_CurrentSoundID, clamp(m_Volume, 0.f, 1.f), m_Atten); }
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void MakeLoopedSound () { S_LoopedSoundID (m_Actor, CHAN_BODY, m_CurrentSoundID, clamp(m_Volume, 0.f, 1.f), m_Atten); }
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bool IsPlaying () { return S_IsActorPlayingSomething (m_Actor, CHAN_BODY, m_CurrentSoundID); }
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void *Source () { return m_Actor; }
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DSeqNode *SpawnChild (int seqnum) { return SN_StartSequence (m_Actor, seqnum, SEQ_NOTRANS, m_ModeNum, true); }
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private:
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DSeqActorNode () {}
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AActor *m_Actor;
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};
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class DSeqPolyNode : public DSeqNode
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{
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DECLARE_CLASS (DSeqPolyNode, DSeqNode)
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public:
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DSeqPolyNode (polyobj_t *poly, int sequence, int modenum);
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~DSeqPolyNode ();
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void Serialize (FArchive &arc);
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void MakeSound () { S_SoundID (&m_Poly->startSpot[0], CHAN_BODY, m_CurrentSoundID, clamp(m_Volume, 0.f, 1.f), m_Atten); }
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void MakeLoopedSound () { S_LoopedSoundID (&m_Poly->startSpot[0], CHAN_BODY, m_CurrentSoundID, clamp(m_Volume, 0.f, 1.f), m_Atten); }
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bool IsPlaying () { return S_GetSoundPlayingInfo (&m_Poly->startSpot[0], m_CurrentSoundID); }
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void *Source () { return m_Poly; }
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DSeqNode *SpawnChild (int seqnum) { return SN_StartSequence (m_Poly, seqnum, SEQ_NOTRANS, m_ModeNum, true); }
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private:
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DSeqPolyNode () {}
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polyobj_t *m_Poly;
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};
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class DSeqSectorNode : public DSeqNode
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{
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DECLARE_CLASS (DSeqSectorNode, DSeqNode)
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public:
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DSeqSectorNode (sector_t *sec, int sequence, int modenum);
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~DSeqSectorNode ();
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void Serialize (FArchive &arc);
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void MakeSound () { S_SoundID (&m_Sector->soundorg[0], CHAN_BODY, m_CurrentSoundID, clamp(m_Volume, 0.f, 1.f), m_Atten); Looping = false; }
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void MakeLoopedSound () { S_LoopedSoundID (&m_Sector->soundorg[0], CHAN_BODY, m_CurrentSoundID, clamp(m_Volume, 0.f, 1.f), m_Atten); Looping = true; }
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bool IsPlaying () { return S_GetSoundPlayingInfo (m_Sector->soundorg, m_CurrentSoundID); }
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void *Source () { return m_Sector; }
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DSeqNode *SpawnChild (int seqnum) { return SN_StartSequence (m_Sector, seqnum, SEQ_NOTRANS, m_ModeNum, true); }
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bool Looping;
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private:
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DSeqSectorNode() {}
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sector_t *m_Sector;
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};
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// When destroyed, destroy the sound sequences too.
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struct FSoundSequencePtrArray : public TArray<FSoundSequence *>
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{
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~FSoundSequencePtrArray()
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{
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for (unsigned int i = 0; i < Size(); ++i)
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{
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free ((*this)[i]);
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}
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}
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};
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// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
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static void AssignTranslations (int seq, seqtype_t type);
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static void AssignHexenTranslations (void);
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static void AddSequence (int curseq, FName seqname, FName slot, int stopsound, const TArray<DWORD> &ScriptTemp);
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static int FindSequence (const char *searchname);
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static int FindSequence (FName seqname);
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static bool TwiddleSeqNum (int &sequence, seqtype_t type);
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// PUBLIC DATA DEFINITIONS -------------------------------------------------
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FSoundSequencePtrArray Sequences;
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int ActiveSequences;
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DSeqNode *DSeqNode::SequenceListHead;
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// PRIVATE DATA DEFINITIONS ------------------------------------------------
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static const char *SSStrings[] = {
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"play",
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"playuntildone",
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"playtime",
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"playrepeat",
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"playloop",
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"delay",
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"delayonce",
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"delayrand",
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"volume",
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"volumerel",
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"volumerand",
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"end",
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"stopsound",
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"attenuation",
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"nostopcutoff",
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"slot",
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"randomsequence",
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"restart",
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// These must be last and in the same order as they appear in seqtype_t
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"platform",
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"door",
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"environment",
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NULL
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};
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static const char *Attenuations[] = {
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"none",
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"normal",
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"idle",
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"static",
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"surround",
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NULL
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};
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static const hexenseq_t HexenSequences[] = {
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{ NAME_Platform, { HexenPlatSeq(0), HexenPlatSeq(1), HexenPlatSeq(3), HexenLastSeq } },
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{ NAME_PlatformMetal, { HexenPlatSeq(2), HexenLastSeq } },
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{ NAME_Silence, { HexenPlatSeq(4), HexenDoorSeq(4), HexenLastSeq } },
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{ NAME_Lava, { HexenPlatSeq(5), HexenDoorSeq(5), HexenLastSeq } },
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{ NAME_Water, { HexenPlatSeq(6), HexenDoorSeq(6), HexenLastSeq } },
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{ NAME_Ice, { HexenPlatSeq(7), HexenDoorSeq(7), HexenLastSeq } },
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{ NAME_Earth, { HexenPlatSeq(8), HexenDoorSeq(8), HexenLastSeq } },
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{ NAME_PlatformMetal2, { HexenPlatSeq(9), HexenLastSeq } },
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{ NAME_DoorNormal, { HexenDoorSeq(0), HexenLastSeq } },
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{ NAME_DoorHeavy, { HexenDoorSeq(1), HexenLastSeq } },
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{ NAME_DoorMetal, { HexenDoorSeq(2), HexenLastSeq } },
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{ NAME_DoorCreak, { HexenDoorSeq(3), HexenLastSeq } },
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{ NAME_DoorMetal2, { HexenDoorSeq(9), HexenLastSeq } },
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{ NAME_Wind, { HexenEnvSeq(10), HexenLastSeq } },
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{ NAME_None }
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};
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static int SeqTrans[64*3];
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static FRandom pr_sndseq ("SndSeq");
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// CODE --------------------------------------------------------------------
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void DSeqNode::SerializeSequences (FArchive &arc)
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{
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if (arc.IsLoading ())
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{
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SN_StopAllSequences ();
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}
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arc << SequenceListHead;
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}
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IMPLEMENT_CLASS (DSeqNode)
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DSeqNode::DSeqNode ()
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: m_SequenceChoices(0)
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{
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m_Next = m_Prev = m_ChildSeqNode = m_ParentSeqNode = NULL;
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}
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void DSeqNode::Serialize (FArchive &arc)
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{
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int seqOffset;
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unsigned int i;
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Super::Serialize (arc);
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if (arc.IsStoring ())
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{
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seqOffset = SN_GetSequenceOffset (m_Sequence, m_SequencePtr);
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arc << seqOffset
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<< m_DelayUntilTic
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<< m_Volume
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<< m_Atten
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<< m_ModeNum
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<< m_Next
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<< m_Prev
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<< m_ChildSeqNode
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<< m_ParentSeqNode
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<< AR_SOUND(m_CurrentSoundID)
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<< Sequences[m_Sequence]->SeqName;
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arc.WriteCount (m_SequenceChoices.Size());
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for (i = 0; i < m_SequenceChoices.Size(); ++i)
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{
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arc << Sequences[m_SequenceChoices[i]]->SeqName;
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}
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}
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else
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{
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FName seqName;
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int delayTics = 0, id;
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float volume;
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int atten = ATTN_NORM;
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int seqnum;
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unsigned int numchoices;
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arc << seqOffset
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<< delayTics
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<< volume
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<< atten
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<< m_ModeNum
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<< m_Next
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<< m_Prev
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<< m_ChildSeqNode
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<< m_ParentSeqNode
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<< AR_SOUND(id)
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<< seqName;
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seqnum = FindSequence (seqName);
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if (seqnum >= 0)
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{
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ActivateSequence (seqnum);
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}
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else
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{
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I_Error ("Unknown sound sequence '%s'\n", seqName.GetChars());
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// Can I just Destroy() here instead of erroring out?
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}
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ChangeData (seqOffset, delayTics - TIME_REFERENCE, volume, id);
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numchoices = arc.ReadCount();
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m_SequenceChoices.Resize(numchoices);
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for (i = 0; i < numchoices; ++i)
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{
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arc << seqName;
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m_SequenceChoices[i] = FindSequence (seqName);
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}
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}
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}
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void DSeqNode::Destroy()
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{
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// If this sequence was launched by a parent sequence, advance that
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// sequence now.
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if (m_ParentSeqNode != NULL && m_ParentSeqNode->m_ChildSeqNode == this)
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{
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m_ParentSeqNode->m_SequencePtr++;
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m_ParentSeqNode->m_ChildSeqNode = NULL;
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m_ParentSeqNode = NULL;
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}
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Super::Destroy();
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}
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void DSeqNode::StopAndDestroy ()
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{
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if (m_ChildSeqNode != NULL)
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{
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m_ChildSeqNode->StopAndDestroy();
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}
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Destroy();
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}
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void DSeqNode::AddChoice (int seqnum, seqtype_t type)
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{
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if (TwiddleSeqNum (seqnum, type))
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{
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m_SequenceChoices.Push (seqnum);
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}
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}
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FName DSeqNode::GetSequenceName () const
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{
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return Sequences[m_Sequence]->SeqName;
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}
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IMPLEMENT_POINTY_CLASS (DSeqActorNode)
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DECLARE_POINTER (m_Actor)
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END_POINTERS
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void DSeqActorNode::Serialize (FArchive &arc)
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{
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Super::Serialize (arc);
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arc << m_Actor;
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}
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IMPLEMENT_CLASS (DSeqPolyNode)
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void DSeqPolyNode::Serialize (FArchive &arc)
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{
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Super::Serialize (arc);
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arc.SerializePointer (polyobjs, (BYTE **)&m_Poly, sizeof(*polyobjs));
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}
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IMPLEMENT_CLASS (DSeqSectorNode)
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void DSeqSectorNode::Serialize (FArchive &arc)
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{
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Super::Serialize (arc);
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arc << m_Sector << Looping;
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}
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//==========================================================================
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//
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// AssignTranslations
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//
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//==========================================================================
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static void AssignTranslations (int seq, seqtype_t type)
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{
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sc_Crossed = false;
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while (SC_GetString () && !sc_Crossed)
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{
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if (IsNum (sc_String))
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{
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SeqTrans[(atoi(sc_String) & 63) + type * 64] = seq;
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}
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}
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SC_UnGet ();
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}
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//==========================================================================
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//
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// AssignHexenTranslations
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//
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//==========================================================================
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static void AssignHexenTranslations (void)
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{
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unsigned int i, j, seq;
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for (i = 0; HexenSequences[i].Name != NAME_None; i++)
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{
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for (seq = 0; seq < Sequences.Size(); seq++)
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{
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if (HexenSequences[i].Name == Sequences[seq]->SeqName)
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break;
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}
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if (seq == Sequences.Size())
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continue;
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for (j = 0; j < 4 && HexenSequences[i].Seqs[j] != HexenLastSeq; j++)
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{
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int trans;
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if (HexenSequences[i].Seqs[j] & 0x40)
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trans = 64;
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else if (HexenSequences[i].Seqs[j] & 0x80)
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trans = 64*2;
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else
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trans = 0;
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SeqTrans[trans + (HexenSequences[i].Seqs[j] & 0x3f)] = seq;
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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_ParseSndSeq
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//
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//==========================================================================
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void S_ParseSndSeq (int levellump)
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{
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TArray<DWORD> ScriptTemp;
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int lastlump, lump;
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char seqtype = ':';
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FName seqname;
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FName slot;
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int stopsound;
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int delaybase;
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float volumebase;
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int curseq = -1;
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// First free the old SNDSEQ data. This allows us to reload this for each level
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// and specify a level specific SNDSEQ lump!
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for (unsigned int i = 0; i < Sequences.Size(); i++)
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{
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if (Sequences[i])
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{
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free(Sequences[i]);
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}
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}
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Sequences.Clear();
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// be gone, compiler warnings
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stopsound = 0;
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memset (SeqTrans, -1, sizeof(SeqTrans));
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lastlump = 0;
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while (((lump = Wads.FindLump ("SNDSEQ", &lastlump)) != -1 || levellump != -1) && levellump != -2)
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{
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if (lump == -1)
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{
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lump = levellump;
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levellump = -2;
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}
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SC_OpenLumpNum (lump, "SNDSEQ");
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while (SC_GetString ())
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{
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if (*sc_String == ':' || *sc_String == '[')
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{
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if (curseq != -1)
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{
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SC_ScriptError ("S_ParseSndSeq: Nested Script Error");
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}
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seqname = sc_String + 1;
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seqtype = sc_String[0];
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for (curseq = 0; curseq < (int)Sequences.Size(); curseq++)
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{
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if (Sequences[curseq]->SeqName == seqname)
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{
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free (Sequences[curseq]);
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Sequences[curseq] = NULL;
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break;
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}
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}
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if (curseq == (int)Sequences.Size())
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{
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Sequences.Push (NULL);
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}
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ScriptTemp.Clear();
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stopsound = 0;
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slot = NAME_None;
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if (seqtype == '[')
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{
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SC_SetCMode (true);
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ScriptTemp.Push (0); // to be filled when definition is complete
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}
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continue;
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}
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if (curseq == -1)
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{
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continue;
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}
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if (seqtype == '[')
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|
{
|
|
if (sc_String[0] == ']')
|
|
{ // End of this definition
|
|
ScriptTemp[0] = MakeCommand(SS_CMD_SELECT, (ScriptTemp.Size()-1)/2);
|
|
AddSequence (curseq, seqname, slot, stopsound, ScriptTemp);
|
|
curseq = -1;
|
|
SC_SetCMode (false);
|
|
}
|
|
else
|
|
{ // Add a selection
|
|
SC_UnGet();
|
|
if (SC_CheckNumber())
|
|
{
|
|
ScriptTemp.Push (sc_Number);
|
|
SC_MustGetString();
|
|
ScriptTemp.Push (FName(sc_String));
|
|
}
|
|
else
|
|
{
|
|
AssignTranslations (curseq, seqtype_t(SC_MustMatchString (SSStrings + SS_STRING_PLATFORM)));
|
|
}
|
|
}
|
|
continue;
|
|
}
|
|
switch (SC_MustMatchString (SSStrings))
|
|
{
|
|
case SS_STRING_PLAYUNTILDONE:
|
|
SC_MustGetString ();
|
|
ScriptTemp.Push(MakeCommand(SS_CMD_PLAY, S_FindSound (sc_String)));
|
|
ScriptTemp.Push(MakeCommand(SS_CMD_WAITUNTILDONE, 0));
|
|
break;
|
|
|
|
case SS_STRING_PLAY:
|
|
SC_MustGetString ();
|
|
ScriptTemp.Push(MakeCommand(SS_CMD_PLAY, S_FindSound (sc_String)));
|
|
break;
|
|
|
|
case SS_STRING_PLAYTIME:
|
|
SC_MustGetString ();
|
|
ScriptTemp.Push(MakeCommand(SS_CMD_PLAY, S_FindSound (sc_String)));
|
|
SC_MustGetNumber ();
|
|
ScriptTemp.Push(MakeCommand(SS_CMD_DELAY, sc_Number));
|
|
break;
|
|
|
|
case SS_STRING_PLAYREPEAT:
|
|
SC_MustGetString ();
|
|
ScriptTemp.Push(MakeCommand (SS_CMD_PLAYREPEAT, S_FindSound (sc_String)));
|
|
break;
|
|
|
|
case SS_STRING_PLAYLOOP:
|
|
SC_MustGetString ();
|
|
ScriptTemp.Push(MakeCommand (SS_CMD_PLAYLOOP, S_FindSound (sc_String)));
|
|
SC_MustGetNumber ();
|
|
ScriptTemp.Push(sc_Number);
|
|
break;
|
|
|
|
case SS_STRING_DELAY:
|
|
SC_MustGetNumber ();
|
|
ScriptTemp.Push(MakeCommand(SS_CMD_DELAY, sc_Number));
|
|
break;
|
|
|
|
case SS_STRING_DELAYONCE:
|
|
SC_MustGetNumber ();
|
|
ScriptTemp.Push(MakeCommand(SS_CMD_DELAY, sc_Number));
|
|
ScriptTemp.Push(MakeCommand(SS_CMD_LAST2NOP, 0));
|
|
break;
|
|
|
|
case SS_STRING_DELAYRAND:
|
|
SC_MustGetNumber ();
|
|
delaybase = sc_Number;
|
|
ScriptTemp.Push(MakeCommand(SS_CMD_DELAYRAND, sc_Number));
|
|
SC_MustGetNumber ();
|
|
ScriptTemp.Push(MAX(1, sc_Number - delaybase + 1));
|
|
break;
|
|
|
|
case SS_STRING_VOLUME: // volume is in range 0..100
|
|
SC_MustGetFloat ();
|
|
ScriptTemp.Push(MakeCommand(SS_CMD_VOLUME, int(sc_Float * (FRACUNIT/100.f))));
|
|
break;
|
|
|
|
case SS_STRING_VOLUMEREL:
|
|
SC_MustGetFloat ();
|
|
ScriptTemp.Push(MakeCommand(SS_CMD_VOLUMEREL, int(sc_Float * (FRACUNIT/100.f))));
|
|
break;
|
|
|
|
case SS_STRING_VOLUMERAND:
|
|
SC_MustGetFloat ();
|
|
volumebase = sc_Float;
|
|
ScriptTemp.Push(MakeCommand(SS_CMD_VOLUMERAND, int(sc_Float * (FRACUNIT/100.f))));
|
|
SC_MustGetFloat ();
|
|
ScriptTemp.Push(int((sc_Float - volumebase) * (256/100.f)));
|
|
break;
|
|
|
|
case SS_STRING_STOPSOUND:
|
|
SC_MustGetString ();
|
|
stopsound = S_FindSound (sc_String);
|
|
ScriptTemp.Push(MakeCommand(SS_CMD_STOPSOUND, 0));
|
|
break;
|
|
|
|
case SS_STRING_NOSTOPCUTOFF:
|
|
stopsound = -1;
|
|
ScriptTemp.Push(MakeCommand(SS_CMD_STOPSOUND, 0));
|
|
break;
|
|
|
|
case SS_STRING_ATTENUATION:
|
|
SC_MustGetString ();
|
|
ScriptTemp.Push(MakeCommand(SS_CMD_ATTENUATION, SC_MustMatchString(Attenuations)));
|
|
break;
|
|
|
|
case SS_STRING_RANDOMSEQUENCE:
|
|
ScriptTemp.Push(MakeCommand(SS_CMD_RANDOMSEQUENCE, 0));
|
|
break;
|
|
|
|
case SS_STRING_RESTART:
|
|
ScriptTemp.Push(MakeCommand(SS_CMD_BRANCH, ScriptTemp.Size()));
|
|
break;
|
|
|
|
case SS_STRING_END:
|
|
AddSequence (curseq, seqname, slot, stopsound, ScriptTemp);
|
|
curseq = -1;
|
|
break;
|
|
|
|
case SS_STRING_PLATFORM:
|
|
AssignTranslations (curseq, SEQ_PLATFORM);
|
|
break;
|
|
|
|
case SS_STRING_DOOR:
|
|
AssignTranslations (curseq, SEQ_DOOR);
|
|
break;
|
|
|
|
case SS_STRING_ENVIRONMENT:
|
|
AssignTranslations (curseq, SEQ_ENVIRONMENT);
|
|
break;
|
|
|
|
case SS_STRING_SLOT:
|
|
SC_MustGetString();
|
|
slot = sc_String;
|
|
break;
|
|
}
|
|
}
|
|
SC_Close ();
|
|
}
|
|
|
|
if (gameinfo.gametype == GAME_Hexen)
|
|
AssignHexenTranslations ();
|
|
}
|
|
|
|
static void AddSequence (int curseq, FName seqname, FName slot, int stopsound, const TArray<DWORD> &ScriptTemp)
|
|
{
|
|
Sequences[curseq] = (FSoundSequence *)M_Malloc (sizeof(FSoundSequence) + sizeof(DWORD)*ScriptTemp.Size());
|
|
Sequences[curseq]->SeqName = seqname;
|
|
Sequences[curseq]->Slot = slot;
|
|
Sequences[curseq]->StopSound = stopsound;
|
|
memcpy (Sequences[curseq]->Script, &ScriptTemp[0], sizeof(DWORD)*ScriptTemp.Size());
|
|
Sequences[curseq]->Script[ScriptTemp.Size()] = MakeCommand(SS_CMD_END, 0);
|
|
}
|
|
|
|
DSeqNode::~DSeqNode ()
|
|
{
|
|
if (SequenceListHead == this)
|
|
SequenceListHead = m_Next;
|
|
if (m_Prev)
|
|
m_Prev->m_Next = m_Next;
|
|
if (m_Next)
|
|
m_Next->m_Prev = m_Prev;
|
|
ActiveSequences--;
|
|
}
|
|
|
|
DSeqNode::DSeqNode (int sequence, int modenum)
|
|
: m_ModeNum(modenum), m_SequenceChoices(0)
|
|
{
|
|
ActivateSequence (sequence);
|
|
if (!SequenceListHead)
|
|
{
|
|
SequenceListHead = this;
|
|
m_Next = m_Prev = NULL;
|
|
}
|
|
else
|
|
{
|
|
SequenceListHead->m_Prev = this;
|
|
m_Next = SequenceListHead;
|
|
SequenceListHead = this;
|
|
m_Prev = NULL;
|
|
}
|
|
m_ParentSeqNode = m_ChildSeqNode = NULL;
|
|
}
|
|
|
|
void DSeqNode::ActivateSequence (int sequence)
|
|
{
|
|
m_SequencePtr = Sequences[sequence]->Script;
|
|
m_Sequence = sequence;
|
|
m_DelayUntilTic = 0;
|
|
m_StopSound = Sequences[sequence]->StopSound;
|
|
m_CurrentSoundID = 0;
|
|
m_Volume = 1; // Start at max volume...
|
|
m_Atten = ATTN_IDLE; // ...and idle attenuation
|
|
|
|
ActiveSequences++;
|
|
}
|
|
|
|
DSeqActorNode::DSeqActorNode (AActor *actor, int sequence, int modenum)
|
|
: DSeqNode (sequence, modenum),
|
|
m_Actor (actor)
|
|
{
|
|
}
|
|
|
|
DSeqPolyNode::DSeqPolyNode (polyobj_t *poly, int sequence, int modenum)
|
|
: DSeqNode (sequence, modenum),
|
|
m_Poly (poly)
|
|
{
|
|
}
|
|
|
|
DSeqSectorNode::DSeqSectorNode (sector_t *sec, int sequence, int modenum)
|
|
: DSeqNode (sequence, modenum),
|
|
Looping (false),
|
|
m_Sector (sec)
|
|
{
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// SN_StartSequence
|
|
//
|
|
//==========================================================================
|
|
|
|
static bool TwiddleSeqNum (int &sequence, seqtype_t type)
|
|
{
|
|
if (type < SEQ_NUMSEQTYPES)
|
|
{
|
|
// [GrafZahl] Needs some range checking:
|
|
// Sector_ChangeSound doesn't do it so this makes invalid sequences play nothing.
|
|
if (sequence >= 0 && sequence < 64)
|
|
{
|
|
sequence = SeqTrans[sequence + type * 64];
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
if (sequence == -1 || Sequences[sequence] == NULL)
|
|
return false;
|
|
else
|
|
return true;
|
|
}
|
|
|
|
DSeqNode *SN_StartSequence (AActor *actor, int sequence, seqtype_t type, int modenum, bool nostop)
|
|
{
|
|
if (!nostop)
|
|
{
|
|
SN_StopSequence (actor); // Stop any previous sequence
|
|
}
|
|
if (TwiddleSeqNum (sequence, type))
|
|
{
|
|
return new DSeqActorNode (actor, sequence, modenum);
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
DSeqNode *SN_StartSequence (sector_t *sector, int sequence, seqtype_t type, int modenum, bool nostop)
|
|
{
|
|
if (!nostop)
|
|
{
|
|
SN_StopSequence (sector);
|
|
}
|
|
if (TwiddleSeqNum (sequence, type))
|
|
{
|
|
return new DSeqSectorNode (sector, sequence, modenum);
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
DSeqNode *SN_StartSequence (polyobj_t *poly, int sequence, seqtype_t type, int modenum, bool nostop)
|
|
{
|
|
if (!nostop)
|
|
{
|
|
SN_StopSequence (poly);
|
|
}
|
|
if (TwiddleSeqNum (sequence, type))
|
|
{
|
|
return new DSeqPolyNode (poly, sequence, modenum);
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// SN_StartSequence (named)
|
|
//
|
|
//==========================================================================
|
|
|
|
DSeqNode *SN_StartSequence (AActor *actor, const char *seqname, int modenum)
|
|
{
|
|
int seqnum = FindSequence (seqname);
|
|
if (seqnum >= 0)
|
|
{
|
|
return SN_StartSequence (actor, seqnum, SEQ_NOTRANS, modenum);
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
DSeqNode *SN_StartSequence (AActor *actor, FName seqname, int modenum)
|
|
{
|
|
int seqnum = FindSequence (seqname);
|
|
if (seqnum >= 0)
|
|
{
|
|
return SN_StartSequence (actor, seqnum, SEQ_NOTRANS, modenum);
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
DSeqNode *SN_StartSequence (sector_t *sec, const char *seqname, int modenum)
|
|
{
|
|
int seqnum = FindSequence (seqname);
|
|
if (seqnum >= 0)
|
|
{
|
|
return SN_StartSequence (sec, seqnum, SEQ_NOTRANS, modenum);
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
DSeqNode *SN_StartSequence (polyobj_t *poly, const char *seqname, int modenum)
|
|
{
|
|
int seqnum = FindSequence (seqname);
|
|
if (seqnum >= 0)
|
|
{
|
|
return SN_StartSequence (poly, seqnum, SEQ_NOTRANS, modenum);
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
static int FindSequence (const char *searchname)
|
|
{
|
|
FName seqname (searchname, true);
|
|
|
|
if (seqname != NAME_None)
|
|
{
|
|
return FindSequence (seqname);
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
static int FindSequence (FName seqname)
|
|
{
|
|
int i;
|
|
|
|
for (i = Sequences.Size(); i-- > 0; )
|
|
{
|
|
if (seqname == Sequences[i]->SeqName)
|
|
{
|
|
return i;
|
|
}
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// SN_StopSequence
|
|
//
|
|
//==========================================================================
|
|
|
|
void SN_StopSequence (AActor *actor)
|
|
{
|
|
SN_DoStop (actor);
|
|
}
|
|
|
|
void SN_StopSequence (sector_t *sector)
|
|
{
|
|
SN_DoStop (sector);
|
|
}
|
|
|
|
void SN_StopSequence (polyobj_t *poly)
|
|
{
|
|
SN_DoStop (poly);
|
|
}
|
|
|
|
void SN_DoStop (void *source)
|
|
{
|
|
DSeqNode *node;
|
|
|
|
for (node = DSeqNode::FirstSequence(); node; )
|
|
{
|
|
DSeqNode *next = node->NextSequence();
|
|
if (node->Source() == source)
|
|
{
|
|
node->StopAndDestroy ();
|
|
}
|
|
node = next;
|
|
}
|
|
}
|
|
|
|
DSeqActorNode::~DSeqActorNode ()
|
|
{
|
|
if (m_StopSound >= 0)
|
|
S_StopSound (m_Actor, CHAN_BODY);
|
|
if (m_StopSound >= 1)
|
|
S_SoundID (m_Actor, CHAN_BODY, m_StopSound, m_Volume, m_Atten);
|
|
}
|
|
|
|
DSeqSectorNode::~DSeqSectorNode ()
|
|
{
|
|
if (m_StopSound >= 0)
|
|
S_StopSound (m_Sector->soundorg, CHAN_BODY);
|
|
if (m_StopSound >= 1)
|
|
S_SoundID (m_Sector->soundorg, CHAN_BODY, m_StopSound, m_Volume, m_Atten);
|
|
}
|
|
|
|
DSeqPolyNode::~DSeqPolyNode ()
|
|
{
|
|
if (m_StopSound >= 0)
|
|
S_StopSound (m_Poly->startSpot, CHAN_BODY);
|
|
if (m_StopSound >= 1)
|
|
S_SoundID (m_Poly->startSpot, CHAN_BODY, m_StopSound, m_Volume, m_Atten);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// SN_IsMakingLoopingSound
|
|
//
|
|
//==========================================================================
|
|
|
|
bool SN_IsMakingLoopingSound (sector_t *sector)
|
|
{
|
|
DSeqNode *node;
|
|
|
|
for (node = DSeqNode::FirstSequence (); node; )
|
|
{
|
|
DSeqNode *next = node->NextSequence();
|
|
if (node->Source() == (void *)sector)
|
|
{
|
|
return static_cast<DSeqSectorNode *> (node)->Looping;
|
|
}
|
|
node = next;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// SN_UpdateActiveSequences
|
|
//
|
|
//==========================================================================
|
|
|
|
void DSeqNode::Tick ()
|
|
{
|
|
if (TIME_REFERENCE < m_DelayUntilTic)
|
|
{
|
|
return;
|
|
}
|
|
for (;;)
|
|
{
|
|
switch (GetCommand(*m_SequencePtr))
|
|
{
|
|
case SS_CMD_NONE:
|
|
m_SequencePtr++;
|
|
break;
|
|
|
|
case SS_CMD_PLAY:
|
|
if (!IsPlaying())
|
|
{
|
|
m_CurrentSoundID = GetData(*m_SequencePtr);
|
|
MakeSound ();
|
|
}
|
|
m_SequencePtr++;
|
|
break;
|
|
|
|
case SS_CMD_WAITUNTILDONE:
|
|
if (!IsPlaying())
|
|
{
|
|
m_SequencePtr++;
|
|
m_CurrentSoundID = 0;
|
|
}
|
|
else
|
|
{
|
|
return;
|
|
}
|
|
break;
|
|
|
|
case SS_CMD_PLAYREPEAT:
|
|
if (!IsPlaying())
|
|
{
|
|
// Does not advance sequencePtr, so it will repeat as necessary.
|
|
m_CurrentSoundID = GetData(*m_SequencePtr);
|
|
MakeLoopedSound ();
|
|
}
|
|
return;
|
|
|
|
case SS_CMD_PLAYLOOP:
|
|
// Like SS_CMD_PLAYREPEAT, sequencePtr is not advanced, so this
|
|
// command will repeat until the sequence is stopped.
|
|
m_CurrentSoundID = GetData(m_SequencePtr[0]);
|
|
MakeSound ();
|
|
m_DelayUntilTic = TIME_REFERENCE + m_SequencePtr[1];
|
|
return;
|
|
|
|
case SS_CMD_RANDOMSEQUENCE:
|
|
// If there's nothing to choose from, then there's nothing to do here.
|
|
if (m_SequenceChoices.Size() == 0)
|
|
{
|
|
m_SequencePtr++;
|
|
}
|
|
else if (m_ChildSeqNode == NULL)
|
|
{
|
|
int choice = pr_sndseq() % m_SequenceChoices.Size();
|
|
m_ChildSeqNode = SpawnChild (m_SequenceChoices[choice]);
|
|
if (m_ChildSeqNode == NULL)
|
|
{ // Failed, so skip to next instruction.
|
|
m_SequencePtr++;
|
|
}
|
|
else
|
|
{ // Copy parameters to the child and link it to this one.
|
|
m_ChildSeqNode->m_Volume = m_Volume;
|
|
m_ChildSeqNode->m_Atten = m_Atten;
|
|
m_ChildSeqNode->m_ParentSeqNode = this;
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// If we get here, then the child sequence is playing, and it
|
|
// will advance our sequence pointer for us when it finishes.
|
|
return;
|
|
}
|
|
break;
|
|
|
|
case SS_CMD_DELAY:
|
|
m_DelayUntilTic = TIME_REFERENCE + GetData(*m_SequencePtr);
|
|
m_SequencePtr++;
|
|
m_CurrentSoundID = 0;
|
|
return;
|
|
|
|
case SS_CMD_DELAYRAND:
|
|
m_DelayUntilTic = TIME_REFERENCE + GetData(m_SequencePtr[0]) + pr_sndseq(m_SequencePtr[1]);
|
|
m_SequencePtr += 2;
|
|
m_CurrentSoundID = 0;
|
|
return;
|
|
|
|
case SS_CMD_VOLUME:
|
|
m_Volume = GetData(*m_SequencePtr) / float(FRACUNIT);
|
|
m_SequencePtr++;
|
|
break;
|
|
|
|
case SS_CMD_VOLUMEREL:
|
|
// like SS_CMD_VOLUME, but the new volume is added to the old volume
|
|
m_Volume += GetData(*m_SequencePtr) / float(FRACUNIT);
|
|
m_SequencePtr++;
|
|
break;
|
|
|
|
case SS_CMD_VOLUMERAND:
|
|
// like SS_CMD_VOLUME, but the new volume is chosen randomly from a range
|
|
m_Volume = GetData(m_SequencePtr[0]) / float(FRACUNIT) + (pr_sndseq() % m_SequencePtr[1]) / 255.f;
|
|
m_SequencePtr += 2;
|
|
break;
|
|
|
|
case SS_CMD_STOPSOUND:
|
|
// Wait until something else stops the sequence
|
|
return;
|
|
|
|
case SS_CMD_ATTENUATION:
|
|
m_Atten = GetData(*m_SequencePtr);
|
|
m_SequencePtr++;
|
|
break;
|
|
|
|
case SS_CMD_BRANCH:
|
|
m_SequencePtr -= GetData(*m_SequencePtr);
|
|
break;
|
|
|
|
case SS_CMD_SELECT:
|
|
{ // Completely transfer control to the choice matching m_ModeNum.
|
|
// If no match is found, then just advance to the next command
|
|
// in this sequence, which should be SS_CMD_END.
|
|
int numchoices = GetData(*m_SequencePtr++);
|
|
int i;
|
|
|
|
for (i = 0; i < numchoices; ++i)
|
|
{
|
|
if (m_SequencePtr[i*2] == m_ModeNum)
|
|
{
|
|
int seqnum = FindSequence (ENamedName(m_SequencePtr[i*2+1]));
|
|
if (seqnum >= 0)
|
|
{ // Found a match, and it's a good one too.
|
|
ActiveSequences--;
|
|
ActivateSequence (seqnum);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
if (i == numchoices)
|
|
{ // No match (or no good match) was found.
|
|
m_SequencePtr += numchoices * 2;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case SS_CMD_LAST2NOP:
|
|
*(m_SequencePtr - 1) = MakeCommand(SS_CMD_NONE, 0);
|
|
*m_SequencePtr = MakeCommand(SS_CMD_NONE, 0);
|
|
m_SequencePtr++;
|
|
break;
|
|
|
|
case SS_CMD_END:
|
|
Destroy ();
|
|
return;
|
|
|
|
default:
|
|
Printf ("Corrupted sound sequence: %s\n", Sequences[m_Sequence]->SeqName.GetChars());
|
|
Destroy ();
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
void SN_UpdateActiveSequences (void)
|
|
{
|
|
DSeqNode *node;
|
|
|
|
if (!ActiveSequences || paused)
|
|
{ // No sequences currently playing/game is paused
|
|
return;
|
|
}
|
|
for (node = DSeqNode::FirstSequence(); node; node = node->NextSequence())
|
|
{
|
|
node->Tick ();
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// SN_StopAllSequences
|
|
//
|
|
//==========================================================================
|
|
|
|
void SN_StopAllSequences (void)
|
|
{
|
|
DSeqNode *node;
|
|
|
|
for (node = DSeqNode::FirstSequence(); node; )
|
|
{
|
|
DSeqNode *next = node->NextSequence();
|
|
node->m_StopSound = 0; // don't play any stop sounds
|
|
node->Destroy ();
|
|
node = next;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// SN_GetSequenceOffset
|
|
//
|
|
//==========================================================================
|
|
|
|
ptrdiff_t SN_GetSequenceOffset (int sequence, SDWORD *sequencePtr)
|
|
{
|
|
return sequencePtr - Sequences[sequence]->Script;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// SN_GetSequenceSlot
|
|
//
|
|
//==========================================================================
|
|
|
|
FName SN_GetSequenceSlot (int sequence, seqtype_t type)
|
|
{
|
|
if (TwiddleSeqNum (sequence, type))
|
|
{
|
|
return Sequences[sequence]->Slot;
|
|
}
|
|
return NAME_None;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// SN_ChangeNodeData
|
|
//
|
|
// nodeNum zero is the first node
|
|
//==========================================================================
|
|
|
|
void SN_ChangeNodeData (int nodeNum, int seqOffset, int delayTics, float volume,
|
|
int currentSoundID)
|
|
{
|
|
int i;
|
|
DSeqNode *node;
|
|
|
|
i = 0;
|
|
node = DSeqNode::FirstSequence();
|
|
while (node && i < nodeNum)
|
|
{
|
|
node = node->NextSequence();
|
|
i++;
|
|
}
|
|
if (!node)
|
|
{ // reached the end of the list before finding the nodeNum-th node
|
|
return;
|
|
}
|
|
node->ChangeData (seqOffset, delayTics, volume, currentSoundID);
|
|
}
|
|
|
|
void DSeqNode::ChangeData (int seqOffset, int delayTics, float volume, int currentSoundID)
|
|
{
|
|
m_DelayUntilTic = TIME_REFERENCE + delayTics;
|
|
m_Volume = volume;
|
|
m_SequencePtr += seqOffset;
|
|
m_CurrentSoundID = currentSoundID;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// CCMD playsequence
|
|
//
|
|
// Causes the player to play a sound sequence.
|
|
//==========================================================================
|
|
|
|
CCMD(playsequence)
|
|
{
|
|
if (argv.argc() < 2 || argv.argc() > 3)
|
|
{
|
|
Printf ("Usage: playsequence <sound sequence name> [choice number]\n");
|
|
}
|
|
else
|
|
{
|
|
SN_StartSequence (players[consoleplayer].mo, argv[1], argv.argc() > 2 ? atoi(argv[2]) : 0);
|
|
}
|
|
}
|