qzdoom/src/g_shared/a_soundsequence.cpp

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/*
** a_soundsequence.cpp
** Actors for independantly playing sound sequences in a map.
**
**---------------------------------------------------------------------------
** Copyright 1998-2006 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
** A SoundSequence actor has two modes of operation:
**
** 1. If the sound sequence assigned to it has a slot, then a separate
** SoundSequenceSlot actor is spawned (if not already present), and
** this actor's sound sequence is added to its list of choices. This
** actor is then destroyed, never to be heard from again. The sound
** sequence for the slot is automatically played on the new
** SoundSequenceSlot actor, and it should at some point execute the
** randomsequence command so that it can pick one of the other
** sequences to play. The slot sequence should also end with restart
** so that more than one sequence will have a chance to play.
**
** In this mode, it is very much like world $ambient sounds defined
** in SNDINFO but more flexible.
**
** 2. If the sound sequence assigned to it has no slot, then it will play
** the sequence when activated and cease playing the sequence when
** deactivated.
**
** In this mode, it is very much like point $ambient sounds defined
** in SNDINFO but more flexible.
**
** To assign a sound sequence, set the SoundSequence's first argument to
** the ID of the corresponding environment sequence you want to use. If
** that sequence is a multiple-choice sequence, then the second argument
** selects which choice it picks.
*/
#include <stddef.h>
#include "actor.h"
#include "info.h"
#include "s_sound.h"
#include "m_random.h"
#include "s_sndseq.h"
#include "farchive.h"
// SoundSequenceSlot --------------------------------------------------------
class ASoundSequenceSlot : public AActor
{
DECLARE_CLASS (ASoundSequenceSlot, AActor)
HAS_OBJECT_POINTERS
public:
void Serialize (FArchive &arc);
TObjPtr<DSeqNode> Sequence;
};
IMPLEMENT_POINTY_CLASS(ASoundSequenceSlot)
DECLARE_POINTER(Sequence)
END_POINTERS
//==========================================================================
//
// ASoundSequenceSlot :: Serialize
//
//==========================================================================
void ASoundSequenceSlot::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << Sequence;
}
// SoundSequence ------------------------------------------------------------
class ASoundSequence : public AActor
{
DECLARE_CLASS (ASoundSequence, AActor)
public:
void Destroy ();
void PostBeginPlay ();
void Activate (AActor *activator);
void Deactivate (AActor *activator);
};
IMPLEMENT_CLASS (ASoundSequence)
//==========================================================================
//
// ASoundSequence :: Destroy
//
//==========================================================================
void ASoundSequence::Destroy ()
{
SN_StopSequence (this);
Super::Destroy();
}
//==========================================================================
//
// ASoundSequence :: PostBeginPlay
//
//==========================================================================
void ASoundSequence::PostBeginPlay ()
{
FName slot = SN_GetSequenceSlot (args[0], SEQ_ENVIRONMENT);
if (slot != NAME_None)
{ // This is a slotted sound, so add it to the master for that slot
ASoundSequenceSlot *master;
TThinkerIterator<ASoundSequenceSlot> locator;
while (NULL != (master = locator.Next ()))
{
if (master->Sequence->GetSequenceName() == slot)
{
break;
}
}
if (master == NULL)
{
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master = Spawn<ASoundSequenceSlot> (0, 0, 0, NO_REPLACE);
master->Sequence = SN_StartSequence (master, slot, 0);
GC::WriteBarrier(master, master->Sequence);
}
master->Sequence->AddChoice (args[0], SEQ_ENVIRONMENT);
Destroy ();
}
}
//==========================================================================
//
// ASoundSequence :: Activate
//
//==========================================================================
void ASoundSequence::Activate (AActor *activator)
{
SN_StartSequence (this, args[0], SEQ_ENVIRONMENT, args[1]);
}
//==========================================================================
//
// ASoundSequence :: Deactivate
//
//==========================================================================
void ASoundSequence::Deactivate (AActor *activator)
{
SN_StopSequence (this);
}