mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-10 14:51:51 +00:00
Added a_soundsequence.cpp to the repository.
SVN r59 (trunk)
This commit is contained in:
parent
8ea6569de8
commit
6cd650271a
1 changed files with 315 additions and 0 deletions
315
src/g_shared/a_soundsequence.cpp
Normal file
315
src/g_shared/a_soundsequence.cpp
Normal file
|
@ -0,0 +1,315 @@
|
|||
/*
|
||||
** 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"
|
||||
|
||||
// SoundSequenceSlot --------------------------------------------------------
|
||||
|
||||
class ASoundSequenceSlot : public AActor
|
||||
{
|
||||
DECLARE_STATELESS_ACTOR (ASoundSequenceSlot, AActor)
|
||||
public:
|
||||
void Serialize (FArchive &arc);
|
||||
|
||||
DSeqNode *Sequence;
|
||||
};
|
||||
|
||||
IMPLEMENT_STATELESS_ACTOR (ASoundSequenceSlot, Any, -1, 0)
|
||||
PROP_Flags (MF_NOSECTOR|MF_NOBLOCKMAP)
|
||||
END_DEFAULTS
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// ASoundSequenceSlot :: Serialize
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void ASoundSequenceSlot::Serialize (FArchive &arc)
|
||||
{
|
||||
Super::Serialize (arc);
|
||||
arc << Sequence;
|
||||
}
|
||||
|
||||
// SoundSequence ------------------------------------------------------------
|
||||
|
||||
class ASoundSequence : public AActor
|
||||
{
|
||||
DECLARE_STATELESS_ACTOR (ASoundSequence, AActor)
|
||||
public:
|
||||
void Destroy ();
|
||||
void PostBeginPlay ();
|
||||
void Activate (AActor *activator);
|
||||
void Deactivate (AActor *activator);
|
||||
};
|
||||
|
||||
IMPLEMENT_STATELESS_ACTOR (ASoundSequence, Any, 14066, 0)
|
||||
PROP_Flags (MF_NOSECTOR|MF_NOBLOCKMAP)
|
||||
END_DEFAULTS
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// ASoundSequence :: Destroy
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void ASoundSequence::Destroy ()
|
||||
{
|
||||
SN_StopSequence (this);
|
||||
Super::Destroy();
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// ASoundSequence :: PostBeginPlay
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void ASoundSequence::PostBeginPlay ()
|
||||
{
|
||||
name 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)
|
||||
{
|
||||
master = Spawn<ASoundSequenceSlot> (0, 0, 0);
|
||||
master->Sequence = SN_StartSequence (master, slot, 0);
|
||||
}
|
||||
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);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Predefined sound sequence actors for Heretic. These use health as the
|
||||
// sequence ID rather than args[0].
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
class AHereticSoundSequence : public ASoundSequence
|
||||
{
|
||||
DECLARE_STATELESS_ACTOR (AHereticSoundSequence, ASoundSequence)
|
||||
public:
|
||||
void PostBeginPlay ();
|
||||
};
|
||||
|
||||
IMPLEMENT_STATELESS_ACTOR (AHereticSoundSequence, Heretic, -1, 0)
|
||||
END_DEFAULTS
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// AHereticSoundSequence :: PostBeginPlay
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void AHereticSoundSequence::PostBeginPlay ()
|
||||
{
|
||||
args[0] = health - 1200;
|
||||
Super::PostBeginPlay();
|
||||
}
|
||||
|
||||
// SoundSequence1 -----------------------------------------------------------
|
||||
|
||||
class AHereticSoundSequence1 : public AHereticSoundSequence
|
||||
{
|
||||
DECLARE_STATELESS_ACTOR (AHereticSoundSequence1, AHereticSoundSequence)
|
||||
};
|
||||
|
||||
IMPLEMENT_STATELESS_ACTOR (AHereticSoundSequence1, Heretic, 1200, 0)
|
||||
PROP_SpawnHealth (1200)
|
||||
END_DEFAULTS
|
||||
|
||||
// SoundSequence2 -----------------------------------------------------------
|
||||
|
||||
class AHereticSoundSequence2 : public AHereticSoundSequence
|
||||
{
|
||||
DECLARE_STATELESS_ACTOR (AHereticSoundSequence2, AHereticSoundSequence)
|
||||
};
|
||||
|
||||
IMPLEMENT_STATELESS_ACTOR (AHereticSoundSequence2, Heretic, 1201, 0)
|
||||
PROP_SpawnHealth (1201)
|
||||
END_DEFAULTS
|
||||
|
||||
// SoundSequence3 -----------------------------------------------------------
|
||||
|
||||
class AHereticSoundSequence3 : public AHereticSoundSequence
|
||||
{
|
||||
DECLARE_STATELESS_ACTOR (AHereticSoundSequence3, AHereticSoundSequence)
|
||||
};
|
||||
|
||||
IMPLEMENT_STATELESS_ACTOR (AHereticSoundSequence3, Heretic, 1202, 0)
|
||||
PROP_SpawnHealth (1202)
|
||||
END_DEFAULTS
|
||||
|
||||
// SoundSequence4 -----------------------------------------------------------
|
||||
|
||||
class AHereticSoundSequence4 : public AHereticSoundSequence
|
||||
{
|
||||
DECLARE_STATELESS_ACTOR (AHereticSoundSequence4, AHereticSoundSequence)
|
||||
};
|
||||
|
||||
IMPLEMENT_STATELESS_ACTOR (AHereticSoundSequence4, Heretic, 1203, 0)
|
||||
PROP_SpawnHealth (1203)
|
||||
END_DEFAULTS
|
||||
|
||||
// SoundSequence5 -----------------------------------------------------------
|
||||
|
||||
class AHereticSoundSequence5 : public AHereticSoundSequence
|
||||
{
|
||||
DECLARE_STATELESS_ACTOR (AHereticSoundSequence5, AHereticSoundSequence)
|
||||
};
|
||||
|
||||
IMPLEMENT_STATELESS_ACTOR (AHereticSoundSequence5, Heretic, 1204, 0)
|
||||
PROP_SpawnHealth (1204)
|
||||
END_DEFAULTS
|
||||
|
||||
// SoundSequence6 -----------------------------------------------------------
|
||||
|
||||
class AHereticSoundSequence6 : public AHereticSoundSequence
|
||||
{
|
||||
DECLARE_STATELESS_ACTOR (AHereticSoundSequence6, AHereticSoundSequence)
|
||||
};
|
||||
|
||||
IMPLEMENT_STATELESS_ACTOR (AHereticSoundSequence6, Heretic, 1205, 0)
|
||||
PROP_SpawnHealth (1205)
|
||||
END_DEFAULTS
|
||||
|
||||
// SoundSequence7 -----------------------------------------------------------
|
||||
|
||||
class AHereticSoundSequence7 : public AHereticSoundSequence
|
||||
{
|
||||
DECLARE_STATELESS_ACTOR (AHereticSoundSequence7, AHereticSoundSequence)
|
||||
};
|
||||
|
||||
IMPLEMENT_STATELESS_ACTOR (AHereticSoundSequence7, Heretic, 1206, 0)
|
||||
PROP_SpawnHealth (1206)
|
||||
END_DEFAULTS
|
||||
|
||||
// SoundSequence8 -----------------------------------------------------------
|
||||
|
||||
class AHereticSoundSequence8 : public AHereticSoundSequence
|
||||
{
|
||||
DECLARE_STATELESS_ACTOR (AHereticSoundSequence8, AHereticSoundSequence)
|
||||
};
|
||||
|
||||
IMPLEMENT_STATELESS_ACTOR (AHereticSoundSequence8, Heretic, 1207, 0)
|
||||
PROP_SpawnHealth (1207)
|
||||
END_DEFAULTS
|
||||
|
||||
// SoundSequence9 -----------------------------------------------------------
|
||||
|
||||
class AHereticSoundSequence9 : public AHereticSoundSequence
|
||||
{
|
||||
DECLARE_STATELESS_ACTOR (AHereticSoundSequence9, AHereticSoundSequence)
|
||||
};
|
||||
|
||||
IMPLEMENT_STATELESS_ACTOR (AHereticSoundSequence9, Heretic, 1208, 0)
|
||||
PROP_SpawnHealth (1208)
|
||||
END_DEFAULTS
|
||||
|
||||
// SoundSequence10 ----------------------------------------------------------
|
||||
|
||||
class AHereticSoundSequence10 : public AHereticSoundSequence
|
||||
{
|
||||
DECLARE_STATELESS_ACTOR (AHereticSoundSequence10, AHereticSoundSequence)
|
||||
};
|
||||
|
||||
IMPLEMENT_STATELESS_ACTOR (AHereticSoundSequence10, Heretic, 1209, 0)
|
||||
PROP_SpawnHealth (1209)
|
||||
END_DEFAULTS
|
Loading…
Reference in a new issue