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66d28a24b8
Needless to say, this is simply too volatile and would require constant active maintenance, not to mention a huge amount of work up front to get going. It also hid a nasty problem with the Destroy method. Due to the way the garbage collector works, Destroy cannot be exposed to scripts as-is. It may be called from scripts but it may not be overridden from scripts because the garbage collector can call this function after all data needed for calling a scripted override has already been destroyed because if that data is also being collected there is no guarantee that proper order of destruction is observed. So for now Destroy is just a normal native method to scripted classes
193 lines
6.2 KiB
C++
193 lines
6.2 KiB
C++
/*
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** a_soundsequence.cpp
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** Actors for independantly playing sound sequences in a map.
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 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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** A SoundSequence actor has two modes of operation:
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**
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** 1. If the sound sequence assigned to it has a slot, then a separate
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** SoundSequenceSlot actor is spawned (if not already present), and
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** this actor's sound sequence is added to its list of choices. This
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** actor is then destroyed, never to be heard from again. The sound
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** sequence for the slot is automatically played on the new
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** SoundSequenceSlot actor, and it should at some point execute the
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** randomsequence command so that it can pick one of the other
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** sequences to play. The slot sequence should also end with restart
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** so that more than one sequence will have a chance to play.
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**
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** In this mode, it is very much like world $ambient sounds defined
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** in SNDINFO but more flexible.
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**
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** 2. If the sound sequence assigned to it has no slot, then it will play
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** the sequence when activated and cease playing the sequence when
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** deactivated.
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**
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** In this mode, it is very much like point $ambient sounds defined
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** in SNDINFO but more flexible.
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**
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** To assign a sound sequence, set the SoundSequence's first argument to
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** the ID of the corresponding environment sequence you want to use. If
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** that sequence is a multiple-choice sequence, then the second argument
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** selects which choice it picks.
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*/
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#include <stddef.h>
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#include "actor.h"
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#include "info.h"
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#include "s_sound.h"
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#include "m_random.h"
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#include "s_sndseq.h"
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#include "serializer.h"
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// SoundSequenceSlot --------------------------------------------------------
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class ASoundSequenceSlot : public AActor
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{
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DECLARE_CLASS (ASoundSequenceSlot, AActor)
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HAS_OBJECT_POINTERS
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public:
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void Serialize(FSerializer &arc);
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TObjPtr<DSeqNode> Sequence;
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};
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IMPLEMENT_CLASS(ASoundSequenceSlot, false, true)
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IMPLEMENT_POINTERS_START(ASoundSequenceSlot)
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IMPLEMENT_POINTER(Sequence)
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IMPLEMENT_POINTERS_END
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//==========================================================================
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//
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// ASoundSequenceSlot :: Serialize
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//
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//==========================================================================
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void ASoundSequenceSlot::Serialize(FSerializer &arc)
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{
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Super::Serialize (arc);
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arc("sequence", Sequence);
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}
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// SoundSequence ------------------------------------------------------------
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class ASoundSequence : public AActor
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{
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DECLARE_CLASS (ASoundSequence, AActor)
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public:
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void Destroy() override;
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void PostBeginPlay ();
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void Activate (AActor *activator);
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void Deactivate (AActor *activator);
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void MarkPrecacheSounds () const;
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};
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IMPLEMENT_CLASS(ASoundSequence, false, false)
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//==========================================================================
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//
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// ASoundSequence :: Destroy
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//
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//==========================================================================
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void ASoundSequence::Destroy ()
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{
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SN_StopSequence (this);
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Super::Destroy();
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}
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//==========================================================================
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//
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// ASoundSequence :: PostBeginPlay
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//
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//==========================================================================
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void ASoundSequence::PostBeginPlay ()
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{
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FName slot = SN_GetSequenceSlot (args[0], SEQ_ENVIRONMENT);
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if (slot != NAME_None)
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{ // This is a slotted sound, so add it to the master for that slot
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ASoundSequenceSlot *master;
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TThinkerIterator<ASoundSequenceSlot> locator;
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while (NULL != (master = locator.Next ()))
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{
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if (master->Sequence->GetSequenceName() == slot)
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{
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break;
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}
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}
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if (master == NULL)
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{
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master = Spawn<ASoundSequenceSlot> ();
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master->Sequence = SN_StartSequence (master, slot, 0);
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GC::WriteBarrier(master, master->Sequence);
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}
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master->Sequence->AddChoice (args[0], SEQ_ENVIRONMENT);
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Destroy ();
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}
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}
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//==========================================================================
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//
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// ASoundSequence :: MarkPrecacheSounds
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//
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//==========================================================================
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void ASoundSequence::MarkPrecacheSounds() const
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{
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Super::MarkPrecacheSounds();
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SN_MarkPrecacheSounds(args[0], SEQ_ENVIRONMENT);
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}
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//==========================================================================
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//
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// ASoundSequence :: Activate
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//
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//==========================================================================
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void ASoundSequence::Activate (AActor *activator)
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{
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SN_StartSequence (this, args[0], SEQ_ENVIRONMENT, args[1]);
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}
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//==========================================================================
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//
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// ASoundSequence :: Deactivate
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//
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//==========================================================================
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void ASoundSequence::Deactivate (AActor *activator)
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{
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SN_StopSequence (this);
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}
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