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https://github.com/ZDoom/qzdoom.git
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760f70d3f1
so that all files are included by a central one instead of compiling each one separately. This speeds up the compilation process by 25% when doing a complete rebuild in Visual C. - Cleaned up more header dependencies. SVN r1226 (trunk)
178 lines
5.9 KiB
C++
178 lines
5.9 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 "farchive.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 (FArchive &arc);
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TObjPtr<DSeqNode> Sequence;
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};
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IMPLEMENT_POINTY_CLASS(ASoundSequenceSlot)
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DECLARE_POINTER(Sequence)
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END_POINTERS
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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 (FArchive &arc)
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{
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Super::Serialize (arc);
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arc << 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 ();
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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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};
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IMPLEMENT_CLASS (ASoundSequence)
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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> (0, 0, 0, NO_REPLACE);
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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 :: 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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