qzdoom/wadsrc/static/zscript/shared/soundsequence.txt

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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.
*/
class AmbientSound : Actor native
{
default
{
+NOBLOCKMAP
+NOSECTOR
+DONTSPLASH
}
}
class AmbientSoundNoGravity : AmbientSound
{
default
{
+NOGRAVITY
}
}
class SoundSequenceSlot : Actor
{
default
{
+NOSECTOR
+NOBLOCKMAP
+DONTSPLASH
}
SeqNode sequence;
}
class SoundSequence : Actor
{
default
{
+NOSECTOR
+NOBLOCKMAP
+DONTSPLASH
}
//==========================================================================
//
// ASoundSequence :: Destroy
//
//==========================================================================
override void OnDestroy ()
{
StopSoundSequence ();
Super.OnDestroy();
}
//==========================================================================
//
// ASoundSequence :: PostBeginPlay
//
//==========================================================================
override void PostBeginPlay ()
{
Name slot = SeqNode.GetSequenceSlot (args[0], SeqNode.ENVIRONMENT);
if (slot != 'none')
{ // This is a slotted sound, so add it to the master for that slot
SoundSequenceSlot master;
let locator = ThinkerIterator.Create("SoundSequenceSlot");
while ((master = SoundSequenceSlot(locator.Next ())))
{
if (master.Sequence.GetSequenceName() == slot)
{
break;
}
}
if (master == NULL)
{
master = SoundSequenceSlot(Spawn("SoundSequenceSlot"));
master.Sequence = master.StartSoundSequence (slot, 0);
}
master.Sequence.AddChoice (args[0], SeqNode.ENVIRONMENT);
Destroy ();
}
}
//==========================================================================
//
// ASoundSequence :: MarkPrecacheSounds
//
//==========================================================================
override void MarkPrecacheSounds()
{
Super.MarkPrecacheSounds();
SeqNode.MarkPrecacheSounds(args[0], SeqNode.ENVIRONMENT);
}
//==========================================================================
//
// ASoundSequence :: Activate
//
//==========================================================================
override void Activate (Actor activator)
{
StartSoundSequenceID (args[0], SeqNode.ENVIRONMENT, args[1]);
}
//==========================================================================
//
// ASoundSequence :: Deactivate
//
//==========================================================================
override void Deactivate (Actor activator)
{
StopSoundSequence ();
}
}
// Heretic Sound sequences -----------------------------------------------------------
class HereticSoundSequence1 : SoundSequence
{
default
{
Args 0;
}
}
class HereticSoundSequence2 : SoundSequence
{
default
{
Args 1;
}
}
class HereticSoundSequence3 : SoundSequence
{
default
{
Args 2;
}
}
class HereticSoundSequence4 : SoundSequence
{
default
{
Args 3;
}
}
class HereticSoundSequence5 : SoundSequence
{
default
{
Args 4;
}
}
class HereticSoundSequence6 : SoundSequence
{
default
{
Args 5;
}
}
class HereticSoundSequence7 : SoundSequence
{
default
{
Args 6;
}
}
class HereticSoundSequence8 : SoundSequence
{
default
{
Args 7;
}
}
class HereticSoundSequence9 : SoundSequence
{
default
{
Args 8;
}
}
class HereticSoundSequence10 : SoundSequence
{
default
{
Args 9;
}
}