qzdoom/src/s_sndseq.cpp
Christoph Oelckers 8ab562ef13 - the fourth.
2017-03-08 18:55:54 +01:00

1614 lines
37 KiB
C++

//**************************************************************************
//**
//** sn_sonix.c : Heretic 2 : Raven Software, Corp.
//**
//** $RCSfile: sn_sonix.c,v $
//** $Revision: 1.17 $
//** $Date: 95/10/05 18:25:44 $
//** $Author: paul $
//**
//**************************************************************************
#include <string.h>
#include <stdio.h>
#include "doomtype.h"
#include "doomstat.h"
#include "sc_man.h"
#include "m_random.h"
#include "s_sound.h"
#include "s_sndseq.h"
#include "w_wad.h"
#include "i_system.h"
#include "cmdlib.h"
#include "p_local.h"
#include "po_man.h"
#include "gi.h"
#include "templates.h"
#include "c_dispatch.h"
#include "g_level.h"
#include "serializer.h"
#include "d_player.h"
#include "g_levellocals.h"
// MACROS ------------------------------------------------------------------
#define GetCommand(a) ((a) & 255)
#define GetData(a) (int32_t(a) >> 8 )
#define GetFloatData(a) float((int32_t(a) >> 8 )/65536.f)
#define MakeCommand(a,b) ((a) | ((b) << 8))
#define HexenPlatSeq(a) (a)
#define HexenDoorSeq(a) ((a) | 0x40)
#define HexenEnvSeq(a) ((a) | 0x80)
#define HexenLastSeq (0xff)
#define TIME_REFERENCE level.time
// TYPES -------------------------------------------------------------------
typedef enum
{
SS_STRING_PLAY,
SS_STRING_PLAYUNTILDONE,
SS_STRING_PLAYTIME,
SS_STRING_PLAYREPEAT,
SS_STRING_PLAYLOOP,
SS_STRING_DELAY,
SS_STRING_DELAYONCE,
SS_STRING_DELAYRAND,
SS_STRING_VOLUME,
SS_STRING_VOLUMEREL,
SS_STRING_VOLUMERAND,
SS_STRING_END,
SS_STRING_STOPSOUND,
SS_STRING_ATTENUATION,
SS_STRING_NOSTOPCUTOFF,
SS_STRING_SLOT,
SS_STRING_RANDOMSEQUENCE,
SS_STRING_RESTART,
// These must be last and in the same order as they appear in seqtype_t
SS_STRING_PLATFORM,
SS_STRING_DOOR,
SS_STRING_ENVIRONMENT
} ssstrings_t;
typedef enum
{
SS_CMD_NONE,
SS_CMD_PLAY,
SS_CMD_WAITUNTILDONE, // used by PLAYUNTILDONE
SS_CMD_PLAYTIME,
SS_CMD_PLAYREPEAT,
SS_CMD_PLAYLOOP,
SS_CMD_DELAY,
SS_CMD_DELAYRAND,
SS_CMD_VOLUME,
SS_CMD_VOLUMEREL,
SS_CMD_VOLUMERAND,
SS_CMD_STOPSOUND,
SS_CMD_ATTENUATION,
SS_CMD_RANDOMSEQUENCE,
SS_CMD_BRANCH,
SS_CMD_LAST2NOP,
SS_CMD_SELECT,
SS_CMD_END
} sscmds_t;
struct hexenseq_t
{
ENamedName Name;
uint8_t Seqs[4];
};
class DSeqActorNode : public DSeqNode
{
DECLARE_CLASS(DSeqActorNode, DSeqNode)
HAS_OBJECT_POINTERS
public:
DSeqActorNode(AActor *actor, int sequence, int modenum);
void OnDestroy() override;
void Serialize(FSerializer &arc);
void MakeSound(int loop, FSoundID id)
{
S_Sound(m_Actor, CHAN_BODY|loop, id, clamp(m_Volume, 0.f, 1.f), m_Atten);
}
bool IsPlaying()
{
return S_IsActorPlayingSomething (m_Actor, CHAN_BODY, m_CurrentSoundID);
}
void *Source()
{
return m_Actor;
}
DSeqNode *SpawnChild(int seqnum)
{
return SN_StartSequence (m_Actor, seqnum, SEQ_NOTRANS, m_ModeNum, true);
}
private:
DSeqActorNode() {}
TObjPtr<AActor*> m_Actor;
};
class DSeqPolyNode : public DSeqNode
{
DECLARE_CLASS(DSeqPolyNode, DSeqNode)
public:
DSeqPolyNode(FPolyObj *poly, int sequence, int modenum);
void OnDestroy() override;
void Serialize(FSerializer &arc);
void MakeSound(int loop, FSoundID id)
{
S_Sound (m_Poly, CHAN_BODY|loop, id, clamp(m_Volume, 0.f, 1.f), m_Atten);
}
bool IsPlaying()
{
return S_GetSoundPlayingInfo (m_Poly, m_CurrentSoundID);
}
void *Source()
{
return m_Poly;
}
DSeqNode *SpawnChild (int seqnum)
{
return SN_StartSequence (m_Poly, seqnum, SEQ_NOTRANS, m_ModeNum, true);
}
private:
DSeqPolyNode () {}
FPolyObj *m_Poly;
};
class DSeqSectorNode : public DSeqNode
{
DECLARE_CLASS(DSeqSectorNode, DSeqNode)
public:
DSeqSectorNode(sector_t *sec, int chan, int sequence, int modenum);
void OnDestroy() override;
void Serialize(FSerializer &arc);
void MakeSound(int loop, FSoundID id)
{
Channel = (Channel & 7) | CHAN_AREA | loop;
S_Sound(m_Sector, Channel, id, clamp(m_Volume, 0.f, 1.f), m_Atten);
}
bool IsPlaying()
{
return S_GetSoundPlayingInfo (m_Sector, m_CurrentSoundID);
}
void *Source()
{
return m_Sector;
}
DSeqNode *SpawnChild(int seqnum)
{
return SN_StartSequence (m_Sector, Channel, seqnum, SEQ_NOTRANS, m_ModeNum, true);
}
int Channel;
private:
DSeqSectorNode() {}
sector_t *m_Sector;
};
// When destroyed, destroy the sound sequences too.
struct FSoundSequencePtrArray : public TArray<FSoundSequence *>
{
~FSoundSequencePtrArray()
{
for (unsigned int i = 0; i < Size(); ++i)
{
M_Free((*this)[i]);
}
}
};
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
static void AssignTranslations (FScanner &sc, int seq, seqtype_t type);
static void AssignHexenTranslations (void);
static void AddSequence (int curseq, FName seqname, FName slot, int stopsound, const TArray<uint32_t> &ScriptTemp);
static int FindSequence (const char *searchname);
static int FindSequence (FName seqname);
static bool TwiddleSeqNum (int &sequence, seqtype_t type);
// PUBLIC DATA DEFINITIONS -------------------------------------------------
FSoundSequencePtrArray Sequences;
int ActiveSequences;
DSeqNode *DSeqNode::SequenceListHead;
// PRIVATE DATA DEFINITIONS ------------------------------------------------
static const char *SSStrings[] = {
"play",
"playuntildone",
"playtime",
"playrepeat",
"playloop",
"delay",
"delayonce",
"delayrand",
"volume",
"volumerel",
"volumerand",
"end",
"stopsound",
"attenuation",
"nostopcutoff",
"slot",
"randomsequence",
"restart",
// These must be last and in the same order as they appear in seqtype_t
"platform",
"door",
"environment",
NULL
};
struct SSAttenuation
{
const char *name;
float value;
};
static const SSAttenuation Attenuations[] = {
{ "none", ATTN_NONE },
{ "normal", ATTN_NORM },
{ "idle", ATTN_IDLE },
{ "static", ATTN_STATIC },
{ "surround", ATTN_NONE },
{ NULL, 0}
};
static const hexenseq_t HexenSequences[] = {
{ NAME_Platform, { HexenPlatSeq(0), HexenPlatSeq(1), HexenPlatSeq(3), HexenLastSeq } },
{ NAME_PlatformMetal, { HexenPlatSeq(2), HexenLastSeq } },
{ NAME_Silence, { HexenPlatSeq(4), HexenDoorSeq(4), HexenLastSeq } },
{ NAME_Lava, { HexenPlatSeq(5), HexenDoorSeq(5), HexenLastSeq } },
{ NAME_Water, { HexenPlatSeq(6), HexenDoorSeq(6), HexenLastSeq } },
{ NAME_Ice, { HexenPlatSeq(7), HexenDoorSeq(7), HexenLastSeq } },
{ NAME_Earth, { HexenPlatSeq(8), HexenDoorSeq(8), HexenLastSeq } },
{ NAME_PlatformMetal2, { HexenPlatSeq(9), HexenLastSeq } },
{ NAME_DoorNormal, { HexenDoorSeq(0), HexenLastSeq } },
{ NAME_DoorHeavy, { HexenDoorSeq(1), HexenLastSeq } },
{ NAME_DoorMetal, { HexenDoorSeq(2), HexenLastSeq } },
{ NAME_DoorCreak, { HexenDoorSeq(3), HexenLastSeq } },
{ NAME_DoorMetal2, { HexenDoorSeq(9), HexenLastSeq } },
{ NAME_Wind, { HexenEnvSeq(10), HexenLastSeq } },
{ NAME_None, {0} }
};
static int SeqTrans[64*3];
static FRandom pr_sndseq ("SndSeq");
// CODE --------------------------------------------------------------------
void DSeqNode::SerializeSequences (FSerializer &arc)
{
arc("sndseqlisthead", SequenceListHead);
}
IMPLEMENT_CLASS(DSeqNode, false, true)
IMPLEMENT_POINTERS_START(DSeqNode)
IMPLEMENT_POINTER(m_ChildSeqNode)
IMPLEMENT_POINTER(m_ParentSeqNode)
IMPLEMENT_POINTER(m_Next)
IMPLEMENT_POINTER(m_Prev)
IMPLEMENT_POINTERS_END
DSeqNode::DSeqNode ()
: m_SequenceChoices(0)
{
m_Next = m_Prev = m_ChildSeqNode = m_ParentSeqNode = NULL;
}
void DSeqNode::Serialize(FSerializer &arc)
{
int seqOffset;
unsigned int i;
FName seqName;
int delayTics = 0;
FSoundID id;
float volume;
float atten = ATTN_NORM;
int seqnum;
unsigned int numchoices;
// copy these to local variables so that the actual serialization code does not need to be duplicated for saving and loading.
if (arc.isWriting())
{
seqOffset = (int)SN_GetSequenceOffset(m_Sequence, m_SequencePtr);
delayTics = m_DelayUntilTic;
volume = m_Volume;
atten = m_Atten;
id = m_CurrentSoundID;
seqName = Sequences[m_Sequence]->SeqName;
numchoices = m_SequenceChoices.Size();
}
Super::Serialize(arc);
arc("seqoffset", seqOffset)
("delaytics", delayTics)
("volume", volume)
("atten", atten)
("modelnum", m_ModeNum)
("next", m_Next)
("prev", m_Prev)
("childseqnode", m_ChildSeqNode)
("parentseqnode", m_ParentSeqNode)
("id", id)
("seqname", seqName)
("numchoices", numchoices);
// The way this is saved makes it hard to encapsulate so just do it the hard way...
if (arc.isWriting())
{
if (numchoices > 0 && arc.BeginArray("choices"))
{
for (i = 0; i < m_SequenceChoices.Size(); ++i)
{
arc(nullptr, Sequences[m_SequenceChoices[i]]->SeqName);
}
arc.EndArray();
}
}
else
{
seqnum = FindSequence (seqName);
if (seqnum >= 0)
{
ActivateSequence (seqnum);
}
else
{
I_Error ("Unknown sound sequence '%s'\n", seqName.GetChars());
// Can I just Destroy() here instead of erroring out?
}
ChangeData (seqOffset, delayTics - TIME_REFERENCE, volume, id);
m_SequenceChoices.Resize(numchoices);
if (numchoices > 0 && arc.BeginArray("choices"))
{
for (i = 0; i < numchoices; ++i)
{
arc(nullptr, seqName);
m_SequenceChoices[i] = FindSequence(seqName);
}
arc.EndArray();
}
}
}
void DSeqNode::OnDestroy()
{
// If this sequence was launched by a parent sequence, advance that
// sequence now.
if (m_ParentSeqNode != NULL && m_ParentSeqNode->m_ChildSeqNode == this)
{
m_ParentSeqNode->m_SequencePtr++;
m_ParentSeqNode->m_ChildSeqNode = NULL;
m_ParentSeqNode = NULL;
}
if (SequenceListHead == this)
{
SequenceListHead = m_Next;
GC::WriteBarrier(m_Next);
}
if (m_Prev)
{
m_Prev->m_Next = m_Next;
GC::WriteBarrier(m_Prev, m_Next);
}
if (m_Next)
{
m_Next->m_Prev = m_Prev;
GC::WriteBarrier(m_Next, m_Prev);
}
ActiveSequences--;
Super::OnDestroy();
}
void DSeqNode::StopAndDestroy ()
{
if (m_ChildSeqNode != NULL)
{
m_ChildSeqNode->StopAndDestroy();
}
Destroy();
}
void DSeqNode::AddChoice (int seqnum, seqtype_t type)
{
if (TwiddleSeqNum (seqnum, type))
{
m_SequenceChoices.Push (seqnum);
}
}
DEFINE_ACTION_FUNCTION(DSeqNode, AddChoice)
{
PARAM_SELF_PROLOGUE(DSeqNode);
PARAM_NAME(seq);
PARAM_INT(mode);
self->AddChoice(seq, seqtype_t(mode));
return 0;
}
FName DSeqNode::GetSequenceName () const
{
return Sequences[m_Sequence]->SeqName;
}
DEFINE_ACTION_FUNCTION(DSeqNode, GetSequenceName)
{
PARAM_SELF_PROLOGUE(DSeqNode);
ACTION_RETURN_INT(self->GetSequenceName().GetIndex());
}
IMPLEMENT_CLASS(DSeqActorNode, false, true)
IMPLEMENT_POINTERS_START(DSeqActorNode)
IMPLEMENT_POINTER(m_Actor)
IMPLEMENT_POINTERS_END
void DSeqActorNode::Serialize(FSerializer &arc)
{
Super::Serialize (arc);
arc("actor", m_Actor);
}
IMPLEMENT_CLASS(DSeqPolyNode, false, false)
void DSeqPolyNode::Serialize(FSerializer &arc)
{
Super::Serialize (arc);
arc("poly", m_Poly);
}
IMPLEMENT_CLASS(DSeqSectorNode, false, false)
void DSeqSectorNode::Serialize(FSerializer &arc)
{
Super::Serialize (arc);
arc("sector",m_Sector)
("channel", Channel);
}
//==========================================================================
//
// AssignTranslations
//
//==========================================================================
static void AssignTranslations (FScanner &sc, int seq, seqtype_t type)
{
sc.Crossed = false;
while (sc.GetString() && !sc.Crossed)
{
if (IsNum(sc.String))
{
SeqTrans[(atoi(sc.String) & 63) + type * 64] = seq;
}
}
sc.UnGet();
}
//==========================================================================
//
// AssignHexenTranslations
//
//==========================================================================
static void AssignHexenTranslations (void)
{
unsigned int i, j, seq;
for (i = 0; HexenSequences[i].Name != NAME_None; i++)
{
for (seq = 0; seq < Sequences.Size(); seq++)
{
if (Sequences[seq] != NULL && HexenSequences[i].Name == Sequences[seq]->SeqName)
break;
}
if (seq == Sequences.Size())
continue;
for (j = 0; j < 4 && HexenSequences[i].Seqs[j] != HexenLastSeq; j++)
{
int trans;
if (HexenSequences[i].Seqs[j] & 0x40)
{
trans = 64 * SEQ_DOOR;
}
else if (HexenSequences[i].Seqs[j] & 0x80)
trans = 64 * SEQ_ENVIRONMENT;
else
trans = 64 * SEQ_PLATFORM;
SeqTrans[trans + (HexenSequences[i].Seqs[j] & 0x3f)] = seq;
}
}
}
//==========================================================================
//
// S_ClearSndSeq
//
//==========================================================================
void S_ClearSndSeq()
{
for (unsigned int i = 0; i < Sequences.Size(); i++)
{
if (Sequences[i])
{
M_Free(Sequences[i]);
}
}
Sequences.Clear();
}
//==========================================================================
//
// S_ParseSndSeq
//
//==========================================================================
void S_ParseSndSeq (int levellump)
{
TArray<uint32_t> ScriptTemp;
int lastlump, lump;
char seqtype = ':';
FName seqname;
FName slot;
int stopsound;
int delaybase;
float volumebase;
int curseq = -1;
int val;
// First free the old SNDSEQ data. This allows us to reload this for each level
// and specify a level specific SNDSEQ lump!
S_ClearSndSeq();
// be gone, compiler warnings
stopsound = 0;
memset (SeqTrans, -1, sizeof(SeqTrans));
lastlump = 0;
while (((lump = Wads.FindLump ("SNDSEQ", &lastlump)) != -1 || levellump != -1) && levellump != -2)
{
if (lump == -1)
{
lump = levellump;
levellump = -2;
}
FScanner sc(lump);
while (sc.GetString ())
{
if (*sc.String == ':' || *sc.String == '[')
{
if (curseq != -1)
{
sc.ScriptError ("S_ParseSndSeq: Nested Script Error");
}
seqname = sc.String + 1;
seqtype = sc.String[0];
for (curseq = 0; curseq < (int)Sequences.Size(); curseq++)
{
if (Sequences[curseq] != NULL && Sequences[curseq]->SeqName == seqname)
{
M_Free (Sequences[curseq]);
Sequences[curseq] = NULL;
break;
}
}
if (curseq == (int)Sequences.Size())
{
Sequences.Push (NULL);
}
ScriptTemp.Clear();
stopsound = 0;
slot = NAME_None;
if (seqtype == '[')
{
sc.SetCMode (true);
ScriptTemp.Push (0); // to be filled when definition is complete
}
continue;
}
if (curseq == -1)
{
continue;
}
if (seqtype == '[')
{
if (sc.String[0] == ']')
{ // End of this definition
ScriptTemp[0] = MakeCommand(SS_CMD_SELECT, (ScriptTemp.Size()-1)/2);
AddSequence (curseq, seqname, slot, stopsound, ScriptTemp);
curseq = -1;
sc.SetCMode (false);
}
else
{ // Add a selection
sc.UnGet();
if (sc.CheckNumber())
{
ScriptTemp.Push (sc.Number);
sc.MustGetString();
ScriptTemp.Push (FName(sc.String));
}
else
{
seqtype_t seqtype = seqtype_t(sc.MustMatchString (SSStrings + SS_STRING_PLATFORM));
AssignTranslations (sc, curseq, seqtype);
}
}
continue;
}
switch (sc.MustMatchString (SSStrings))
{
case SS_STRING_PLAYUNTILDONE:
sc.MustGetString ();
ScriptTemp.Push(MakeCommand(SS_CMD_PLAY, S_FindSound (sc.String)));
ScriptTemp.Push(MakeCommand(SS_CMD_WAITUNTILDONE, 0));
break;
case SS_STRING_PLAY:
sc.MustGetString ();
ScriptTemp.Push(MakeCommand(SS_CMD_PLAY, S_FindSound (sc.String)));
break;
case SS_STRING_PLAYTIME:
sc.MustGetString ();
ScriptTemp.Push(MakeCommand(SS_CMD_PLAY, S_FindSound (sc.String)));
sc.MustGetNumber ();
ScriptTemp.Push(MakeCommand(SS_CMD_DELAY, sc.Number));
break;
case SS_STRING_PLAYREPEAT:
sc.MustGetString ();
ScriptTemp.Push(MakeCommand (SS_CMD_PLAYREPEAT, S_FindSound (sc.String)));
break;
case SS_STRING_PLAYLOOP:
sc.MustGetString ();
ScriptTemp.Push(MakeCommand (SS_CMD_PLAYLOOP, S_FindSound (sc.String)));
sc.MustGetNumber ();
ScriptTemp.Push(sc.Number);
break;
case SS_STRING_DELAY:
sc.MustGetNumber ();
ScriptTemp.Push(MakeCommand(SS_CMD_DELAY, sc.Number));
break;
case SS_STRING_DELAYONCE:
sc.MustGetNumber ();
ScriptTemp.Push(MakeCommand(SS_CMD_DELAY, sc.Number));
ScriptTemp.Push(MakeCommand(SS_CMD_LAST2NOP, 0));
break;
case SS_STRING_DELAYRAND:
sc.MustGetNumber ();
delaybase = sc.Number;
ScriptTemp.Push(MakeCommand(SS_CMD_DELAYRAND, sc.Number));
sc.MustGetNumber ();
ScriptTemp.Push(MAX(1, sc.Number - delaybase + 1));
break;
case SS_STRING_VOLUME: // volume is in range 0..100
sc.MustGetFloat ();
ScriptTemp.Push(MakeCommand(SS_CMD_VOLUME, int(sc.Float * (65536.f / 100.f))));
break;
case SS_STRING_VOLUMEREL:
sc.MustGetFloat ();
ScriptTemp.Push(MakeCommand(SS_CMD_VOLUMEREL, int(sc.Float * (65536.f / 100.f))));
break;
case SS_STRING_VOLUMERAND:
sc.MustGetFloat ();
volumebase = float(sc.Float);
ScriptTemp.Push(MakeCommand(SS_CMD_VOLUMERAND, int(sc.Float * (65536.f / 100.f))));
sc.MustGetFloat ();
ScriptTemp.Push(int((sc.Float - volumebase) * (256/100.f)));
break;
case SS_STRING_STOPSOUND:
sc.MustGetString ();
stopsound = S_FindSound (sc.String);
ScriptTemp.Push(MakeCommand(SS_CMD_STOPSOUND, 0));
break;
case SS_STRING_NOSTOPCUTOFF:
stopsound = -1;
ScriptTemp.Push(MakeCommand(SS_CMD_STOPSOUND, 0));
break;
case SS_STRING_ATTENUATION:
if (sc.CheckFloat())
{
val = int(sc.Float*65536.);
}
else
{
sc.MustGetString ();
val = sc.MustMatchString(&Attenuations[0].name, sizeof(Attenuations[0])) * 65536;
}
ScriptTemp.Push(MakeCommand(SS_CMD_ATTENUATION, val));
break;
case SS_STRING_RANDOMSEQUENCE:
ScriptTemp.Push(MakeCommand(SS_CMD_RANDOMSEQUENCE, 0));
break;
case SS_STRING_RESTART:
ScriptTemp.Push(MakeCommand(SS_CMD_BRANCH, ScriptTemp.Size()));
break;
case SS_STRING_END:
AddSequence (curseq, seqname, slot, stopsound, ScriptTemp);
curseq = -1;
break;
case SS_STRING_PLATFORM:
AssignTranslations (sc, curseq, SEQ_PLATFORM);
break;
case SS_STRING_DOOR:
AssignTranslations (sc, curseq, SEQ_DOOR);
break;
case SS_STRING_ENVIRONMENT:
AssignTranslations (sc, curseq, SEQ_ENVIRONMENT);
break;
case SS_STRING_SLOT:
sc.MustGetString();
slot = sc.String;
break;
}
}
if (curseq > 0)
{
sc.ScriptError("End of file encountered before the final sequence ended.");
}
}
if (gameinfo.gametype == GAME_Hexen)
AssignHexenTranslations ();
}
static void AddSequence (int curseq, FName seqname, FName slot, int stopsound, const TArray<uint32_t> &ScriptTemp)
{
Sequences[curseq] = (FSoundSequence *)M_Malloc (sizeof(FSoundSequence) + sizeof(uint32_t)*ScriptTemp.Size());
Sequences[curseq]->SeqName = seqname;
Sequences[curseq]->Slot = slot;
Sequences[curseq]->StopSound = FSoundID(stopsound);
memcpy (Sequences[curseq]->Script, &ScriptTemp[0], sizeof(uint32_t)*ScriptTemp.Size());
Sequences[curseq]->Script[ScriptTemp.Size()] = MakeCommand(SS_CMD_END, 0);
}
DSeqNode::DSeqNode (int sequence, int modenum)
: m_ModeNum(modenum), m_SequenceChoices(0)
{
ActivateSequence (sequence);
if (!SequenceListHead)
{
SequenceListHead = this;
m_Next = m_Prev = NULL;
}
else
{
SequenceListHead->m_Prev = this; GC::WriteBarrier(SequenceListHead->m_Prev, this);
m_Next = SequenceListHead; GC::WriteBarrier(this, SequenceListHead);
SequenceListHead = this;
m_Prev = NULL;
}
GC::WriteBarrier(this);
m_ParentSeqNode = m_ChildSeqNode = NULL;
}
void DSeqNode::ActivateSequence (int sequence)
{
m_SequencePtr = Sequences[sequence]->Script;
m_Sequence = sequence;
m_DelayUntilTic = 0;
m_StopSound = Sequences[sequence]->StopSound;
m_CurrentSoundID = 0;
m_Volume = 1; // Start at max volume...
m_Atten = ATTN_IDLE; // ...and idle attenuation
ActiveSequences++;
}
DSeqActorNode::DSeqActorNode (AActor *actor, int sequence, int modenum)
: DSeqNode (sequence, modenum),
m_Actor (actor)
{
}
DSeqPolyNode::DSeqPolyNode (FPolyObj *poly, int sequence, int modenum)
: DSeqNode (sequence, modenum),
m_Poly (poly)
{
}
DSeqSectorNode::DSeqSectorNode (sector_t *sec, int chan, int sequence, int modenum)
: DSeqNode (sequence, modenum),
Channel (chan),
m_Sector (sec)
{
}
//==========================================================================
//
// SN_StartSequence
//
//==========================================================================
static bool TwiddleSeqNum (int &sequence, seqtype_t type)
{
if (type < SEQ_NUMSEQTYPES)
{
// [GrafZahl] Needs some range checking:
// Sector_ChangeSound doesn't do it so this makes invalid sequences play nothing.
if (sequence >= 0 && sequence < 64)
{
sequence = SeqTrans[sequence + type * 64];
}
else
{
return false;
}
}
return ((size_t)sequence < Sequences.Size() && Sequences[sequence] != NULL);
}
DSeqNode *SN_StartSequence (AActor *actor, int sequence, seqtype_t type, int modenum, bool nostop)
{
if (!nostop)
{
SN_StopSequence (actor); // Stop any previous sequence
}
if (TwiddleSeqNum (sequence, type))
{
return new DSeqActorNode (actor, sequence, modenum);
}
return NULL;
}
DEFINE_ACTION_FUNCTION(AActor, StartSoundSequenceID)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT(seq);
PARAM_INT(type);
PARAM_INT(modenum);
PARAM_BOOL_DEF(nostop);
ACTION_RETURN_POINTER(SN_StartSequence(self, seq, seqtype_t(type), modenum, nostop));
}
DSeqNode *SN_StartSequence (sector_t *sector, int chan, int sequence, seqtype_t type, int modenum, bool nostop)
{
if (!nostop)
{
SN_StopSequence (sector, chan);
}
if (TwiddleSeqNum (sequence, type))
{
return new DSeqSectorNode (sector, chan, sequence, modenum);
}
return NULL;
}
DEFINE_ACTION_FUNCTION(_Sector, StartSoundSequenceID)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(chan);
PARAM_INT(seq);
PARAM_INT(type);
PARAM_INT(modenum);
PARAM_BOOL_DEF(nostop);
ACTION_RETURN_POINTER(SN_StartSequence(self, chan, seq, seqtype_t(type), modenum, nostop));
}
DSeqNode *SN_StartSequence (FPolyObj *poly, int sequence, seqtype_t type, int modenum, bool nostop)
{
if (!nostop)
{
SN_StopSequence (poly);
}
if (TwiddleSeqNum (sequence, type))
{
return new DSeqPolyNode (poly, sequence, modenum);
}
return NULL;
}
//==========================================================================
//
// SN_StartSequence (named)
//
//==========================================================================
DSeqNode *SN_StartSequence (AActor *actor, const char *seqname, int modenum)
{
int seqnum = FindSequence(seqname);
if (seqnum >= 0)
{
return SN_StartSequence (actor, seqnum, SEQ_NOTRANS, modenum);
}
return NULL;
}
DSeqNode *SN_StartSequence (AActor *actor, FName seqname, int modenum)
{
int seqnum = FindSequence(seqname);
if (seqnum >= 0)
{
return SN_StartSequence (actor, seqnum, SEQ_NOTRANS, modenum);
}
return NULL;
}
DEFINE_ACTION_FUNCTION(AActor, StartSoundSequence)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_NAME(seq);
PARAM_INT(modenum);
ACTION_RETURN_POINTER(SN_StartSequence(self, seq, modenum));
}
DSeqNode *SN_StartSequence (sector_t *sec, int chan, const char *seqname, int modenum)
{
int seqnum = FindSequence(seqname);
if (seqnum >= 0)
{
return SN_StartSequence (sec, chan, seqnum, SEQ_NOTRANS, modenum);
}
return NULL;
}
DSeqNode *SN_StartSequence (sector_t *sec, int chan, FName seqname, int modenum)
{
int seqnum = FindSequence(seqname);
if (seqnum >= 0)
{
return SN_StartSequence (sec, chan, seqnum, SEQ_NOTRANS, modenum);
}
return NULL;
}
DEFINE_ACTION_FUNCTION(_Sector, StartSoundSequence)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(chan);
PARAM_NAME(seq);
PARAM_INT(modenum);
ACTION_RETURN_POINTER(SN_StartSequence(self, chan, seq, modenum));
}
DSeqNode *SN_StartSequence (FPolyObj *poly, const char *seqname, int modenum)
{
int seqnum = FindSequence(seqname);
if (seqnum >= 0)
{
return SN_StartSequence (poly, seqnum, SEQ_NOTRANS, modenum);
}
return NULL;
}
static int FindSequence (const char *searchname)
{
FName seqname(searchname, true);
if (seqname != NAME_None)
{
return FindSequence(seqname);
}
return -1;
}
static int FindSequence (FName seqname)
{
for (int i = Sequences.Size(); i-- > 0; )
{
if (Sequences[i] != NULL && seqname == Sequences[i]->SeqName)
{
return i;
}
}
return -1;
}
//==========================================================================
//
// SN_CheckSequence
//
// Returns the sound sequence playing in the sector on the given channel,
// if any.
//
//==========================================================================
DSeqNode *SN_CheckSequence(sector_t *sector, int chan)
{
for (DSeqNode *node = DSeqNode::FirstSequence(); node; )
{
DSeqNode *next = node->NextSequence();
if (node->Source() == sector)
{
assert(node->IsKindOf(RUNTIME_CLASS(DSeqSectorNode)));
if ((static_cast<DSeqSectorNode *>(node)->Channel & 7) == chan)
{
return node;
}
}
node = next;
}
return NULL;
}
DEFINE_ACTION_FUNCTION(_Sector, CheckSoundSequence)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(chan);
ACTION_RETURN_POINTER(SN_CheckSequence(self, chan));
}
//==========================================================================
//
// SN_StopSequence
//
//==========================================================================
void SN_StopSequence (AActor *actor)
{
SN_DoStop (actor);
}
DEFINE_ACTION_FUNCTION(AActor, StopSoundSequence)
{
PARAM_SELF_PROLOGUE(AActor);
SN_StopSequence(self);
return 0;
}
void SN_StopSequence (sector_t *sector, int chan)
{
DSeqNode *node = SN_CheckSequence(sector, chan);
if (node != NULL)
{
node->StopAndDestroy();
}
}
DEFINE_ACTION_FUNCTION(_Sector, StopSoundSequence)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(chan);
SN_StopSequence(self, chan);
return 0;
}
void SN_StopSequence (FPolyObj *poly)
{
SN_DoStop (poly);
}
void SN_DoStop (void *source)
{
DSeqNode *node;
for (node = DSeqNode::FirstSequence(); node; )
{
DSeqNode *next = node->NextSequence();
if (node->Source() == source)
{
node->StopAndDestroy ();
}
node = next;
}
}
void DSeqActorNode::OnDestroy ()
{
if (m_StopSound >= 0)
S_StopSound (m_Actor, CHAN_BODY);
if (m_StopSound >= 1)
MakeSound (0, m_StopSound);
Super::OnDestroy();
}
void DSeqSectorNode::OnDestroy ()
{
if (m_StopSound >= 0)
S_StopSound (m_Sector, Channel & 7);
if (m_StopSound >= 1)
MakeSound (0, m_StopSound);
Super::OnDestroy();
}
void DSeqPolyNode::OnDestroy ()
{
if (m_StopSound >= 0)
S_StopSound (m_Poly, CHAN_BODY);
if (m_StopSound >= 1)
MakeSound (0, m_StopSound);
Super::OnDestroy();
}
//==========================================================================
//
// SN_IsMakingLoopingSound
//
//==========================================================================
bool SN_IsMakingLoopingSound (sector_t *sector)
{
DSeqNode *node;
for (node = DSeqNode::FirstSequence (); node; )
{
DSeqNode *next = node->NextSequence();
if (node->Source() == (void *)sector)
{
return !!(static_cast<DSeqSectorNode *>(node)->Channel & CHAN_LOOP);
}
node = next;
}
return false;
}
DEFINE_ACTION_FUNCTION(_Sector, IsMakingLoopingSound)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
ACTION_RETURN_BOOL(SN_IsMakingLoopingSound(self));
}
//==========================================================================
//
// SN_UpdateActiveSequences
//
//==========================================================================
void DSeqNode::Tick ()
{
if (TIME_REFERENCE < m_DelayUntilTic)
{
return;
}
for (;;)
{
switch (GetCommand(*m_SequencePtr))
{
case SS_CMD_NONE:
m_SequencePtr++;
break;
case SS_CMD_PLAY:
if (!IsPlaying())
{
m_CurrentSoundID = FSoundID(GetData(*m_SequencePtr));
MakeSound (0, m_CurrentSoundID);
}
m_SequencePtr++;
break;
case SS_CMD_WAITUNTILDONE:
if (!IsPlaying())
{
m_SequencePtr++;
m_CurrentSoundID = 0;
}
else
{
return;
}
break;
case SS_CMD_PLAYREPEAT:
if (!IsPlaying())
{
// Does not advance sequencePtr, so it will repeat as necessary.
m_CurrentSoundID = FSoundID(GetData(*m_SequencePtr));
MakeSound (CHAN_LOOP, m_CurrentSoundID);
}
return;
case SS_CMD_PLAYLOOP:
// Like SS_CMD_PLAYREPEAT, sequencePtr is not advanced, so this
// command will repeat until the sequence is stopped.
m_CurrentSoundID = FSoundID(GetData(m_SequencePtr[0]));
MakeSound (0, m_CurrentSoundID);
m_DelayUntilTic = TIME_REFERENCE + m_SequencePtr[1];
return;
case SS_CMD_RANDOMSEQUENCE:
// If there's nothing to choose from, then there's nothing to do here.
if (m_SequenceChoices.Size() == 0)
{
m_SequencePtr++;
}
else if (m_ChildSeqNode == NULL)
{
int choice = pr_sndseq() % m_SequenceChoices.Size();
m_ChildSeqNode = SpawnChild (m_SequenceChoices[choice]);
GC::WriteBarrier(this, m_ChildSeqNode);
if (m_ChildSeqNode == NULL)
{ // Failed, so skip to next instruction.
m_SequencePtr++;
}
else
{ // Copy parameters to the child and link it to this one.
m_ChildSeqNode->m_Volume = m_Volume;
m_ChildSeqNode->m_Atten = m_Atten;
m_ChildSeqNode->m_ParentSeqNode = this;
return;
}
}
else
{
// If we get here, then the child sequence is playing, and it
// will advance our sequence pointer for us when it finishes.
return;
}
break;
case SS_CMD_DELAY:
m_DelayUntilTic = TIME_REFERENCE + GetData(*m_SequencePtr);
m_SequencePtr++;
m_CurrentSoundID = 0;
return;
case SS_CMD_DELAYRAND:
m_DelayUntilTic = TIME_REFERENCE + GetData(m_SequencePtr[0]) + pr_sndseq(m_SequencePtr[1]);
m_SequencePtr += 2;
m_CurrentSoundID = 0;
return;
case SS_CMD_VOLUME:
m_Volume = GetFloatData(*m_SequencePtr);
m_SequencePtr++;
break;
case SS_CMD_VOLUMEREL:
// like SS_CMD_VOLUME, but the new volume is added to the old volume
m_Volume += GetFloatData(*m_SequencePtr);
m_SequencePtr++;
break;
case SS_CMD_VOLUMERAND:
// like SS_CMD_VOLUME, but the new volume is chosen randomly from a range
m_Volume = GetFloatData(m_SequencePtr[0]) + (pr_sndseq() % m_SequencePtr[1]) / 255.f;
m_SequencePtr += 2;
break;
case SS_CMD_STOPSOUND:
// Wait until something else stops the sequence
return;
case SS_CMD_ATTENUATION:
m_Atten = GetFloatData(*m_SequencePtr);
m_SequencePtr++;
break;
case SS_CMD_BRANCH:
m_SequencePtr -= GetData(*m_SequencePtr);
break;
case SS_CMD_SELECT:
{ // Completely transfer control to the choice matching m_ModeNum.
// If no match is found, then just advance to the next command
// in this sequence, which should be SS_CMD_END.
int numchoices = GetData(*m_SequencePtr++);
int i;
for (i = 0; i < numchoices; ++i)
{
if (m_SequencePtr[i*2] == m_ModeNum)
{
int seqnum = FindSequence (ENamedName(m_SequencePtr[i*2+1]));
if (seqnum >= 0)
{ // Found a match, and it's a good one too.
ActiveSequences--;
ActivateSequence (seqnum);
break;
}
}
}
if (i == numchoices)
{ // No match (or no good match) was found.
m_SequencePtr += numchoices * 2;
}
}
break;
case SS_CMD_LAST2NOP:
*(m_SequencePtr - 1) = MakeCommand(SS_CMD_NONE, 0);
*m_SequencePtr = MakeCommand(SS_CMD_NONE, 0);
m_SequencePtr++;
break;
case SS_CMD_END:
Destroy ();
return;
default:
Printf ("Corrupted sound sequence: %s\n", Sequences[m_Sequence]->SeqName.GetChars());
Destroy ();
return;
}
}
}
void SN_UpdateActiveSequences (void)
{
DSeqNode *node;
if (!ActiveSequences || paused)
{ // No sequences currently playing/game is paused
return;
}
for (node = DSeqNode::FirstSequence(); node; node = node->NextSequence())
{
node->Tick ();
}
}
//==========================================================================
//
// SN_StopAllSequences
//
//==========================================================================
void SN_StopAllSequences (void)
{
DSeqNode *node;
for (node = DSeqNode::FirstSequence(); node; )
{
DSeqNode *next = node->NextSequence();
node->m_StopSound = 0; // don't play any stop sounds
node->Destroy ();
node = next;
}
}
//==========================================================================
//
// SN_GetSequenceOffset
//
//==========================================================================
ptrdiff_t SN_GetSequenceOffset (int sequence, int32_t *sequencePtr)
{
return sequencePtr - Sequences[sequence]->Script;
}
//==========================================================================
//
// SN_GetSequenceSlot
//
//==========================================================================
FName SN_GetSequenceSlot (int sequence, seqtype_t type)
{
if (TwiddleSeqNum (sequence, type))
{
return Sequences[sequence]->Slot;
}
return NAME_None;
}
DEFINE_ACTION_FUNCTION(DSeqNode, GetSequenceSlot)
{
PARAM_PROLOGUE;
PARAM_INT(seq);
PARAM_INT(type);
ACTION_RETURN_INT(SN_GetSequenceSlot(seq, seqtype_t(type)).GetIndex());
}
//==========================================================================
//
// SN_MarkPrecacheSounds
//
// Marks all sounds played by this sequence for precaching.
//
//==========================================================================
void SN_MarkPrecacheSounds(int sequence, seqtype_t type)
{
if (TwiddleSeqNum(sequence, type))
{
FSoundSequence *seq = Sequences[sequence];
seq->StopSound.MarkUsed();
for (int i = 0; GetCommand(seq->Script[i]) != SS_CMD_END; ++i)
{
int cmd = GetCommand(seq->Script[i]);
if (cmd == SS_CMD_PLAY || cmd == SS_CMD_PLAYREPEAT || cmd == SS_CMD_PLAYLOOP)
{
FSoundID(GetData(seq->Script[i])).MarkUsed();
}
}
}
}
DEFINE_ACTION_FUNCTION(DSeqNode, MarkPrecacheSounds)
{
PARAM_PROLOGUE;
PARAM_INT(seq);
PARAM_INT(type);
SN_MarkPrecacheSounds(seq, seqtype_t(type));
return 0;
}
//==========================================================================
//
// SN_ChangeNodeData
//
// nodeNum zero is the first node
//==========================================================================
void SN_ChangeNodeData (int nodeNum, int seqOffset, int delayTics, float volume,
int currentSoundID)
{
int i;
DSeqNode *node;
i = 0;
node = DSeqNode::FirstSequence();
while (node && i < nodeNum)
{
node = node->NextSequence();
i++;
}
if (!node)
{ // reached the end of the list before finding the nodeNum-th node
return;
}
node->ChangeData (seqOffset, delayTics, volume, currentSoundID);
}
void DSeqNode::ChangeData (int seqOffset, int delayTics, float volume, FSoundID currentSoundID)
{
m_DelayUntilTic = TIME_REFERENCE + delayTics;
m_Volume = volume;
m_SequencePtr += seqOffset;
m_CurrentSoundID = currentSoundID;
}
//==========================================================================
//
// FindMode
//
// Finds the sequence this sequence and mode combination selects.
//
//==========================================================================
static int FindMode(int seqnum, int mode)
{
if (seqnum <= 0)
{ // Sequence does not exist.
return seqnum;
}
FSoundSequence *seq = Sequences[seqnum];
if (GetCommand(seq->Script[0]) != SS_CMD_SELECT)
{ // This sequence doesn't select any others.
return seqnum;
}
// Search for the desired mode amongst the selections
int nummodes = GetData(seq->Script[0]);
for (int i = 0; i < nummodes; ++i)
{
if (seq->Script[1 + i*2] == mode)
{
return FindSequence(ENamedName(seq->Script[1 + i*2 + 1]));
}
}
// The mode isn't selected, which means it stays on this sequence.
return seqnum;
}
//==========================================================================
//
// FindModeDeep
//
// Finds the final sequence this sequence and mode combination selects.
//
//==========================================================================
static int FindModeDeep(int seqnum, int mode)
{
int newseqnum = FindMode(seqnum, mode);
while (newseqnum != seqnum)
{
seqnum = newseqnum;
newseqnum = FindMode(seqnum, mode);
}
return seqnum;
}
//==========================================================================
//
// SN_AreModesSame
//
// Returns true if mode1 and mode2 represent the same sequence.
//
//==========================================================================
bool SN_AreModesSame(int seqnum, seqtype_t type, int mode1, int mode2)
{
if (mode1 == mode2)
{ // Obviously they're the same.
return true;
}
if (TwiddleSeqNum(seqnum, type))
{
int mode1seq = FindModeDeep(seqnum, mode1);
int mode2seq = FindModeDeep(seqnum, mode2);
return mode1seq == mode2seq;
}
// The sequence doesn't exist, so that makes both modes equally nonexistant.
return true;
}
DEFINE_ACTION_FUNCTION(DSeqNode, AreModesSameID)
{
PARAM_SELF_PROLOGUE(DSeqNode);
PARAM_INT(seqnum);
PARAM_INT(type);
PARAM_INT(mode);
ACTION_RETURN_BOOL(SN_AreModesSame(seqnum, seqtype_t(type), mode, self->GetModeNum()));
}
bool SN_AreModesSame(FName name, int mode1, int mode2)
{
int seqnum = FindSequence(name);
if (seqnum >= 0)
{
return SN_AreModesSame(seqnum, SEQ_NOTRANS, mode1, mode2);
}
// The sequence doesn't exist, so that makes both modes equally nonexistant.
return true;
}
DEFINE_ACTION_FUNCTION(DSeqNode, AreModesSame)
{
PARAM_SELF_PROLOGUE(DSeqNode);
PARAM_NAME(seq);
PARAM_INT(mode);
ACTION_RETURN_BOOL(SN_AreModesSame(seq, mode, self->GetModeNum()));
}
//==========================================================================
//
// CCMD playsequence
//
// Causes the player to play a sound sequence.
//==========================================================================
CCMD(playsequence)
{
if (argv.argc() < 2 || argv.argc() > 3)
{
Printf ("Usage: playsequence <sound sequence name> [choice number]\n");
}
else
{
SN_StartSequence (players[consoleplayer].mo, argv[1], argv.argc() > 2 ? atoi(argv[2]) : 0);
}
}