qzdoom/src/s_advsound.cpp

2401 lines
59 KiB
C++

/*
** s_advsound.cpp
** Routines for managing SNDINFO lumps and ambient sounds
**
**---------------------------------------------------------------------------
** Copyright 1998-2008 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.
**---------------------------------------------------------------------------
**
*/
// HEADER FILES ------------------------------------------------------------
#include "templates.h"
#include "actor.h"
#include "a_sharedglobal.h"
#include "s_sound.h"
#include "c_dispatch.h"
#include "w_wad.h"
#include "sc_man.h"
#include "g_level.h"
#include "cmdlib.h"
#include "gi.h"
#include "doomstat.h"
#include "i_sound.h"
#include "m_random.h"
#include "d_netinf.h"
#include "i_system.h"
#include "d_player.h"
#include "farchive.h"
// MACROS ------------------------------------------------------------------
#define RANDOM 1
#define PERIODIC 2
#define CONTINUOUS 3
#define POSITIONAL 4
#define SURROUND 16
// TYPES -------------------------------------------------------------------
struct FRandomSoundList
{
FRandomSoundList()
: Sounds(0), SfxHead(0), NumSounds(0)
{
}
~FRandomSoundList()
{
if (Sounds != NULL)
{
delete[] Sounds;
Sounds = NULL;
}
}
WORD *Sounds; // A list of sounds that can result for the following id
WORD SfxHead; // The sound id used to reference this list
WORD NumSounds;
};
struct FPlayerClassLookup
{
FString Name;
WORD ListIndex[3]; // indices into PlayerSounds (0xffff means empty)
};
// Used to lookup a sound like "*grunt". This contains all player sounds for
// a particular class and gender.
class FPlayerSoundHashTable
{
public:
FPlayerSoundHashTable();
FPlayerSoundHashTable(const FPlayerSoundHashTable &other);
~FPlayerSoundHashTable();
void AddSound (int player_sound_id, int sfx_id);
int LookupSound (int player_sound_id);
FPlayerSoundHashTable &operator= (const FPlayerSoundHashTable &other);
void MarkUsed();
protected:
struct Entry
{
Entry *Next;
int PlayerSoundID;
int SfxID;
};
enum { NUM_BUCKETS = 23 };
Entry *Buckets[NUM_BUCKETS];
void Init ();
void Free ();
};
struct FAmbientSound
{
unsigned type; // type of ambient sound
int periodmin; // # of tics between repeats
int periodmax; // max # of tics for random ambients
float volume; // relative volume of sound
float attenuation;
FSoundID sound; // Sound to play
};
TMap<int, FAmbientSound> Ambients;
enum SICommands
{
SI_Ambient,
SI_Random,
SI_PlayerSound,
SI_PlayerSoundDup,
SI_PlayerCompat,
SI_PlayerAlias,
SI_Alias,
SI_Limit,
SI_Singular,
SI_PitchShift,
SI_PitchShiftRange,
SI_Map,
SI_Registered,
SI_ArchivePath,
SI_MusicVolume,
SI_MidiDevice,
SI_IfDoom,
SI_IfHeretic,
SI_IfHexen,
SI_IfStrife,
SI_Rolloff,
SI_Volume,
SI_MusicAlias,
SI_EDFOverride,
SI_Attenuation,
};
// Blood was a cool game. If Monolith ever releases the source for it,
// you can bet I'll port it.
struct FBloodSFX
{
DWORD RelVol; // volume, 0-255
fixed_t Pitch; // pitch change
fixed_t PitchRange; // range of random pitch
DWORD Format; // format of audio 1=11025 5=22050
SDWORD LoopStart; // loop position (-1 means no looping)
char RawName[9]; // name of RAW resource
};
// music volume multipliers
struct FMusicVolume
{
FMusicVolume *Next;
float Volume;
char MusicName[1];
};
// This is used to recreate the skin sounds after reloading SNDINFO due to a changed local one.
struct FSavedPlayerSoundInfo
{
FName pclass;
int gender;
int refid;
int lumpnum;
bool alias;
};
// This specifies whether Timidity or Windows playback is preferred for a certain song (only useful for Windows.)
MusicAliasMap MusicAliases;
MidiDeviceMap MidiDevices;
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
extern bool IsFloat (const char *str);
// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
static int STACK_ARGS SortPlayerClasses (const void *a, const void *b);
static int S_DupPlayerSound (const char *pclass, int gender, int refid, int aliasref);
static void S_SavePlayerSound (const char *pclass, int gender, int refid, int lumpnum, bool alias);
static void S_RestorePlayerSounds();
static int S_AddPlayerClass (const char *name);
static int S_AddPlayerGender (int classnum, int gender);
static int S_FindPlayerClass (const char *name);
static int S_LookupPlayerSound (int classidx, int gender, FSoundID refid);
static void S_ParsePlayerSoundCommon (FScanner &sc, FString &pclass, int &gender, int &refid);
static void S_AddSNDINFO (int lumpnum);
static void S_AddBloodSFX (int lumpnum);
static void S_AddStrifeVoice (int lumpnum);
static int S_AddSound (const char *logicalname, int lumpnum, FScanner *sc=NULL);
// EXTERNAL DATA DECLARATIONS ----------------------------------------------
extern int sfx_empty;
// PUBLIC DATA DEFINITIONS -------------------------------------------------
TArray<sfxinfo_t> S_sfx (128);
TMap<int, FString> HexenMusic;
// PRIVATE DATA DEFINITIONS ------------------------------------------------
static const char *SICommandStrings[] =
{
"$ambient",
"$random",
"$playersound",
"$playersounddup",
"$playercompat",
"$playeralias",
"$alias",
"$limit",
"$singular",
"$pitchshift",
"$pitchshiftrange",
"$map",
"$registered",
"$archivepath",
"$musicvolume",
"$mididevice",
"$ifdoom",
"$ifheretic",
"$ifhexen",
"$ifstrife",
"$rolloff",
"$volume",
"$musicalias",
"$edfoverride",
"$attenuation",
NULL
};
static TArray<FRandomSoundList> S_rnd;
static FMusicVolume *MusicVolumes;
static TArray<FSavedPlayerSoundInfo> SavedPlayerSounds;
static int NumPlayerReserves;
static bool PlayerClassesIsSorted;
static TArray<FPlayerClassLookup> PlayerClassLookups;
static TArray<FPlayerSoundHashTable> PlayerSounds;
static FString DefPlayerClassName;
static int DefPlayerClass;
static BYTE CurrentPitchMask;
static FRandom pr_randsound ("RandSound");
// CODE --------------------------------------------------------------------
//==========================================================================
//
// S_GetMusicVolume
//
// Gets the relative volume for the given music track
//==========================================================================
float S_GetMusicVolume (const char *music)
{
FMusicVolume *musvol = MusicVolumes;
while (musvol != NULL)
{
if (!stricmp (music, musvol->MusicName))
{
return musvol->Volume;
}
musvol = musvol->Next;
}
return 1.f;
}
//==========================================================================
//
// S_HashSounds
//
// Fills in the next and index fields of S_sfx to form a working hash table.
//==========================================================================
void S_HashSounds ()
{
unsigned int i;
unsigned int j;
unsigned int size;
S_sfx.ShrinkToFit ();
size = S_sfx.Size ();
// Mark all buckets as empty
for (i = 0; i < size; i++)
S_sfx[i].index = 0;
// Now set up the chains
for (i = 1; i < size; i++)
{
j = MakeKey (S_sfx[i].name) % size;
S_sfx[i].next = S_sfx[j].index;
S_sfx[j].index = i;
}
}
//==========================================================================
//
// S_PickReplacement
//
// Picks a replacement sound from the associated random list. If this sound
// is not the head of a random list, then the sound passed is returned.
//==========================================================================
int S_PickReplacement (int refid)
{
if (S_sfx[refid].bRandomHeader)
{
const FRandomSoundList *list = &S_rnd[S_sfx[refid].link];
return list->Sounds[pr_randsound() % list->NumSounds];
}
return refid;
}
//==========================================================================
//
// S_GetSoundMSLength
//
// Returns duration of sound
//
//==========================================================================
unsigned int S_GetMSLength(FSoundID sound)
{
if ((unsigned int)sound >= S_sfx.Size())
{
return 0;
}
sfxinfo_t *sfx = &S_sfx[sound];
// Resolve player sounds, random sounds, and aliases
if (sfx->link != sfxinfo_t::NO_LINK)
{
if (sfx->bPlayerReserve)
{
sfx = &S_sfx[S_FindSkinnedSound (NULL, sound)];
}
else if (sfx->bRandomHeader)
{
// Hm... What should we do here?
// Pick the longest or the shortest sound?
// I think the longest one makes more sense.
int length = 0;
const FRandomSoundList *list = &S_rnd[sfx->link];
for (int i=0; i < list->NumSounds; i++)
{
// unfortunately we must load all sounds to find the longest one... :(
int thislen = S_GetMSLength(list->Sounds[i]);
if (thislen > length) length = thislen;
}
return length;
}
else
{
sfx = &S_sfx[sfx->link];
}
}
sfx = S_LoadSound(sfx);
if (sfx != NULL) return GSnd->GetMSLength(sfx->data);
else return 0;
}
//==========================================================================
//
// S_CacheRandomSound
//
// Loads all sounds a random sound might play.
//
//==========================================================================
void S_CacheRandomSound (sfxinfo_t *sfx)
{
if (sfx->bRandomHeader)
{
const FRandomSoundList *list = &S_rnd[sfx->link];
for (int i = 0; i < list->NumSounds; ++i)
{
sfx = &S_sfx[list->Sounds[i]];
sfx->bUsed = true;
S_CacheSound (&S_sfx[list->Sounds[i]]);
}
}
}
//==========================================================================
//
// S_FindSound
//
// Given a logical name, find the sound's index in S_sfx.
//==========================================================================
int S_FindSound (const char *logicalname)
{
int i;
if (logicalname != NULL)
{
i = S_sfx[MakeKey (logicalname) % S_sfx.Size ()].index;
while ((i != 0) && stricmp (S_sfx[i].name, logicalname))
i = S_sfx[i].next;
return i;
}
else
{
return 0;
}
}
//==========================================================================
//
// S_FindSoundNoHash
//
// Given a logical name, find the sound's index in S_sfx without
// using the hash table.
//==========================================================================
int S_FindSoundNoHash (const char *logicalname)
{
unsigned int i;
for (i = 1; i < S_sfx.Size (); i++)
{
if (stricmp (S_sfx[i].name, logicalname) == 0)
{
return i;
}
}
return 0;
}
//==========================================================================
//
// S_FindSoundByLump
//
// Given a sound lump, find the sound's index in S_sfx.
//==========================================================================
int S_FindSoundByLump (int lump)
{
if (lump != -1)
{
unsigned int i;
for (i = 1; i < S_sfx.Size (); i++)
if (S_sfx[i].lumpnum == lump)
return i;
}
return 0;
}
//==========================================================================
//
// S_AddSoundLump
//
// Adds a new sound mapping to S_sfx.
//==========================================================================
int S_AddSoundLump (const char *logicalname, int lump)
{
sfxinfo_t newsfx;
newsfx.data.Clear();
newsfx.name = logicalname;
newsfx.lumpnum = lump;
newsfx.next = 0;
newsfx.index = 0;
newsfx.Volume = 1;
newsfx.Attenuation = 1;
newsfx.PitchMask = CurrentPitchMask;
newsfx.NearLimit = 2;
newsfx.LimitRange = 256*256;
newsfx.bRandomHeader = false;
newsfx.bPlayerReserve = false;
newsfx.bForce11025 = false;
newsfx.bForce22050 = false;
newsfx.bLoadRAW = false;
newsfx.bPlayerCompat = false;
newsfx.b16bit = false;
newsfx.bUsed = false;
newsfx.bSingular = false;
newsfx.bTentative = false;
newsfx.bPlayerSilent = false;
newsfx.link = sfxinfo_t::NO_LINK;
newsfx.Rolloff.RolloffType = ROLLOFF_Doom;
newsfx.Rolloff.MinDistance = 0;
newsfx.Rolloff.MaxDistance = 0;
newsfx.LoopStart = -1;
return (int)S_sfx.Push (newsfx);
}
//==========================================================================
//
// S_FindSoundTentative
//
// Given a logical name, find the sound's index in S_sfx without
// using the hash table. If it does not exist, a new sound without
// an associated lump is created.
//==========================================================================
int S_FindSoundTentative (const char *name)
{
int id = S_FindSoundNoHash (name);
if (id == 0)
{
id = S_AddSoundLump (name, -1);
S_sfx[id].bTentative = true;
}
return id;
}
//==========================================================================
//
// S_AddSound
//
// If logical name is already in S_sfx, updates it to use the new sound
// lump. Otherwise, adds the new mapping by using S_AddSoundLump().
//==========================================================================
int S_AddSound (const char *logicalname, const char *lumpname, FScanner *sc)
{
int lump = Wads.CheckNumForFullName (lumpname, true, ns_sounds);
return S_AddSound (logicalname, lump);
}
static int S_AddSound (const char *logicalname, int lumpnum, FScanner *sc)
{
int sfxid;
sfxid = S_FindSoundNoHash (logicalname);
if (sfxid > 0)
{ // If the sound has already been defined, change the old definition
sfxinfo_t *sfx = &S_sfx[sfxid];
if (sfx->bPlayerReserve)
{
if (sc != NULL)
{
sc->ScriptError ("Sounds that are reserved for players cannot be reassigned");
}
else
{
I_Error ("Sounds that are reserved for players cannot be reassigned");
}
}
// Redefining a player compatibility sound will redefine the target instead.
if (sfx->bPlayerCompat)
{
sfx = &S_sfx[sfx->link];
}
if (sfx->bRandomHeader)
{
FRandomSoundList *rnd = &S_rnd[sfx->link];
delete[] rnd->Sounds;
rnd->Sounds = NULL;
rnd->NumSounds = 0;
rnd->SfxHead = 0;
}
sfx->lumpnum = lumpnum;
sfx->bRandomHeader = false;
sfx->link = sfxinfo_t::NO_LINK;
sfx->bTentative = false;
if (sfx->NearLimit == -1)
{
sfx->NearLimit = 2;
sfx->LimitRange = 256*256;
}
//sfx->PitchMask = CurrentPitchMask;
}
else
{ // Otherwise, create a new definition.
sfxid = S_AddSoundLump (logicalname, lumpnum);
}
return sfxid;
}
//==========================================================================
//
// S_AddPlayerSound
//
// Adds the given sound lump to the player sound lists.
//==========================================================================
int S_AddPlayerSound (const char *pclass, int gender, int refid,
const char *lumpname)
{
int lump=-1;
if (lumpname)
{
lump = Wads.CheckNumForFullName (lumpname, true, ns_sounds);
}
return S_AddPlayerSound (pclass, gender, refid, lump);
}
int S_AddPlayerSound (const char *pclass, int gender, int refid, int lumpnum, bool fromskin)
{
FString fakename;
int id;
fakename = pclass;
fakename += '"';
fakename += '0' + gender;
fakename += '"';
fakename += S_sfx[refid].name;
id = S_AddSoundLump (fakename, lumpnum);
int classnum = S_AddPlayerClass (pclass);
int soundlist = S_AddPlayerGender (classnum, gender);
PlayerSounds[soundlist].AddSound (S_sfx[refid].link, id);
if (fromskin) S_SavePlayerSound(pclass, gender, refid, lumpnum, false);
return id;
}
//==========================================================================
//
// S_AddPlayerSoundExisting
//
// Adds the player sound as an alias to an existing sound.
//==========================================================================
int S_AddPlayerSoundExisting (const char *pclass, int gender, int refid,
int aliasto, bool fromskin)
{
int classnum = S_AddPlayerClass (pclass);
int soundlist = S_AddPlayerGender (classnum, gender);
PlayerSounds[soundlist].AddSound (S_sfx[refid].link, aliasto);
if (fromskin) S_SavePlayerSound(pclass, gender, refid, aliasto, true);
return aliasto;
}
//==========================================================================
//
// S_DupPlayerSound
//
// Adds a player sound that uses the same sound as an existing player sound.
//==========================================================================
int S_DupPlayerSound (const char *pclass, int gender, int refid, int aliasref)
{
int aliasto = S_LookupPlayerSound (pclass, gender, aliasref);
return S_AddPlayerSoundExisting (pclass, gender, refid, aliasto);
}
//==========================================================================
//
// FPlayerSoundHashTable constructor
//
//==========================================================================
FPlayerSoundHashTable::FPlayerSoundHashTable ()
{
Init();
}
//==========================================================================
//
// FPlayerSoundHashTable copy constructor
//
//==========================================================================
FPlayerSoundHashTable::FPlayerSoundHashTable (const FPlayerSoundHashTable &other)
{
Init();
*this = other;
}
//==========================================================================
//
// FPlayerSoundHashTable destructor
//
//==========================================================================
FPlayerSoundHashTable::~FPlayerSoundHashTable ()
{
Free ();
}
//==========================================================================
//
// FPlayerSoundHashTable :: Init
//
//==========================================================================
void FPlayerSoundHashTable::Init ()
{
for (int i = 0; i < NUM_BUCKETS; ++i)
{
Buckets[i] = NULL;
}
}
//==========================================================================
//
// FPlayerSoundHashTable :: Free
//
//==========================================================================
void FPlayerSoundHashTable::Free ()
{
for (int i = 0; i < NUM_BUCKETS; ++i)
{
Entry *entry, *next;
for (entry = Buckets[i]; entry != NULL; )
{
next = entry->Next;
delete entry;
entry = next;
}
Buckets[i] = NULL;
}
}
//==========================================================================
//
// FPlayerSoundHashTable :: operator=
//
//==========================================================================
FPlayerSoundHashTable &FPlayerSoundHashTable::operator= (const FPlayerSoundHashTable &other)
{
Free ();
for (int i = 0; i < NUM_BUCKETS; ++i)
{
Entry *entry;
for (entry = other.Buckets[i]; entry != NULL; entry = entry->Next)
{
AddSound (entry->PlayerSoundID, entry->SfxID);
}
}
return *this;
}
//==========================================================================
//
// FPlayerSoundHashTable :: AddSound
//
//==========================================================================
void FPlayerSoundHashTable::AddSound (int player_sound_id, int sfx_id)
{
Entry *entry;
unsigned bucket_num = (unsigned)player_sound_id % NUM_BUCKETS;
// See if the entry exists already.
for (entry = Buckets[bucket_num];
entry != NULL && entry->PlayerSoundID != player_sound_id;
entry = entry->Next)
{ }
if (entry != NULL)
{ // If the player sound is already present, redefine it.
entry->SfxID = sfx_id;
}
else
{ // Otherwise, add it to the start of its bucket.
entry = new Entry;
entry->Next = Buckets[bucket_num];
entry->PlayerSoundID = player_sound_id;
entry->SfxID = sfx_id;
Buckets[bucket_num] = entry;
}
}
//==========================================================================
//
// FPlayerSoundHashTable :: LookupSound
//
//==========================================================================
int FPlayerSoundHashTable::LookupSound (int player_sound_id)
{
Entry *entry;
unsigned bucket_num = (unsigned)player_sound_id % NUM_BUCKETS;
// See if the entry exists already.
for (entry = Buckets[bucket_num];
entry != NULL && entry->PlayerSoundID != player_sound_id;
entry = entry->Next)
{ }
return entry != NULL ? entry->SfxID : 0;
}
//==========================================================================
//
// FPlayerSoundHashTable :: Mark
//
// Marks all sounds defined for this class/gender as used.
//
//==========================================================================
void FPlayerSoundHashTable::MarkUsed()
{
for (size_t i = 0; i < NUM_BUCKETS; ++i)
{
for (Entry *probe = Buckets[i]; probe != NULL; probe = probe->Next)
{
S_sfx[probe->SfxID].bUsed = true;
}
}
}
//==========================================================================
//
// S_ClearSoundData
//
// clears all sound tables
// When we want to allow level specific SNDINFO lumps this has to
// be cleared for each level
//==========================================================================
static void S_ClearSoundData()
{
unsigned int i;
S_StopAllChannels();
for (i = 0; i < S_sfx.Size(); ++i)
{
S_UnloadSound(&S_sfx[i]);
}
S_sfx.Clear();
Ambients.Clear();
while (MusicVolumes != NULL)
{
FMusicVolume *me = MusicVolumes;
MusicVolumes = me->Next;
M_Free(me);
}
S_rnd.Clear();
NumPlayerReserves = 0;
PlayerClassesIsSorted = false;
PlayerClassLookups.Clear();
PlayerSounds.Clear();
DefPlayerClass = 0;
DefPlayerClassName = "";
MusicAliases.Clear();
MidiDevices.Clear();
HexenMusic.Clear();
}
//==========================================================================
//
// S_ParseSndInfo
//
// Parses all loaded SNDINFO lumps.
// Also registers Blood SFX files and Strife's voices.
//==========================================================================
void S_ParseSndInfo (bool redefine)
{
int lump;
if (!redefine) SavedPlayerSounds.Clear(); // clear skin sounds only for initial parsing.
atterm (S_ClearSoundData);
S_ClearSoundData(); // remove old sound data first!
CurrentPitchMask = 0;
S_AddSound ("{ no sound }", "DSEMPTY"); // Sound 0 is no sound at all
for (lump = 0; lump < Wads.GetNumLumps(); ++lump)
{
switch (Wads.GetLumpNamespace (lump))
{
case ns_global:
if (Wads.CheckLumpName (lump, "SNDINFO"))
{
S_AddSNDINFO (lump);
}
break;
case ns_bloodsfx:
S_AddBloodSFX (lump);
break;
case ns_strifevoices:
S_AddStrifeVoice (lump);
break;
}
}
S_RestorePlayerSounds();
S_HashSounds ();
S_sfx.ShrinkToFit ();
if (S_rnd.Size() > 0)
{
S_rnd.ShrinkToFit ();
}
S_ShrinkPlayerSoundLists ();
sfx_empty = Wads.CheckNumForName ("dsempty", ns_sounds);
}
//==========================================================================
//
// Adds a level specific SNDINFO lump
//
//==========================================================================
void S_AddLocalSndInfo(int lump)
{
S_AddSNDINFO(lump);
S_HashSounds ();
S_sfx.ShrinkToFit ();
if (S_rnd.Size() > 0)
{
S_rnd.ShrinkToFit ();
}
S_ShrinkPlayerSoundLists ();
}
//==========================================================================
//
// S_AddSNDINFO
//
// Reads a SNDINFO and does what it says.
//
//==========================================================================
static void S_AddSNDINFO (int lump)
{
bool skipToEndIf;
TArray<WORD> list;
FScanner sc(lump);
skipToEndIf = false;
while (sc.GetString ())
{
if (skipToEndIf)
{
if (sc.Compare ("$endif"))
{
skipToEndIf = false;
}
continue;
}
if (sc.String[0] == '$')
{ // Got a command
switch (sc.MatchString (SICommandStrings))
{
case SI_Ambient: {
// $ambient <num> <logical name> [point [atten] | surround | [world]]
// <continuous | random <minsecs> <maxsecs> | periodic <secs>>
// <volume>
FAmbientSound *ambient;
sc.MustGetNumber ();
ambient = &Ambients[sc.Number];
ambient->type = 0;
ambient->periodmin = 0;
ambient->periodmax = 0;
ambient->volume = 0;
ambient->attenuation = 0;
ambient->sound = 0;
sc.MustGetString ();
ambient->sound = FSoundID(S_FindSoundTentative(sc.String));
ambient->attenuation = 0;
sc.MustGetString ();
if (sc.Compare ("point"))
{
float attenuation;
ambient->type = POSITIONAL;
sc.MustGetString ();
if (IsFloat (sc.String))
{
attenuation = (float)atof (sc.String);
sc.MustGetString ();
if (attenuation > 0)
{
ambient->attenuation = attenuation;
}
else
{
ambient->attenuation = 1;
}
}
else
{
ambient->attenuation = 1;
}
}
else if (sc.Compare ("surround"))
{
ambient->type = SURROUND;
sc.MustGetString ();
ambient->attenuation = -1;
}
else
{ // World is an optional keyword
if (sc.Compare ("world"))
{
sc.MustGetString ();
}
}
if (sc.Compare ("continuous"))
{
ambient->type |= CONTINUOUS;
}
else if (sc.Compare ("random"))
{
ambient->type |= RANDOM;
sc.MustGetFloat ();
ambient->periodmin = (int)(sc.Float * TICRATE);
sc.MustGetFloat ();
ambient->periodmax = (int)(sc.Float * TICRATE);
}
else if (sc.Compare ("periodic"))
{
ambient->type |= PERIODIC;
sc.MustGetFloat ();
ambient->periodmin = (int)(sc.Float * TICRATE);
}
else
{
Printf ("Unknown ambient type (%s)\n", sc.String);
}
sc.MustGetFloat ();
ambient->volume = (float)sc.Float;
if (ambient->volume > 1)
ambient->volume = 1;
else if (ambient->volume < 0)
ambient->volume = 0;
}
break;
case SI_Map: {
// Hexen-style $MAP command
int mapnum;
sc.MustGetNumber();
mapnum = sc.Number;
sc.MustGetString();
if (mapnum != 0)
{
HexenMusic[mapnum] = sc.String;
}
}
break;
case SI_Registered:
// I don't think Hexen even pays attention to the $registered command.
case SI_EDFOverride:
break;
case SI_ArchivePath:
sc.MustGetString (); // Unused for now
break;
case SI_PlayerSound: {
// $playersound <player class> <gender> <logical name> <lump name>
FString pclass;
int gender, refid, sfxnum;
S_ParsePlayerSoundCommon (sc, pclass, gender, refid);
sfxnum = S_AddPlayerSound (pclass, gender, refid, sc.String);
if (0 == stricmp(sc.String, "dsempty"))
{
S_sfx[sfxnum].bPlayerSilent = true;
}
}
break;
case SI_PlayerSoundDup: {
// $playersounddup <player class> <gender> <logical name> <target sound name>
FString pclass;
int gender, refid, targid;
S_ParsePlayerSoundCommon (sc, pclass, gender, refid);
targid = S_FindSoundNoHash (sc.String);
if (!S_sfx[targid].bPlayerReserve)
{
sc.ScriptError ("%s is not a player sound", sc.String);
}
S_DupPlayerSound (pclass, gender, refid, targid);
}
break;
case SI_PlayerCompat: {
// $playercompat <player class> <gender> <logical name> <compat sound name>
FString pclass;
int gender, refid;
int sfxfrom, aliasto;
S_ParsePlayerSoundCommon (sc, pclass, gender, refid);
sfxfrom = S_AddSound (sc.String, -1, &sc);
aliasto = S_LookupPlayerSound (pclass, gender, refid);
S_sfx[sfxfrom].link = aliasto;
S_sfx[sfxfrom].bPlayerCompat = true;
}
break;
case SI_PlayerAlias: {
// $playeralias <player class> <gender> <logical name> <logical name of existing sound>
FString pclass;
int gender, refid;
int soundnum;
S_ParsePlayerSoundCommon (sc, pclass, gender, refid);
soundnum = S_FindSoundTentative (sc.String);
S_AddPlayerSoundExisting (pclass, gender, refid, soundnum);
}
break;
case SI_Alias: {
// $alias <name of alias> <name of real sound>
int sfxfrom;
sc.MustGetString ();
sfxfrom = S_AddSound (sc.String, -1, &sc);
sc.MustGetString ();
if (S_sfx[sfxfrom].bPlayerCompat)
{
sfxfrom = S_sfx[sfxfrom].link;
}
S_sfx[sfxfrom].link = S_FindSoundTentative (sc.String);
S_sfx[sfxfrom].NearLimit = -1; // Aliases must use the original sound's limit.
}
break;
case SI_Limit: {
// $limit <logical name> <max channels> [<distance>]
int sfx;
sc.MustGetString ();
sfx = S_FindSoundTentative (sc.String);
sc.MustGetNumber ();
S_sfx[sfx].NearLimit = MIN(MAX(sc.Number, 0), 255);
if (sc.CheckFloat())
{
S_sfx[sfx].LimitRange = float(sc.Float * sc.Float);
}
}
break;
case SI_Singular: {
// $singular <logical name>
int sfx;
sc.MustGetString ();
sfx = S_FindSoundTentative (sc.String);
S_sfx[sfx].bSingular = true;
}
break;
case SI_PitchShift: {
// $pitchshift <logical name> <pitch shift amount>
int sfx;
sc.MustGetString ();
sfx = S_FindSoundTentative (sc.String);
sc.MustGetNumber ();
S_sfx[sfx].PitchMask = (1 << clamp (sc.Number, 0, 7)) - 1;
}
break;
case SI_PitchShiftRange:
// $pitchshiftrange <pitch shift amount>
sc.MustGetNumber ();
CurrentPitchMask = (1 << clamp (sc.Number, 0, 7)) - 1;
break;
case SI_Volume: {
// $volume <logical name> <volume>
int sfx;
sc.MustGetString();
sfx = S_FindSoundTentative(sc.String);
sc.MustGetFloat();
S_sfx[sfx].Volume = (float)sc.Float;
}
break;
case SI_Attenuation: {
// $attenuation <logical name> <attenuation>
int sfx;
sc.MustGetString();
sfx = S_FindSoundTentative(sc.String);
sc.MustGetFloat();
S_sfx[sfx].Attenuation = (float)sc.Float;
}
break;
case SI_Rolloff: {
// $rolloff *|<logical name> [linear|log|custom] <min dist> <max dist/rolloff factor>
// Using * for the name makes it the default for sounds that don't specify otherwise.
FRolloffInfo *rolloff;
int type;
int sfx;
sc.MustGetString();
if (sc.Compare("*"))
{
sfx = -1;
rolloff = &S_Rolloff;
}
else
{
sfx = S_FindSoundTentative(sc.String);
rolloff = &S_sfx[sfx].Rolloff;
}
type = ROLLOFF_Doom;
if (!sc.CheckFloat())
{
sc.MustGetString();
if (sc.Compare("linear"))
{
rolloff->RolloffType = ROLLOFF_Linear;
}
else if (sc.Compare("log"))
{
rolloff->RolloffType = ROLLOFF_Log;
}
else if (sc.Compare("custom"))
{
rolloff->RolloffType = ROLLOFF_Custom;
}
else
{
sc.ScriptError("Unknown rolloff type '%s'", sc.String);
}
sc.MustGetFloat();
}
rolloff->MinDistance = (float)sc.Float;
sc.MustGetFloat();
rolloff->MaxDistance = (float)sc.Float;
break;
}
case SI_Random: {
// $random <logical name> { <logical name> ... }
FRandomSoundList random;
list.Clear ();
sc.MustGetString ();
random.SfxHead = S_AddSound (sc.String, -1, &sc);
sc.MustGetStringName ("{");
while (sc.GetString () && !sc.Compare ("}"))
{
WORD sfxto = S_FindSoundTentative (sc.String);
if (sfxto == random.SfxHead)
{
Printf("Definition of random sound '%s' refers to itself recursively.", sc.String);
continue;
}
list.Push (sfxto);
}
if (list.Size() == 1)
{ // Only one sound: treat as $alias
S_sfx[random.SfxHead].link = list[0];
S_sfx[random.SfxHead].NearLimit = -1;
}
else if (list.Size() > 1)
{ // Only add non-empty random lists
random.NumSounds = (WORD)list.Size();
S_sfx[random.SfxHead].link = (WORD)S_rnd.Push (random);
S_sfx[random.SfxHead].bRandomHeader = true;
S_rnd[S_sfx[random.SfxHead].link].Sounds = new WORD[random.NumSounds];
memcpy (S_rnd[S_sfx[random.SfxHead].link].Sounds, &list[0], sizeof(WORD)*random.NumSounds);
S_sfx[random.SfxHead].NearLimit = -1;
}
}
break;
case SI_MusicVolume: {
sc.MustGetString();
FString musname (sc.String);
sc.MustGetFloat();
FMusicVolume *mv = (FMusicVolume *)M_Malloc (sizeof(*mv) + musname.Len());
mv->Volume = (float)sc.Float;
strcpy (mv->MusicName, musname);
mv->Next = MusicVolumes;
MusicVolumes = mv;
}
break;
case SI_MusicAlias: {
sc.MustGetString();
int lump = Wads.CheckNumForName(sc.String, ns_music);
if (lump >= 0)
{
// do not set the alias if a later WAD defines its own music of this name
int file = Wads.GetLumpFile(lump);
int sndifile = Wads.GetLumpFile(sc.LumpNum);
if (file > sndifile)
{
sc.MustGetString();
continue;
}
}
FName alias = sc.String;
sc.MustGetString();
FName mapped = sc.String;
// only set the alias if the lump it maps to exists.
if (mapped == NAME_None || Wads.CheckNumForName(sc.String, ns_music) >= 0)
{
MusicAliases[alias] = mapped;
}
}
break;
case SI_MidiDevice: {
sc.MustGetString();
FName nm = sc.String;
sc.MustGetString();
if (sc.Compare("timidity")) MidiDevices[nm] = MDEV_TIMIDITY;
else if (sc.Compare("fmod")) MidiDevices[nm] = MDEV_FMOD;
else if (sc.Compare("standard")) MidiDevices[nm] = MDEV_MMAPI;
else if (sc.Compare("opl")) MidiDevices[nm] = MDEV_OPL;
else if (sc.Compare("default")) MidiDevices[nm] = MDEV_DEFAULT;
else if (sc.Compare("fluidsynth")) MidiDevices[nm] = MDEV_FLUIDSYNTH;
else if (sc.Compare("gus")) MidiDevices[nm] = MDEV_GUS;
else sc.ScriptError("Unknown MIDI device %s\n", sc.String);
}
break;
case SI_IfDoom: //also Chex
case SI_IfStrife:
case SI_IfHeretic:
case SI_IfHexen:
skipToEndIf = !CheckGame(sc.String+3, true);
break;
}
}
else
{ // Got a logical sound mapping
FString name (sc.String);
sc.MustGetString ();
S_AddSound (name, sc.String, &sc);
}
}
}
//==========================================================================
//
// S_AddBloodSFX
//
// Registers a new sound with the name "<lumpname>.sfx"
// Actual sound data is searched for in the ns_bloodraw namespace.
//
//==========================================================================
static void S_AddBloodSFX (int lumpnum)
{
FMemLump sfxlump = Wads.ReadLump(lumpnum);
const FBloodSFX *sfx = (FBloodSFX *)sfxlump.GetMem();
int rawlump = Wads.CheckNumForName(sfx->RawName, ns_bloodraw);
int sfxnum;
if (rawlump != -1)
{
const char *name = Wads.GetLumpFullName(lumpnum);
sfxnum = S_AddSound(name, rawlump);
if (sfx->Format == 5)
{
S_sfx[sfxnum].bForce22050 = true;
}
else // I don't know any other formats for this
{
S_sfx[sfxnum].bForce11025 = true;
}
S_sfx[sfxnum].bLoadRAW = true;
S_sfx[sfxnum].LoopStart = LittleLong(sfx->LoopStart);
// Make an ambient sound out of it, whether it has a loop point
// defined or not. (Because none of the standard Blood ambient
// sounds are explicitly defined as looping.)
FAmbientSound *ambient = &Ambients[Wads.GetLumpIndexNum(lumpnum)];
ambient->type = CONTINUOUS;
ambient->periodmin = 0;
ambient->periodmax = 0;
ambient->volume = 1;
ambient->attenuation = 1;
ambient->sound = FSoundID(sfxnum);
}
}
//==========================================================================
//
// S_AddStrifeVoice
//
// Registers a new sound with the name "svox/<lumpname>"
//
//==========================================================================
static void S_AddStrifeVoice (int lumpnum)
{
char name[16] = "svox/";
Wads.GetLumpName (name+5, lumpnum);
S_AddSound (name, lumpnum);
}
//==========================================================================
//
// S_ParsePlayerSoundCommon
//
// Parses the common part of playersound commands in SNDINFO
// (player class, gender, and ref id)
//==========================================================================
static void S_ParsePlayerSoundCommon (FScanner &sc, FString &pclass, int &gender, int &refid)
{
sc.MustGetString ();
pclass = sc.String;
sc.MustGetString ();
gender = D_GenderToInt (sc.String);
sc.MustGetString ();
refid = S_FindSoundNoHash (sc.String);
if (refid != 0 && !S_sfx[refid].bPlayerReserve && !S_sfx[refid].bTentative)
{
sc.ScriptError ("%s has already been used for a non-player sound.", sc.String);
}
if (refid == 0)
{
refid = S_AddSound (sc.String, -1, &sc);
S_sfx[refid].bTentative = true;
}
if (S_sfx[refid].bTentative)
{
S_sfx[refid].link = NumPlayerReserves++;
S_sfx[refid].bTentative = false;
S_sfx[refid].bPlayerReserve = true;
}
sc.MustGetString ();
}
//==========================================================================
//
// S_AddPlayerClass
//
// Adds the new player sound class if it doesn't exist. If it does, then
// the existing class is returned.
//==========================================================================
static int S_AddPlayerClass (const char *name)
{
int cnum = S_FindPlayerClass (name);
if (cnum == -1)
{
FPlayerClassLookup lookup;
lookup.Name = name;
lookup.ListIndex[2] = lookup.ListIndex[1] = lookup.ListIndex[0] = 0xffff;
cnum = (int)PlayerClassLookups.Push (lookup);
PlayerClassesIsSorted = false;
// The default player class is the first one added
if (DefPlayerClassName.IsEmpty())
{
DefPlayerClassName = lookup.Name;
DefPlayerClass = cnum;
}
}
return cnum;
}
//==========================================================================
//
// S_FindPlayerClass
//
// Finds the given player class. Returns -1 if not found.
//==========================================================================
static int S_FindPlayerClass (const char *name)
{
if (!PlayerClassesIsSorted)
{
unsigned int i;
for (i = 0; i < PlayerClassLookups.Size(); ++i)
{
if (stricmp (name, PlayerClassLookups[i].Name) == 0)
{
return (int)i;
}
}
}
else
{
int min = 0;
int max = (int)(PlayerClassLookups.Size() - 1);
while (min <= max)
{
int mid = (min + max) / 2;
int lexx = stricmp (PlayerClassLookups[mid].Name, name);
if (lexx == 0)
{
return mid;
}
else if (lexx < 0)
{
min = mid + 1;
}
else
{
max = mid - 1;
}
}
}
return -1;
}
//==========================================================================
//
// S_AddPlayerGender
//
// Adds a list of sounds for the given class and gender or just returns
// an existing list if one is present.
//==========================================================================
static int S_AddPlayerGender (int classnum, int gender)
{
unsigned int index;
index = PlayerClassLookups[classnum].ListIndex[gender];
if (index == 0xffff)
{
index = PlayerSounds.Reserve (1);
PlayerClassLookups[classnum].ListIndex[gender] = (WORD)index;
}
return index;
}
//==========================================================================
//
// S_ShrinkPlayerSoundLists
//
// Shrinks the arrays used by the player sounds to be just large enough
// and also sorts the PlayerClassLookups array.
//==========================================================================
void S_ShrinkPlayerSoundLists ()
{
PlayerSounds.ShrinkToFit ();
PlayerClassLookups.ShrinkToFit ();
qsort (&PlayerClassLookups[0], PlayerClassLookups.Size(),
sizeof(FPlayerClassLookup), SortPlayerClasses);
PlayerClassesIsSorted = true;
DefPlayerClass = S_FindPlayerClass (DefPlayerClassName);
}
static int STACK_ARGS SortPlayerClasses (const void *a, const void *b)
{
return stricmp (((const FPlayerClassLookup *)a)->Name,
((const FPlayerClassLookup *)b)->Name);
}
//==========================================================================
//
// S_LookupPlayerSound
//
// Returns the sound for the given player class, gender, and sound name.
//==========================================================================
int S_LookupPlayerSound (const char *pclass, int gender, const char *name)
{
int refid = S_FindSound (name);
if (refid != 0)
{
refid = S_LookupPlayerSound (pclass, gender, refid);
}
return refid;
}
int S_LookupPlayerSound (const char *pclass, int gender, FSoundID refid)
{
if (!S_sfx[refid].bPlayerReserve)
{ // Not a player sound, so just return this sound
return refid;
}
return S_LookupPlayerSound (S_FindPlayerClass (pclass), gender, refid);
}
static int S_LookupPlayerSound (int classidx, int gender, FSoundID refid)
{
int ingender = gender;
if (classidx == -1)
{
classidx = DefPlayerClass;
}
int listidx = PlayerClassLookups[classidx].ListIndex[gender];
if (listidx == 0xffff)
{
int g;
for (g = 0; g < 3 && listidx == 0xffff; ++g)
{
listidx = PlayerClassLookups[classidx].ListIndex[g];
}
if (g == 3)
{ // No sounds defined at all for this class (can this happen?)
if (classidx != DefPlayerClass)
{
return S_LookupPlayerSound (DefPlayerClass, gender, refid);
}
return 0;
}
gender = g;
}
int sndnum = PlayerSounds[listidx].LookupSound (S_sfx[refid].link);
// If we're not done parsing SNDINFO yet, assume that the target sound is valid
if (PlayerClassesIsSorted &&
(sndnum == 0 ||
((S_sfx[sndnum].lumpnum == -1 || S_sfx[sndnum].lumpnum == sfx_empty) &&
S_sfx[sndnum].link == sfxinfo_t::NO_LINK &&
!S_sfx[sndnum].bPlayerSilent)))
{ // This sound is unavailable.
if (ingender != 0)
{ // Try "male"
return S_LookupPlayerSound (classidx, 0, refid);
}
if (classidx != DefPlayerClass)
{ // Try the default class.
return S_LookupPlayerSound (DefPlayerClass, gender, refid);
}
}
return sndnum;
}
//==========================================================================
//
// S_SavePlayerSound / S_RestorePlayerSounds
//
// Restores all skin-based player sounds after changing the local SNDINFO
// which forces a reload of the global one as well
//
//==========================================================================
static void S_SavePlayerSound (const char *pclass, int gender, int refid, int lumpnum, bool alias)
{
FSavedPlayerSoundInfo spi;
spi.pclass = pclass;
spi.gender = gender;
spi.refid = refid;
spi.lumpnum = lumpnum;
spi.alias = alias;
SavedPlayerSounds.Push(spi);
}
static void S_RestorePlayerSounds()
{
for(unsigned int i = 0; i < SavedPlayerSounds.Size(); i++)
{
FSavedPlayerSoundInfo * spi = &SavedPlayerSounds[i];
if (spi->alias)
{
S_AddPlayerSoundExisting(spi->pclass, spi->gender, spi->refid, spi->lumpnum);
}
else
{
S_AddPlayerSound(spi->pclass, spi->gender, spi->refid, spi->lumpnum);
}
}
}
//==========================================================================
//
// S_AreSoundsEquivalent
//
// Returns true if two sounds are essentially the same thing
//==========================================================================
bool S_AreSoundsEquivalent (AActor *actor, const char *name1, const char *name2)
{
return S_AreSoundsEquivalent (actor, S_FindSound (name1), S_FindSound (name2));
}
bool S_AreSoundsEquivalent (AActor *actor, int id1, int id2)
{
sfxinfo_t *sfx;
if (id1 == id2)
{
return true;
}
if (id1 == 0 || id2 == 0)
{
return false;
}
// Dereference aliases, but not random or player sounds
while ((sfx = &S_sfx[id1])->link != sfxinfo_t::NO_LINK)
{
if (sfx->bPlayerReserve)
{
id1 = S_FindSkinnedSound (actor, id1);
}
else if (sfx->bRandomHeader)
{
break;
}
else
{
id1 = sfx->link;
}
}
while ((sfx = &S_sfx[id2])->link != sfxinfo_t::NO_LINK)
{
if (sfx->bPlayerReserve)
{
id2 = S_FindSkinnedSound (actor, id2);
}
else if (sfx->bRandomHeader)
{
break;
}
else
{
id2 = sfx->link;
}
}
return id1 == id2;
}
//==========================================================================
//
// S_FindSkinnedSound
//
// Calls S_LookupPlayerSound, deducing the class and gender from actor.
//==========================================================================
int S_FindSkinnedSound (AActor *actor, FSoundID refid)
{
const char *pclass;
int gender = GENDER_MALE;
if (actor != NULL && actor->IsKindOf(RUNTIME_CLASS(APlayerPawn)))
{
pclass = static_cast<APlayerPawn*>(actor)->GetSoundClass ();
if (actor->player != NULL) gender = actor->player->userinfo.GetGender();
}
else
{
pclass = gameinfo.gametype == GAME_Hexen? "fighter" : "player";
}
return S_LookupPlayerSound (pclass, gender, refid);
}
//==========================================================================
//
// S_FindSkinnedSoundEx
//
// Tries looking for both "name-extendedname" and "name" in that order.
//==========================================================================
int S_FindSkinnedSoundEx (AActor *actor, const char *name, const char *extendedname)
{
FString fullname;
FSoundID id;
// Look for "name-extendedname";
fullname = name;
fullname += '-';
fullname += extendedname;
id = fullname;
if (id == 0)
{ // Look for "name"
id = name;
}
return S_FindSkinnedSound (actor, id);
}
//==========================================================================
//
// S_ParseTimeTag
//
// Passed the value of a loop point tag, converts it to numbers.
//
// This may be of the form 00:00:00.00 (HH:MM:SS.ss) to specify by play
// time. Various parts may be left off. The only requirement is that it
// contain a colon. e.g. To start the loop at 20 seconds in, you can use
// ":20", "0:20", "00:00:20", ":20.0", etc. Values after the decimal are
// fractions of a second.
//
// If you don't include a colon but just have a raw number, then it's
// the number of PCM samples at which to loop.
//
// Returns true if the tag made sense, false if not.
//
//==========================================================================
bool S_ParseTimeTag(const char *tag, bool *as_samples, unsigned int *time)
{
const char *bit = tag;
char ms[3] = { 0 };
unsigned int times[3] = { 0 };
int ms_pos = 0, time_pos = 0;
bool pcm = true, in_ms = false;
for (bit = tag; *bit != '\0'; ++bit)
{
if (*bit >= '0' && *bit <= '9')
{
if (in_ms)
{
// Ignore anything past three fractional digits.
if (ms_pos < 3)
{
ms[ms_pos++] = *bit - '0';
}
}
else
{
times[time_pos] = times[time_pos] * 10 + *bit - '0';
}
}
else if (*bit == ':')
{
if (in_ms)
{ // If we already specified milliseconds, we can't take any more parts.
return false;
}
pcm = false;
if (++time_pos == countof(times))
{ // Time too long. (Seriously, starting the loop days in?)
return false;
}
}
else if (*bit == '.')
{
if (pcm || in_ms)
{ // It doesn't make sense to have fractional PCM values.
// It also doesn't make sense to have more than one dot.
return false;
}
in_ms = true;
}
else
{ // Anything else: We don't understand this.
return false;
}
}
if (pcm)
{
*as_samples = true;
*time = times[0];
}
else
{
unsigned int mytime = 0;
// Add in hours, minutes, and seconds
for (int i = 0; i <= time_pos; ++i)
{
mytime = mytime * 60 + times[i];
}
// Add in milliseconds
mytime = mytime * 1000 + ms[0] * 100 + ms[1] * 10 + ms[2];
*as_samples = false;
*time = mytime;
}
return true;
}
//==========================================================================
//
// sfxinfo_t :: MarkUsed
//
// Marks this sound for precaching.
//
//==========================================================================
void sfxinfo_t::MarkUsed()
{
bUsed = true;
}
//==========================================================================
//
// S_MarkPlayerSounds
//
// Marks all sounds from a particular player class for precaching.
//
//==========================================================================
void S_MarkPlayerSounds (const char *playerclass)
{
int classidx = S_FindPlayerClass(playerclass);
if (classidx < 0)
{
classidx = DefPlayerClass;
}
for (int g = 0; g < 3; ++g)
{
int listidx = PlayerClassLookups[classidx].ListIndex[0];
if (listidx != 0xffff)
{
PlayerSounds[listidx].MarkUsed();
}
}
}
//==========================================================================
//
// CCMD soundlist
//
//==========================================================================
CCMD (soundlist)
{
char lumpname[9];
unsigned int i;
lumpname[8] = 0;
for (i = 0; i < S_sfx.Size (); i++)
{
const sfxinfo_t *sfx = &S_sfx[i];
if (sfx->bRandomHeader)
{
Printf ("%3d. %s -> #%d {", i, sfx->name.GetChars(), sfx->link);
const FRandomSoundList *list = &S_rnd[sfx->link];
for (size_t j = 0; j < list->NumSounds; ++j)
{
Printf (" %s ", S_sfx[list->Sounds[j]].name.GetChars());
}
Printf ("}\n");
}
else if (sfx->bPlayerReserve)
{
Printf ("%3d. %s <<player sound %d>>\n", i, sfx->name.GetChars(), sfx->link);
}
else if (S_sfx[i].lumpnum != -1)
{
Wads.GetLumpName (lumpname, sfx->lumpnum);
Printf ("%3d. %s (%s)\n", i, sfx->name.GetChars(), lumpname);
}
else if (S_sfx[i].link != sfxinfo_t::NO_LINK)
{
Printf ("%3d. %s -> %s\n", i, sfx->name.GetChars(), S_sfx[sfx->link].name.GetChars());
}
else
{
Printf ("%3d. %s **not present**\n", i, sfx->name.GetChars());
}
}
}
//==========================================================================
//
// CCMD soundlinks
//
//==========================================================================
CCMD (soundlinks)
{
unsigned int i;
for (i = 0; i < S_sfx.Size (); i++)
{
const sfxinfo_t *sfx = &S_sfx[i];
if (sfx->link != sfxinfo_t::NO_LINK &&
!sfx->bRandomHeader &&
!sfx->bPlayerReserve)
{
Printf ("%s -> %s\n", sfx->name.GetChars(), S_sfx[sfx->link].name.GetChars());
}
}
}
//==========================================================================
//
// CCMD playersounds
//
//==========================================================================
CCMD (playersounds)
{
const char *reserveNames[256];
unsigned int i;
int j, k, l;
// Find names for the player sounds
memset (reserveNames, 0, sizeof(reserveNames));
for (i = j = 0; j < NumPlayerReserves && i < S_sfx.Size(); ++i)
{
if (S_sfx[i].bPlayerReserve)
{
++j;
reserveNames[S_sfx[i].link] = S_sfx[i].name;
}
}
for (i = 0; i < PlayerClassLookups.Size(); ++i)
{
for (j = 0; j < 3; ++j)
{
if ((l = PlayerClassLookups[i].ListIndex[j]) != 0xffff)
{
Printf ("\n%s, %s:\n", PlayerClassLookups[i].Name.GetChars(), GenderNames[j]);
for (k = 0; k < NumPlayerReserves; ++k)
{
Printf (" %-16s%s\n", reserveNames[k], S_sfx[PlayerSounds[l].LookupSound (k)].name.GetChars());
}
}
}
}
}
// AAmbientSound implementation ---------------------------------------------
class AAmbientSound : public AActor
{
DECLARE_CLASS (AAmbientSound, AActor)
public:
void Serialize (FArchive &arc);
void MarkPrecacheSounds () const;
void BeginPlay ();
void Tick ();
void Activate (AActor *activator);
void Deactivate (AActor *activator);
protected:
bool bActive;
private:
void SetTicker (struct FAmbientSound *ambient);
int NextCheck;
};
IMPLEMENT_CLASS (AAmbientSound)
//==========================================================================
//
// AmbientSound :: Serialize
//
//==========================================================================
void AAmbientSound::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << bActive << NextCheck;
}
//==========================================================================
//
// AmbientSound :: MarkPrecacheSounds
//
//==========================================================================
void AAmbientSound::MarkPrecacheSounds() const
{
Super::MarkPrecacheSounds();
FAmbientSound *ambient = Ambients.CheckKey(args[0]);
if (ambient != NULL)
{
ambient->sound.MarkUsed();
}
}
//==========================================================================
//
// AmbientSound :: Tick
//
//==========================================================================
void AAmbientSound::Tick ()
{
Super::Tick ();
if (!bActive || level.maptime < NextCheck)
return;
FAmbientSound *ambient;
int loop = 0;
ambient = Ambients.CheckKey(args[0]);
if (ambient == NULL)
{
return;
}
if ((ambient->type & CONTINUOUS) == CONTINUOUS)
{
loop = CHAN_LOOP;
}
if (ambient->sound != 0)
{
// The second argument scales the ambient sound's volume.
// 0 and 100 are normal volume. The maximum volume level
// possible is always 1.
float volscale = args[1] == 0 ? 1 : args[1] / 100.f;
float usevol = clamp(ambient->volume * volscale, 0.f, 1.f);
// The third argument is the minimum distance for audible fading, and
// the fourth argument is the maximum distance for audibility. Setting
// either of these to 0 or setting min distance > max distance will
// use the standard rolloff.
if ((args[2] | args[3]) == 0 || args[2] > args[3])
{
S_Sound(this, CHAN_BODY | loop, ambient->sound, usevol, ambient->attenuation);
}
else
{
float min = float(args[2]), max = float(args[3]);
// The fifth argument acts as a scalar for the preceding two, if it's non-zero.
if (args[4] > 0)
{
min *= args[4];
max *= args[4];
}
S_SoundMinMaxDist(this, CHAN_BODY | loop, ambient->sound, usevol, min, max);
}
if (!loop)
{
SetTicker (ambient);
}
else
{
NextCheck = INT_MAX;
}
}
else
{
Destroy ();
}
}
//==========================================================================
//
// AmbientSound :: SetTicker
//
//==========================================================================
void AAmbientSound::SetTicker (struct FAmbientSound *ambient)
{
if ((ambient->type & CONTINUOUS) == CONTINUOUS)
{
NextCheck += 1;
}
else if (ambient->type & RANDOM)
{
NextCheck += (int)(((float)rand() / (float)RAND_MAX) *
(float)(ambient->periodmax - ambient->periodmin)) +
ambient->periodmin;
}
else
{
NextCheck += ambient->periodmin;
}
}
//==========================================================================
//
// AmbientSound :: BeginPlay
//
//==========================================================================
void AAmbientSound::BeginPlay ()
{
Super::BeginPlay ();
Activate (NULL);
}
//==========================================================================
//
// AmbientSound :: Activate
//
// Starts playing a sound (or does nothing if the sound is already playing).
//
//==========================================================================
void AAmbientSound::Activate (AActor *activator)
{
Super::Activate (activator);
FAmbientSound *amb = Ambients.CheckKey(args[0]);
if (amb == NULL)
{
Destroy ();
return;
}
if (!bActive)
{
if ((amb->type & 3) == 0 && amb->periodmin == 0)
{
int sndnum = S_FindSound(amb->sound);
if (sndnum == 0)
{
Destroy ();
return;
}
amb->periodmin = Scale(S_GetMSLength(sndnum), TICRATE, 1000);
}
NextCheck = level.maptime;
if (amb->type & (RANDOM|PERIODIC))
SetTicker (amb);
bActive = true;
}
}
//==========================================================================
//
// AmbientSound :: Deactivate
//
// Stops playing CONTINUOUS sounds immediately. Also prevents further
// occurrences of repeated sounds.
//
//==========================================================================
void AAmbientSound::Deactivate (AActor *activator)
{
Super::Deactivate (activator);
if (bActive)
{
bActive = false;
FAmbientSound *ambient = Ambients.CheckKey(args[0]);
if (ambient != NULL && (ambient->type & CONTINUOUS) == CONTINUOUS)
{
S_StopSound (this, CHAN_BODY);
}
}
}
//==========================================================================
//
// S_ParseMusInfo
// Parses MUSINFO lump.
//
//==========================================================================
void S_ParseMusInfo()
{
int lastlump = 0, lump;
while ((lump = Wads.FindLump ("MUSINFO", &lastlump)) != -1)
{
FScanner sc(lump);
while (sc.GetString())
{
level_info_t *map = FindLevelInfo(sc.String);
if (map == NULL)
{
// Don't abort for invalid maps
sc.ScriptMessage("Unknown map '%s'", sc.String);
}
while (sc.CheckNumber())
{
int index = sc.Number;
sc.MustGetString();
if (index > 0)
{
FName music = sc.String;
if (map != NULL)
{
map->MusicMap[index] = music;
}
}
}
}
}
}
//==========================================================================
//
// Music changer. Uses the sector action class to do its job
//
//==========================================================================
class AMusicChanger : public ASectorAction
{
DECLARE_CLASS (AMusicChanger, ASectorAction)
public:
virtual bool TriggerAction (AActor *triggerer, int activationType);
virtual void Tick();
virtual void PostBeginPlay();
};
IMPLEMENT_CLASS(AMusicChanger)
bool AMusicChanger::TriggerAction (AActor *triggerer, int activationType)
{
if (activationType & SECSPAC_Enter)
{
if (args[0] == 0 || level.info->MusicMap.CheckKey(args[0]))
{
level.nextmusic = args[0];
reactiontime = 30;
}
}
return Super::TriggerAction (triggerer, activationType);
}
void AMusicChanger::Tick()
{
Super::Tick();
if (reactiontime > -1 && --reactiontime == 0)
{
// Is it our music that's queued for being played?
if (level.nextmusic == args[0])
{
if (args[0] != 0)
{
FName *music = level.info->MusicMap.CheckKey(args[0]);
if (music != NULL)
{
S_ChangeMusic(music->GetChars(), args[1]);
}
}
else
{
S_ChangeMusic("*");
}
}
}
}
void AMusicChanger::PostBeginPlay()
{
// The music changer should consider itself activated if the player
// spawns in its sector as well as if it enters the sector during a P_TryMove.
Super::PostBeginPlay();
if (players[consoleplayer].mo && players[consoleplayer].mo->Sector == this->Sector)
{
TriggerAction(players[consoleplayer].mo, SECSPAC_Enter);
}
}