Game defs: Add sounds sub-token to cutscene token that functions identically to animsounds.

git-svn-id: https://svn.eduke32.com/eduke32@6283 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
hendricks266 2017-06-25 11:24:23 +00:00
parent 4db07ee9af
commit 018bc98ecb

View file

@ -5069,6 +5069,92 @@ static void parsedefinitions_game_include(const char *fileName, scriptfile *pScr
}
}
static void parsedefinitions_game_animsounds(scriptfile *pScript, char * blockEnd, char const * fileName, dukeanim_t * animPtr)
{
Bfree(animPtr->sounds);
size_t numPairs = 0, allocSize = 4;
animPtr->sounds = (animsound_t *)Xmalloc(allocSize * sizeof(animsound_t));
animPtr->numsounds = 0;
int defError = 1;
uint16_t lastFrameNum = 1;
while (pScript->textptr < blockEnd)
{
int32_t frameNum;
int32_t soundNum;
// HACK: we've reached the end of the list
// (hack because it relies on knowledge of
// how scriptfile_* preprocesses the text)
if (blockEnd - pScript->textptr == 1)
break;
// would produce error when it encounters the closing '}'
// without the above hack
if (scriptfile_getnumber(pScript, &frameNum))
break;
defError = 1;
if (scriptfile_getsymbol(pScript, &soundNum))
break;
// frame numbers start at 1 for us
if (frameNum <= 0)
{
initprintf("Error: frame number must be greater zero on line %s:%d\n", pScript->filename,
scriptfile_getlinum(pScript, pScript->ltextptr));
break;
}
if (frameNum < lastFrameNum)
{
initprintf("Error: frame numbers must be in (not necessarily strictly)"
" ascending order (line %s:%d)\n",
pScript->filename, scriptfile_getlinum(pScript, pScript->ltextptr));
break;
}
lastFrameNum = frameNum;
if ((unsigned)soundNum >= MAXSOUNDS)
{
initprintf("Error: sound number #%d invalid on line %s:%d\n", soundNum, pScript->filename,
scriptfile_getlinum(pScript, pScript->ltextptr));
break;
}
if (numPairs >= allocSize)
{
allocSize *= 2;
animPtr->sounds = (animsound_t *)Xrealloc(animPtr->sounds, allocSize * sizeof(animsound_t));
}
defError = 0;
animsound_t & sound = animPtr->sounds[numPairs];
sound.frame = frameNum;
sound.sound = soundNum;
++numPairs;
}
if (!defError)
{
animPtr->numsounds = numPairs;
// initprintf("Defined sound sequence for hi-anim \"%s\" with %d frame/sound pairs\n",
// hardcoded_anim_tokens[animnum].text, numpairs);
}
else
{
DO_FREE_AND_NULL(animPtr->sounds);
initprintf("Failed defining sound sequence for anim \"%s\".\n", fileName);
}
}
static int parsedefinitions_game(scriptfile *pScript, int firstPass)
{
int token;
@ -5100,6 +5186,7 @@ static int parsedefinitions_game(scriptfile *pScript, int firstPass)
static const tokenlist animTokens [] =
{
{ "delay", T_DELAY },
{ "sounds", T_SOUND },
};
do
@ -5226,6 +5313,14 @@ static int parsedefinitions_game(scriptfile *pScript, int firstPass)
scriptfile_getnumber(pScript, &temp);
animPtr->framedelay = temp;
break;
case T_SOUND:
{
char *animSoundsEnd = NULL;
if (scriptfile_getbraces(pScript, &animSoundsEnd))
break;
parsedefinitions_game_animsounds(pScript, animSoundsEnd, fileName, animPtr);
break;
}
}
}
}
@ -5236,13 +5331,11 @@ static int parsedefinitions_game(scriptfile *pScript, int firstPass)
case T_ANIMSOUNDS:
{
char *tokenPtr = pScript->ltextptr;
int numPairs = 0;
int allocSize = 4;
int defError = 1;
int lastFrameNum = INT32_MIN;
char *fileName = NULL;
scriptfile_getstring(pScript, &fileName);
if (!fileName)
break;
char *animSoundsEnd = NULL;
@ -5251,121 +5344,20 @@ static int parsedefinitions_game(scriptfile *pScript, int firstPass)
if (firstPass)
{
while (pScript->textptr < animSoundsEnd)
{
int32_t dummy;
// HACK: we've reached the end of the list
// (hack because it relies on knowledge of
// how scriptfile_* preprocesses the text)
if (animSoundsEnd - pScript->textptr == 1)
break;
if (scriptfile_getnumber(pScript, &dummy))
break;
}
pScript->textptr = animSoundsEnd;
break;
}
dukeanim_t *animPtr = NULL;
dukeanim_t *animPtr = Anim_Find(fileName);
if (fileName)
if (!animPtr)
{
animPtr = Anim_Find(fileName);
if (!animPtr)
{
initprintf("Error: expected animation filename on line %s:%d\n",
pScript->filename, scriptfile_getlinum(pScript, tokenPtr));
break;
}
if (animPtr->sounds)
{
initprintf("Warning: overwriting already defined hi-anim %s's sounds on line %s:%d\n", fileName,
pScript->filename, scriptfile_getlinum(pScript, tokenPtr));
Bfree(animPtr->sounds);
}
animPtr->sounds = (animsound_t *)Xmalloc(allocSize * sizeof(animsound_t));
animPtr->numsounds = 0;
}
else
initprintf("Error: expected animation filename on line %s:%d\n",
pScript->filename, scriptfile_getlinum(pScript, tokenPtr));
break;
while (pScript->textptr < animSoundsEnd)
{
int32_t frameNum;
int32_t soundNum;
// HACK: we've reached the end of the list
// (hack because it relies on knowledge of
// how scriptfile_* preprocesses the text)
if (animSoundsEnd - pScript->textptr == 1)
break;
// would produce error when it encounters the closing '}'
// without the above hack
if (scriptfile_getnumber(pScript, &frameNum))
break;
defError = 1;
if (scriptfile_getsymbol(pScript, &soundNum))
break;
// frame numbers start at 1 for us
if (frameNum <= 0)
{
initprintf("Error: frame number must be greater zero on line %s:%d\n", pScript->filename,
scriptfile_getlinum(pScript, pScript->ltextptr));
break;
}
if (frameNum < lastFrameNum)
{
initprintf("Error: frame numbers must be in (not necessarily strictly)"
" ascending order (line %s:%d)\n",
pScript->filename, scriptfile_getlinum(pScript, pScript->ltextptr));
break;
}
lastFrameNum = frameNum;
if ((unsigned)soundNum >= MAXSOUNDS)
{
initprintf("Error: sound number #%d invalid on line %s:%d\n", soundNum, pScript->filename,
scriptfile_getlinum(pScript, pScript->ltextptr));
break;
}
if (numPairs >= allocSize)
{
allocSize *= 2;
animPtr->sounds = (animsound_t *)Xrealloc(animPtr->sounds, allocSize * sizeof(animsound_t));
}
defError = 0;
animsound_t & sound = animPtr->sounds[numPairs];
sound.frame = frameNum;
sound.sound = soundNum;
++numPairs;
}
if (!defError)
{
animPtr->numsounds = numPairs;
// initprintf("Defined sound sequence for hi-anim \"%s\" with %d frame/sound pairs\n",
// hardcoded_anim_tokens[animnum].text, numpairs);
}
else
{
DO_FREE_AND_NULL(animPtr->sounds);
initprintf("Failed defining sound sequence for hi-anim \"%s\".\n", fileName);
}
parsedefinitions_game_animsounds(pScript, animSoundsEnd, fileName, animPtr);
}
break;