- playGenDudeSound.

This commit is contained in:
Christoph Oelckers 2021-05-05 19:15:25 +02:00
parent ea63229251
commit 75258c8b29
4 changed files with 39 additions and 30 deletions

View file

@ -2997,7 +2997,7 @@ static bool actKillModernDude(DBloodActor* actor, DAMAGE_TYPE damageType)
pSprite->flags &= ~kPhysMove; pSprite->flags &= ~kPhysMove;
actor->xvel() = actor->yvel() = 0; actor->xvel() = actor->yvel() = 0;
playGenDudeSound(pSprite, kGenDudeSndTransforming); playGenDudeSound(actor, kGenDudeSndTransforming);
int seqId = pXSprite->data2 + kGenDudeSeqTransform; int seqId = pXSprite->data2 + kGenDudeSeqTransform;
if (getSequence(seqId)) seqSpawn(seqId, actor, -1); if (getSequence(seqId)) seqSpawn(seqId, actor, -1);
else else
@ -3194,7 +3194,7 @@ static int checkDamageType(DBloodActor* actor, DAMAGE_TYPE damageType)
case kDudeModernCustom: case kDudeModernCustom:
case kDudeModernCustomBurning: case kDudeModernCustomBurning:
{ {
playGenDudeSound(pSprite, kGenDudeSndDeathExplode); playGenDudeSound(actor, kGenDudeSndDeathExplode);
GENDUDEEXTRA* pExtra = &actor->genDudeExtra(); GENDUDEEXTRA* pExtra = &actor->genDudeExtra();
if (!pExtra->availDeaths[damageType]) if (!pExtra->availDeaths[damageType])
{ {
@ -3339,7 +3339,7 @@ static void modernCustomDudeDeath(DBloodActor* actor, int nSeq, int damageType)
auto pSprite = &actor->s(); auto pSprite = &actor->s();
auto pXSprite = &actor->x(); auto pXSprite = &actor->x();
playGenDudeSound(pSprite, kGenDudeSndDeathNormal); playGenDudeSound(actor, kGenDudeSndDeathNormal);
int dudeToGib = (actCheckRespawn(actor)) ? -1 : ((nSeq == 3) ? nDudeToGibClient2 : nDudeToGibClient1); int dudeToGib = (actCheckRespawn(actor)) ? -1 : ((nSeq == 3) ? nDudeToGibClient2 : nDudeToGibClient1);
if (nSeq == 3) if (nSeq == 3)
{ {
@ -3367,7 +3367,7 @@ static void modernCustomDudeBurningDeath(DBloodActor* actor, int nSeq)
{ {
auto pSprite = &actor->s(); auto pSprite = &actor->s();
playGenDudeSound(pSprite, kGenDudeSndDeathExplode); playGenDudeSound(actor, kGenDudeSndDeathExplode);
int dudeToGib = (actCheckRespawn(actor)) ? -1 : nDudeToGibClient1; int dudeToGib = (actCheckRespawn(actor)) ? -1 : nDudeToGibClient1;
if (Chance(0x4000)) spawnGibs(actor, GIBTYPE_27, -0xccccc); if (Chance(0x4000)) spawnGibs(actor, GIBTYPE_27, -0xccccc);

View file

@ -456,7 +456,7 @@ void aiActivateDude(DBloodActor* actor)
} }
else else
{ {
if (Chance(0x4000)) playGenDudeSound(pSprite, kGenDudeSndTargetSpot); if (Chance(0x4000)) playGenDudeSound(actor,kGenDudeSndTargetSpot);
if (spriteIsUnderwater(pSprite, false)) aiGenDudeNewState(actor, &genDudeChaseW); if (spriteIsUnderwater(pSprite, false)) aiGenDudeNewState(actor, &genDudeChaseW);
else aiGenDudeNewState(actor, &genDudeChaseL); else aiGenDudeNewState(actor, &genDudeChaseL);
} }
@ -1033,7 +1033,7 @@ int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType
if (pSprite->type == kDudeModernCustomBurning) if (pSprite->type == kDudeModernCustomBurning)
{ {
if (Chance(0x2000) && actor->dudeExtra.time < PlayClock) { if (Chance(0x2000) && actor->dudeExtra.time < PlayClock) {
playGenDudeSound(pSprite, kGenDudeSndBurning); playGenDudeSound(actor,kGenDudeSndBurning);
actor->dudeExtra.time = PlayClock + 360; actor->dudeExtra.time = PlayClock + 360;
} }
@ -1075,7 +1075,7 @@ int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType
if (pExtra->canBurn && pExtra->availDeaths[kDamageBurn] > 0) { if (pExtra->canBurn && pExtra->availDeaths[kDamageBurn] > 0) {
aiPlay3DSound(actor, 361, AI_SFX_PRIORITY_0, -1); aiPlay3DSound(actor, 361, AI_SFX_PRIORITY_0, -1);
playGenDudeSound(pSprite, kGenDudeSndBurning); playGenDudeSound(actor,kGenDudeSndBurning);
pSprite->type = kDudeModernCustomBurning; pSprite->type = kDudeModernCustomBurning;
if (pXSprite->data2 == kGenDudeDefaultSeq) // don't inherit palette for burning if using default animation if (pXSprite->data2 == kGenDudeDefaultSeq) // don't inherit palette for burning if using default animation
@ -1105,7 +1105,7 @@ int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType
else aiGenDudeNewState(actor, &genDudeDodgeShortD); else aiGenDudeNewState(actor, &genDudeDodgeShortD);
if (Chance(0x0200)) if (Chance(0x0200))
playGenDudeSound(pSprite, kGenDudeSndGotHit); playGenDudeSound(actor,kGenDudeSndGotHit);
} }
else if (dudeIsPlayingSeq(actor, 13)) else if (dudeIsPlayingSeq(actor, 13))
@ -1116,7 +1116,7 @@ int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType
} }
else if (Chance(0x0200)) else if (Chance(0x0200))
{ {
playGenDudeSound(pSprite, kGenDudeSndGotHit); playGenDudeSound(actor,kGenDudeSndGotHit);
} }
} }
return nDamage; return nDamage;
@ -1315,7 +1315,7 @@ void RecoilDude(DBloodActor* actor)
else if (rState == 2) pXSprite->aiState->nextState = &genDudeChaseD; else if (rState == 2) pXSprite->aiState->nextState = &genDudeChaseD;
else pXSprite->aiState->nextState = &genDudeChaseW; else pXSprite->aiState->nextState = &genDudeChaseW;
playGenDudeSound(pSprite, kGenDudeSndGotHit); playGenDudeSound(actor,kGenDudeSndGotHit);
} }

View file

@ -217,7 +217,7 @@ void punchCallback(int, DBloodActor* actor)
int dy = SinScale16(pSprite->ang); int dy = SinScale16(pSprite->ang);
int dz = nZOffset1 - nZOffset2; int dz = nZOffset1 - nZOffset2;
if (!playGenDudeSound(pSprite, kGenDudeSndAttackMelee)) if (!playGenDudeSound(actor, kGenDudeSndAttackMelee))
sfxPlay3DSound(actor, 530, 1, 0); sfxPlay3DSound(actor, 530, 1, 0);
actFireVector(actor, 0, 0, dx, dy, dz,kVectorGenDudePunch); actFireVector(actor, 0, 0, dx, dy, dz,kVectorGenDudePunch);
@ -255,7 +255,7 @@ void genDudeAttack1(int, DBloodActor* actor)
} }
actFireVector(actor, 0, 0, dx, dy, dz,(VECTOR_TYPE)pExtra->curWeapon); actFireVector(actor, 0, 0, dx, dy, dz,(VECTOR_TYPE)pExtra->curWeapon);
if (!playGenDudeSound(pSprite, kGenDudeSndAttackNormal)) if (!playGenDudeSound(actor, kGenDudeSndAttackNormal))
sfxPlayVectorSound(pSprite, pExtra->curWeapon); sfxPlayVectorSound(pSprite, pExtra->curWeapon);
} }
else if (pExtra->weaponType == kGenDudeWeaponSummon) else if (pExtra->weaponType == kGenDudeWeaponSummon)
@ -278,7 +278,7 @@ void genDudeAttack1(int, DBloodActor* actor)
gKillMgr.AddNewKill(1); gKillMgr.AddNewKill(1);
pExtra->slave[pExtra->slaveCount++] = pSpawned->index; pExtra->slave[pExtra->slaveCount++] = pSpawned->index;
if (!playGenDudeSound(pSprite, kGenDudeSndAttackNormal)) if (!playGenDudeSound(actor, kGenDudeSndAttackNormal))
sfxPlay3DSoundCP(actor, 379, 1, 0, 0x10000 - Random3(0x3000)); sfxPlay3DSoundCP(actor, 379, 1, 0, 0x10000 - Random3(0x3000));
} }
} }
@ -291,7 +291,7 @@ void genDudeAttack1(int, DBloodActor* actor)
dx += Random3(dispersion); dy += Random3(dispersion); dz += Random3(dispersion >> 1); dx += Random3(dispersion); dy += Random3(dispersion); dz += Random3(dispersion >> 1);
actFireMissile(actor, 0, 0, dx, dy, dz, pExtra->curWeapon); actFireMissile(actor, 0, 0, dx, dy, dz, pExtra->curWeapon);
if (!playGenDudeSound(pSprite, kGenDudeSndAttackNormal)) if (!playGenDudeSound(actor, kGenDudeSndAttackNormal))
sfxPlayMissileSound(pSprite, pExtra->curWeapon); sfxPlayMissileSound(pSprite, pExtra->curWeapon);
} }
} }
@ -330,7 +330,7 @@ static void ThrowThing(DBloodActor* actor, bool impact)
const THINGINFO* pThinkInfo = &thingInfo[curWeapon - kThingBase]; const THINGINFO* pThinkInfo = &thingInfo[curWeapon - kThingBase];
if (!gThingInfoExtra[curWeapon - kThingBase].allowThrow) return; if (!gThingInfoExtra[curWeapon - kThingBase].allowThrow) return;
else if (!playGenDudeSound(pSprite, kGenDudeSndAttackThrow)) else if (!playGenDudeSound(actor, kGenDudeSndAttackThrow))
sfxPlay3DSound(actor, 455, -1, 0); sfxPlay3DSound(actor, 455, -1, 0);
int zThrow = 14500; int zThrow = 14500;
@ -502,7 +502,7 @@ static void unicultThinkChase(DBloodActor* actor)
PLAYER* pPlayer = NULL; PLAYER* pPlayer = NULL;
if ((!IsPlayerSprite(pTarget)) || ((pPlayer = getPlayerById(pTarget->type)) != NULL && pPlayer->fraggerId == pSprite->index)) if ((!IsPlayerSprite(pTarget)) || ((pPlayer = getPlayerById(pTarget->type)) != NULL && pPlayer->fraggerId == pSprite->index))
{ {
playGenDudeSound(pSprite, kGenDudeSndTargetDead); playGenDudeSound(actor, kGenDudeSndTargetDead);
if (spriteIsUnderwater(pSprite, false)) aiGenDudeNewState(actor, &genDudeSearchShortW); if (spriteIsUnderwater(pSprite, false)) aiGenDudeNewState(actor, &genDudeSearchShortW);
else aiGenDudeNewState(actor, &genDudeSearchShortL); else aiGenDudeNewState(actor, &genDudeSearchShortL);
} }
@ -565,7 +565,7 @@ static void unicultThinkChase(DBloodActor* actor)
if (dist < pDudeInfo->seeDist && abs(losAngle) <= pDudeInfo->periphery) { if (dist < pDudeInfo->seeDist && abs(losAngle) <= pDudeInfo->periphery) {
if ((PlayClock & 64) == 0 && Chance(0x3000) && !spriteIsUnderwater(pSprite, false)) if ((PlayClock & 64) == 0 && Chance(0x3000) && !spriteIsUnderwater(pSprite, false))
playGenDudeSound(pSprite, kGenDudeSndChasing); playGenDudeSound(actor, kGenDudeSndChasing);
actor->dudeSlope = DivScale(pTarget->z - pSprite->z, dist, 10); actor->dudeSlope = DivScale(pTarget->z - pSprite->z, dist, 10);
@ -636,7 +636,7 @@ static void unicultThinkChase(DBloodActor* actor)
return; return;
case kModernThingThrowableRock: case kModernThingThrowableRock:
if (Chance(0x4000)) aiGenDudeNewState(actor, &genDudeThrow2); if (Chance(0x4000)) aiGenDudeNewState(actor, &genDudeThrow2);
else playGenDudeSound(pSprite, kGenDudeSndTargetSpot); else playGenDudeSound(actor, kGenDudeSndTargetSpot);
return; return;
default: default:
aiGenDudeNewState(actor, &genDudeThrow2); aiGenDudeNewState(actor, &genDudeThrow2);
@ -1324,12 +1324,14 @@ void aiGenDudeNewState(DBloodActor* actor, AISTATE* pAIState)
// //
//--------------------------------------------------------------------------- //---------------------------------------------------------------------------
bool playGenDudeSound(spritetype* pSprite, int mode) { bool playGenDudeSound(DBloodActor* actor, int mode)
{
auto const pSprite = &actor->s();
auto const pXSprite = &actor->x();
if (mode < kGenDudeSndTargetSpot || mode >= kGenDudeSndMax) return false; if (mode < kGenDudeSndTargetSpot || mode >= kGenDudeSndMax) return false;
auto actor = &bloodActors[pSprite->index]; const GENDUDESND* sndInfo = &gCustomDudeSnd[mode]; bool gotSnd = false;
const GENDUDESND* sndInfo =& gCustomDudeSnd[mode]; bool gotSnd = false; short sndStartId = pXSprite->sysData1;
short sndStartId = xsprite[pSprite->extra].sysData1; int rand = sndInfo->randomRange; int rand = sndInfo->randomRange;
int sndId = (sndStartId <= 0) ? sndInfo->defaultSndId : sndStartId + sndInfo->sndIdOffset; int sndId = (sndStartId <= 0) ? sndInfo->defaultSndId : sndStartId + sndInfo->sndIdOffset;
GENDUDEEXTRA* pExtra = &actor->genDudeExtra(); GENDUDEEXTRA* pExtra = &actor->genDudeExtra();
@ -1357,8 +1359,8 @@ bool playGenDudeSound(spritetype* pSprite, int mode) {
if (sndId < 0) return false; if (sndId < 0) return false;
else if (sndStartId <= 0) { sndId += Random(rand); gotSnd = true; } else if (sndStartId <= 0) { sndId += Random(rand); gotSnd = true; }
else { else
{
// Let's try to get random snd // Let's try to get random snd
int maxRetries = 5; int maxRetries = 5;
while (maxRetries-- > 0) { while (maxRetries-- > 0) {
@ -1370,9 +1372,11 @@ bool playGenDudeSound(spritetype* pSprite, int mode) {
} }
// If no success in getting random snd, get first existing one // If no success in getting random snd, get first existing one
if (gotSnd == false) { if (gotSnd == false)
{
int maxSndId = sndId + rand; int maxSndId = sndId + rand;
while (sndId++ < maxSndId) { while (sndId++ < maxSndId)
{
if (!soundEngine->FindSoundByResID(sndId)) continue; if (!soundEngine->FindSoundByResID(sndId)) continue;
gotSnd = true; gotSnd = true;
break; break;
@ -1383,12 +1387,17 @@ bool playGenDudeSound(spritetype* pSprite, int mode) {
if (gotSnd == false) return false; if (gotSnd == false) return false;
else if (sndInfo->aiPlaySound) aiPlay3DSound(actor, sndId, AI_SFX_PRIORITY_2, -1); else if (sndInfo->aiPlaySound) aiPlay3DSound(actor, sndId, AI_SFX_PRIORITY_2, -1);
else sfxPlay3DSound(pSprite, sndId, -1, 0); else sfxPlay3DSound(actor, sndId, -1, 0);
pExtra->sndPlaying = true; pExtra->sndPlaying = true;
return true; return true;
} }
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool spriteIsUnderwater(spritetype* pSprite, bool oldWay) { bool spriteIsUnderwater(spritetype* pSprite, bool oldWay) {
return ((sector[pSprite->sectnum].extra >= 0 && xsector[sector[pSprite->sectnum].extra].Underwater) return ((sector[pSprite->sectnum].extra >= 0 && xsector[sector[pSprite->sectnum].extra].Underwater)

View file

@ -201,7 +201,7 @@ void removeLeech(spritetype* pLeech, bool delSprite = true);
void removeDudeStuff(spritetype* pSprite); void removeDudeStuff(spritetype* pSprite);
spritetype* leechIsDropped(spritetype* pSprite); spritetype* leechIsDropped(spritetype* pSprite);
bool spriteIsUnderwater(spritetype* pSprite, bool oldWay = false); bool spriteIsUnderwater(spritetype* pSprite, bool oldWay = false);
bool playGenDudeSound(spritetype* pSprite, int mode); bool playGenDudeSound(DBloodActor* actor, int mode);
void aiGenDudeMoveForward(DBloodActor* actor); void aiGenDudeMoveForward(DBloodActor* actor);
void aiGenDudeChooseDirection(DBloodActor* actor, int a3, int aXvel = -1, int aYvel = -1); void aiGenDudeChooseDirection(DBloodActor* actor, int a3, int aXvel = -1, int aYvel = -1);
void aiGenDudeNewState(DBloodActor* actor, AISTATE* pAIState); void aiGenDudeNewState(DBloodActor* actor, AISTATE* pAIState);