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Hacks for the splitscreen mod: play sounds from both players.
The sound distance is the minimum of the two. Both point sources as well as MUSICANDSFX ambient sound is handled. git-svn-id: https://svn.eduke32.com/eduke32@2885 1a8010ca-5511-0410-912e-c29ae57300e0
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parent
af05fe18be
commit
8039db5ff2
2 changed files with 61 additions and 11 deletions
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@ -1217,7 +1217,6 @@ BOLT:
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ACTOR_STATIC void G_MoveFX(void)
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{
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int32_t i = headspritestat[STAT_FX], j, nexti;
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int32_t x, ht;
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spritetype *s;
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while (i >= 0)
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@ -1240,8 +1239,8 @@ ACTOR_STATIC void G_MoveFX(void)
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break;
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case MUSICANDSFX__STATIC:
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ht = s->hitag;
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{
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const int32_t ht = s->hitag;
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if (T2 != ud.config.SoundToggle)
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{
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@ -1251,7 +1250,15 @@ ACTOR_STATIC void G_MoveFX(void)
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if (s->lotag >= 1000 && s->lotag < 2000)
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{
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x = ldist(&sprite[g_player[screenpeek].ps->i],s);
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int32_t x = ldist(&sprite[g_player[screenpeek].ps->i],s);
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if (g_fakeMultiMode && ud.multimode==2)
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{
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// HACK for splitscreen mod
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int32_t otherdist = ldist(&sprite[g_player[1].ps->i],s);
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x = min(x, otherdist);
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}
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if (x < ht && T1 == 0)
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{
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FX_SetReverb(s->lotag - 1000);
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@ -1268,7 +1275,15 @@ ACTOR_STATIC void G_MoveFX(void)
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{
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if ((g_sounds[s->lotag].m&2))
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{
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x = dist(&sprite[g_player[screenpeek].ps->i],s);
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int32_t x = dist(&sprite[g_player[screenpeek].ps->i],s);
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if (g_fakeMultiMode && ud.multimode==2)
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{
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// HACK for splitscreen mod
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int32_t otherdist = dist(&sprite[g_player[1].ps->i],s);
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x = min(x, otherdist);
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}
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if (x < ht && T1 == 0 && FX_VoiceAvailable(g_sounds[s->lotag].pr-1))
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{
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if (g_numEnvSoundsPlaying == ud.config.NumVoices)
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@ -1312,6 +1327,7 @@ ACTOR_STATIC void G_MoveFX(void)
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}
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break;
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}
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}
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BOLT:
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i = nexti;
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}
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@ -400,6 +400,13 @@ static inline int32_t find_free_slot(int32_t num)
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return j;
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}
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static inline int32_t get_sound_ang(int32_t camang, const vec3_t *cam, const vec3_t *pos)
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{
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int32_t sndang = 2048 + camang - getangle(cam->x-pos->x, cam->y-pos->y);
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sndang &= 2047;
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return sndang;
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}
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static int32_t S_CalcDistAndAng(int32_t i, int32_t num, int32_t camsect, int32_t camang,
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const vec3_t *cam, const vec3_t *pos,
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int32_t *sndistptr, int32_t *sndangptr)
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@ -410,17 +417,44 @@ static int32_t S_CalcDistAndAng(int32_t i, int32_t num, int32_t camsect, int32_t
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if (PN == APLAYER && sprite[i].yvel == screenpeek)
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{
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sndang = sndist = 0;
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goto sound_further_processing;
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}
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else
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sndang = get_sound_ang(camang, cam, pos);
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sndist = FindDistance3D(cam->x-pos->x, cam->y-pos->y, (cam->z-pos->z)>>4);
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if (g_fakeMultiMode && ud.multimode==2)
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{
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sndang = 2048 + camang - getangle(cam->x-pos->x, cam->y-pos->y);
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sndang &= 2047;
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// HACK for splitscreen mod: take the min of sound distances
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// to 1st and 2nd player.
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sndist = FindDistance3D(cam->x-pos->x, cam->y-pos->y, (cam->z-pos->z)>>4);
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if ((g_sounds[num].m&16) == 0 && PN == MUSICANDSFX && SLT < 999 && (sector[SECT].lotag&0xff) < 9)
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sndist = divscale14(sndist, SHT+1);
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if (PN == APLAYER && sprite[i].yvel==1)
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{
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sndist = sndang = 0;
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goto sound_further_processing;
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}
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{
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const vec3_t *cam2 = &g_player[1].ps->pos;
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int32_t sndist2 = FindDistance3D(cam2->x-pos->x, cam2->y-pos->y, (cam2->z-pos->z)>>4);
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if (sndist2 < sndist)
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{
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cam = cam2;
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camsect = g_player[1].ps->cursectnum;
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camang = g_player[1].ps->ang;
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sndist = sndist2;
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sndang = get_sound_ang(camang, cam, pos);
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}
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}
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}
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if ((g_sounds[num].m&16) == 0 && PN == MUSICANDSFX && SLT < 999 && (sector[SECT].lotag&0xff) < 9)
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sndist = divscale14(sndist, SHT+1);
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sound_further_processing:
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sndist += g_sounds[num].vo;
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if (sndist < 0)
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sndist = 0;
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