mirror of
https://github.com/ZDoom/raze-gles.git
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693095bffb
The idea here is to completely merge the resource management into the file system so that Blood's DICTNODE is merely an alias to the internal FResourceLump. A two-tiered resource system is not something I consider worthwile, it made sense to get around Builds crappy cache but in the long term this is not a good solution for a multi-game port to have a resource management system in the backend and another one put over it in the front end, both with their own caching logic that might interfere with each other. Better merge it into one that can handle everything.
169 lines
5.3 KiB
C++
169 lines
5.3 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 Nuke.YKT
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This file is part of NBlood.
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NBlood is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h" // Must come before everything else!
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#include "build.h"
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#include "fx_man.h"
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#include "common_game.h"
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//#include "blood.h"
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#include "view.h"
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#include "config.h"
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#include "db.h"
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#include "player.h"
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#include "resource.h"
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#include "sound.h"
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BEGIN_BLD_NS
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#define kMaxAmbChannel 64
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struct AMB_CHANNEL
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{
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int at0;
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int at4;
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int at8;
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DICTNODE *atc;
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char *at10;
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int at14;
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int at18;
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};
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AMB_CHANNEL ambChannels[kMaxAmbChannel];
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int nAmbChannels = 0;
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void ambProcess(void)
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{
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if (!SoundEnabled())
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return;
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for (int nSprite = headspritestat[kStatAmbience]; nSprite >= 0; nSprite = nextspritestat[nSprite])
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{
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spritetype *pSprite = &sprite[nSprite];
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if (pSprite->owner < 0 || pSprite->owner >= kMaxAmbChannel)
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continue;
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int nXSprite = pSprite->extra;
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if (nXSprite > 0 && nXSprite < kMaxXSprites)
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{
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XSPRITE *pXSprite = &xsprite[nXSprite];
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if (pXSprite->state)
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{
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int dx = pSprite->x-gMe->pSprite->x;
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int dy = pSprite->y-gMe->pSprite->y;
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int dz = pSprite->z-gMe->pSprite->z;
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dx >>= 4;
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dy >>= 4;
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dz >>= 8;
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int nDist = ksqrt(dx*dx+dy*dy+dz*dz);
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int vs = mulscale16(pXSprite->data4, pXSprite->busy);
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ambChannels[pSprite->owner].at4 += ClipRange(scale(nDist, pXSprite->data1, pXSprite->data2, vs, 0), 0, vs);
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}
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}
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}
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AMB_CHANNEL *pChannel = ambChannels;
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for (int i = 0; i < nAmbChannels; i++, pChannel++)
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{
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if (pChannel->at0 > 0)
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FX_SetPan(pChannel->at0, pChannel->at4, pChannel->at4, pChannel->at4);
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else
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{
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int end = ClipLow(pChannel->at14-1, 0);
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pChannel->at0 = FX_PlayLoopedRaw(pChannel->at10, pChannel->at14, pChannel->at10, pChannel->at10+end, sndGetRate(pChannel->at18), 0,
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pChannel->at4, pChannel->at4, pChannel->at4, pChannel->at4, 1.f, (intptr_t)&pChannel->at0);
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}
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pChannel->at4 = 0;
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}
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}
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void ambKillAll(void)
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{
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AMB_CHANNEL *pChannel = ambChannels;
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for (int i = 0; i < nAmbChannels; i++, pChannel++)
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{
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if (pChannel->at0 > 0)
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{
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FX_EndLooping(pChannel->at0);
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FX_StopSound(pChannel->at0);
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}
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if (pChannel->atc)
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{
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gSoundRes.Unlock(pChannel->atc);
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pChannel->atc = NULL;
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}
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}
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nAmbChannels = 0;
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}
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void ambInit(void)
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{
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ambKillAll();
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memset(ambChannels, 0, sizeof(ambChannels));
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for (int nSprite = headspritestat[kStatAmbience]; nSprite >= 0; nSprite = nextspritestat[nSprite]) {
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if (sprite[nSprite].extra <= 0 || sprite[nSprite].extra >= kMaxXSprites) continue;
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XSPRITE *pXSprite = &xsprite[sprite[nSprite].extra];
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if (pXSprite->data1 >= pXSprite->data2) continue;
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int i; AMB_CHANNEL *pChannel = ambChannels;
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for (i = 0; i < nAmbChannels; i++, pChannel++)
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if (pXSprite->data3 == pChannel->at8) break;
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if (i == nAmbChannels) {
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if (i >= kMaxAmbChannel) {
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sprite[nSprite].owner = -1;
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continue;
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}
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int nSFX = pXSprite->data3;
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DICTNODE *pSFXNode = gSoundRes.Lookup(nSFX, "SFX");
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if (!pSFXNode) {
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//ThrowError("Missing sound #%d used in ambient sound generator %d\n", nSFX);
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viewSetSystemMessage("Missing sound #%d used in ambient sound generator #%d\n", nSFX);
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continue;
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}
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SFX *pSFX = (SFX*)gSoundRes.Load(pSFXNode);
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DICTNODE *pRAWNode = gSoundRes.Lookup(pSFX->rawName, "RAW");
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if (!pRAWNode) {
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//ThrowError("Missing RAW sound \"%s\" used in ambient sound generator %d\n", pSFX->rawName, nSFX);
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viewSetSystemMessage("Missing RAW sound \"%s\" used in ambient sound generator %d\n", pSFX->rawName, nSFX);
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continue;
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}
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if (pRAWNode->Size() > 0) {
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pChannel->at14 = pRAWNode->Size();
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pChannel->at8 = nSFX;
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pChannel->atc = pRAWNode;
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pChannel->at14 = pRAWNode->Size();
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pChannel->at10 = (char*)gSoundRes.Lock(pRAWNode);
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pChannel->at18 = pSFX->format;
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nAmbChannels++;
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}
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}
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sprite[nSprite].owner = i;
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}
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}
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END_BLD_NS
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