mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-15 08:51:24 +00:00
code cleanup
* gave reverb functions the proper 'S_' prefix for consistency. * Blood: fixed license of 4 files which do not contain any NBlood code anymore (sound code was completely rewritten, and all such code has long been moved out of d_menu.cpp) * Blood: renamed VIEWPOS_* constants
This commit is contained in:
parent
e0e459216d
commit
8a0f79141b
19 changed files with 60 additions and 76 deletions
|
@ -189,7 +189,7 @@ static void GameTicker()
|
|||
{
|
||||
g_nextmap = currentLevel;
|
||||
FX_StopAllSounds();
|
||||
FX_SetReverb(0);
|
||||
S_SetReverb(0);
|
||||
NewGame(g_nextmap, -1);
|
||||
BackupSaveGame = "";
|
||||
}
|
||||
|
@ -197,7 +197,7 @@ static void GameTicker()
|
|||
|
||||
case ga_completed:
|
||||
FX_StopAllSounds();
|
||||
FX_SetReverb(0);
|
||||
S_SetReverb(0);
|
||||
gi->LevelCompleted(g_nextmap, g_nextskill);
|
||||
break;
|
||||
|
||||
|
@ -214,7 +214,7 @@ static void GameTicker()
|
|||
[[fallthrough]];
|
||||
case ga_newgamenostopsound:
|
||||
DeleteScreenJob();
|
||||
FX_SetReverb(0);
|
||||
S_SetReverb(0);
|
||||
C_FlushDisplay();
|
||||
BackupSaveGame = "";
|
||||
NewGame(g_nextmap, g_nextskill, ga == ga_newgamenostopsound);
|
||||
|
|
|
@ -52,16 +52,16 @@ static int LastReverb;
|
|||
|
||||
CUSTOM_CVAR(Bool, snd_reverb, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
|
||||
{
|
||||
FX_SetReverb(-1);
|
||||
S_SetReverb(-1);
|
||||
}
|
||||
|
||||
// This is for testing reverb settings.
|
||||
CUSTOM_CVAR(Int, snd_reverbtype, -1, 0)
|
||||
{
|
||||
FX_SetReverb(-1);
|
||||
S_SetReverb(-1);
|
||||
}
|
||||
|
||||
void FX_SetReverb(int strength)
|
||||
void S_SetReverb(int strength)
|
||||
{
|
||||
if (strength == -1) strength = LastReverb;
|
||||
if (snd_reverbtype > -1)
|
||||
|
|
|
@ -24,7 +24,7 @@ inline void FX_StopAllSounds(void)
|
|||
soundEngine->StopAllChannels();
|
||||
}
|
||||
|
||||
void FX_SetReverb(int strength);
|
||||
void S_SetReverb(int strength);
|
||||
|
||||
inline void FX_SetReverbDelay(int delay)
|
||||
{
|
||||
|
|
|
@ -126,11 +126,11 @@ DEFINE_ACTION_FUNCTION_NATIVE(_Raze, SoundEnabled, SoundEnabled)
|
|||
ACTION_RETURN_INT(SoundEnabled());
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION_NATIVE(_Raze, SetReverb, FX_SetReverb)
|
||||
DEFINE_ACTION_FUNCTION_NATIVE(_Raze, SetReverb, S_SetReverb)
|
||||
{
|
||||
PARAM_PROLOGUE;
|
||||
PARAM_INT(i);
|
||||
FX_SetReverb(i);
|
||||
S_SetReverb(i);
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
|
|
@ -253,7 +253,7 @@ void genDudeAttack1(int, DBloodActor* actor)
|
|||
gKillMgr.AddKillCount(spawned);
|
||||
pExtra->slave[pExtra->slaveCount++] = spawned;
|
||||
if (!playGenDudeSound(actor, kGenDudeSndAttackNormal))
|
||||
sfxPlay3DSoundCP(actor, 379, 1, 0, 0x10000 - Random3(0x3000));
|
||||
sfxPlay3DSoundVolume(actor, 379, 1, 0, 0x10000 - Random3(0x3000));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1391,7 +1391,7 @@ void removeLeech(DBloodActor* actLeech, bool delSprite)
|
|||
effectactor->spr.scale = DVector2(repeat, repeat);
|
||||
}
|
||||
|
||||
sfxPlay3DSoundCP(actLeech, 490, -1, 0, 60000);
|
||||
sfxPlay3DSoundVolume(actLeech, 490, -1, 0, 60000);
|
||||
|
||||
if (actLeech->GetOwner())
|
||||
actLeech->GetOwner()->genDudeExtra.pLifeLeech = nullptr;
|
||||
|
@ -1412,7 +1412,7 @@ void killDudeLeech(DBloodActor* actLeech)
|
|||
if (actLeech != NULL)
|
||||
{
|
||||
actDamageSprite(actLeech->GetOwner(), actLeech, kDamageExplode, 65535);
|
||||
sfxPlay3DSoundCP(actLeech, 522, -1, 0, 60000);
|
||||
sfxPlay3DSoundVolume(actLeech, 522, -1, 0, 60000);
|
||||
|
||||
if (actLeech->GetOwner() != nullptr)
|
||||
actLeech->GetOwner()->genDudeExtra.pLifeLeech = nullptr;
|
||||
|
|
|
@ -837,7 +837,7 @@ void viewProcessSprites(tspriteArray& tsprites, const DVector3& cPos, DAngle cA,
|
|||
viewAddEffect(tsprites, nTSprite, kViewEffectShowWeapon);
|
||||
}
|
||||
|
||||
if (thisPlayer->flashEffect && (pPlayer != thisPlayer || gViewPos != VIEWPOS_0)) {
|
||||
if (thisPlayer->flashEffect && (pPlayer != thisPlayer || gViewPos != viewFirstPerson)) {
|
||||
auto pNTSprite = viewAddEffect(tsprites, nTSprite, kViewEffectShoot);
|
||||
if (pNTSprite) {
|
||||
POSTURE* pPosture = &thisPlayer->pPosture[thisPlayer->lifeMode][thisPlayer->posture];
|
||||
|
@ -866,7 +866,7 @@ void viewProcessSprites(tspriteArray& tsprites, const DVector3& cPos, DAngle cA,
|
|||
}
|
||||
}
|
||||
|
||||
if (pTSprite->ownerActor != pPlayer->actor || gViewPos != VIEWPOS_0) {
|
||||
if (pTSprite->ownerActor != pPlayer->actor || gViewPos != viewFirstPerson) {
|
||||
if (getflorzofslopeptr(pTSprite->sectp, pTSprite->pos) >= cPos.Z)
|
||||
{
|
||||
viewAddEffect(tsprites, nTSprite, kViewEffectShadow);
|
||||
|
|
|
@ -1,13 +1,12 @@
|
|||
//-------------------------------------------------------------------------
|
||||
/*
|
||||
Copyright (C) 2010-2019 EDuke32 developers and contributors
|
||||
Copyright (C) 2019 Nuke.YKT
|
||||
Copyright (C) 2020-2022 Christoph Oelckers
|
||||
|
||||
This file is part of NBlood.
|
||||
This file is part of Raze
|
||||
|
||||
NBlood is free software; you can redistribute it and/or
|
||||
Raze is free software; you can redistribute it and/or
|
||||
modify it under the terms of the GNU General Public License version 2
|
||||
as published by the Free Software Foundation.
|
||||
of the License, or (at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
|
@ -15,9 +14,6 @@ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
|||
|
||||
See the GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program; if not, write to the Free Software
|
||||
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
||||
*/
|
||||
//-------------------------------------------------------------------------
|
||||
|
||||
|
@ -128,18 +124,20 @@ void ambInit(void)
|
|||
for (i = 0; i < nAmbChannels; i++, pChannel++)
|
||||
if (actor->xspr.data3 == pChannel->check) break;
|
||||
|
||||
if (i == nAmbChannels) {
|
||||
if (i == nAmbChannels)
|
||||
{
|
||||
|
||||
if (i >= kMaxAmbChannel) {
|
||||
if (i >= kMaxAmbChannel)
|
||||
{
|
||||
actor->spr.intowner = -1;
|
||||
continue;
|
||||
}
|
||||
|
||||
int nSFX = actor->xspr.data3;
|
||||
auto snd = soundEngine->FindSoundByResID(nSFX);
|
||||
if (!snd.isvalid()) {
|
||||
//I_Error("Missing sound #%d used in ambient sound generator %d\n", nSFX);
|
||||
viewSetSystemMessage("Missing sound #%d used in ambient sound generator #%d\n", nSFX, actor->GetIndex());
|
||||
if (!snd.isvalid())
|
||||
{
|
||||
Printf(PRINT_HIGH | PRINT_NOTIFY, "Missing sound #%d used in ambient sound generator #%d\n", nSFX, actor->GetIndex());
|
||||
actPostSprite(actor, kStatDecoration);
|
||||
continue;
|
||||
}
|
||||
|
|
|
@ -1,14 +1,12 @@
|
|||
//-------------------------------------------------------------------------
|
||||
/*
|
||||
Copyright (C) 2010-2019 EDuke32 developers and contributors
|
||||
Copyright (C) 2019 Nuke.YKT
|
||||
Copyright (C) 2020 Christoph Oelckers
|
||||
Copyright (C) 2020-2022 Christoph Oelckers
|
||||
|
||||
This file is part of Raze.
|
||||
This file is part of Raze
|
||||
|
||||
NBlood is free software; you can redistribute it and/or
|
||||
Raze is free software; you can redistribute it and/or
|
||||
modify it under the terms of the GNU General Public License version 2
|
||||
as published by the Free Software Foundation.
|
||||
of the License, or (at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
|
@ -16,9 +14,6 @@ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
|||
|
||||
See the GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program; if not, write to the Free Software
|
||||
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
||||
*/
|
||||
//-------------------------------------------------------------------------
|
||||
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
//-------------------------------------------------------------------------
|
||||
/*
|
||||
Copyright (C) 2020 - Christoph Oelckers
|
||||
Copyright (C) 2020-2022 Christoph Oelckers
|
||||
|
||||
This file is part of Raze
|
||||
|
||||
|
@ -14,9 +14,6 @@ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
|||
|
||||
See the GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program; if not, write to the Free Software
|
||||
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
||||
*/
|
||||
//-------------------------------------------------------------------------
|
||||
|
||||
|
|
|
@ -1735,7 +1735,7 @@ void debrisMove(int listIndex)
|
|||
case kMarkerUpWater:
|
||||
case kMarkerUpGoo:
|
||||
int pitch = (150000 - (actor->spriteMass.mass << 9)) + Random3(8192);
|
||||
sfxPlay3DSoundCP(actor, 720, -1, 0, pitch, 75 - Random(40));
|
||||
sfxPlay3DSoundVolume(actor, 720, -1, 0, pitch, 75 - Random(40));
|
||||
if (!spriteIsUnderwater(actor))
|
||||
{
|
||||
evKillActor(actor, kCallbackEnemeyBubble);
|
||||
|
@ -6562,7 +6562,7 @@ void useSoundGen(DBloodActor* sourceactor, DBloodActor* actor)
|
|||
{
|
||||
int pitch = sourceactor->xspr.data4 << 1;
|
||||
if (pitch < 2000) pitch = 0;
|
||||
sfxPlay3DSoundCP(actor, sourceactor->xspr.data2, -1, 0, pitch, sourceactor->xspr.data3);
|
||||
sfxPlay3DSoundVolume(actor, sourceactor->xspr.data2, -1, 0, pitch, sourceactor->xspr.data3);
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
|
|
|
@ -4,7 +4,7 @@ Copyright (C) 2010-2019 EDuke32 developers and contributors
|
|||
Copyright (C) 2019 Nuke.YKT
|
||||
Copyright (C) 2020 Raze developers and contributors
|
||||
|
||||
This file was part of NBlood.
|
||||
This file is part of Raze.
|
||||
|
||||
NBlood is free software; you can redistribute it and/or
|
||||
modify it under the terms of the GNU General Public License version 2
|
||||
|
@ -34,13 +34,13 @@ BEGIN_BLD_NS
|
|||
void GameInterface::ToggleThirdPerson()
|
||||
{
|
||||
if (gamestate != GS_LEVEL) return;
|
||||
if (gViewPos > VIEWPOS_0)
|
||||
if (gViewPos > viewFirstPerson)
|
||||
{
|
||||
gViewPos = VIEWPOS_0;
|
||||
gViewPos = viewFirstPerson;
|
||||
}
|
||||
else
|
||||
{
|
||||
gViewPos = VIEWPOS_1;
|
||||
gViewPos = viewThirdPerson;
|
||||
cameradist = 0;
|
||||
cameraclock = INT_MIN;
|
||||
}
|
||||
|
|
|
@ -387,7 +387,7 @@ void SEQINST::Update()
|
|||
{
|
||||
auto udata = soundEngine->GetSfx(snd);
|
||||
int relVol = udata ? udata->UserVal : 80;
|
||||
sfxPlay3DSoundCP(actor, sndId, -1, 0, 0, (surfSfxMove[surf][2] != relVol) ? relVol : surfSfxMove[surf][3]);
|
||||
sfxPlay3DSoundVolume(actor, sndId, -1, 0, 0, (surfSfxMove[surf][2] != relVol) ? relVol : surfSfxMove[surf][3]);
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
|
|
@ -1,13 +1,12 @@
|
|||
//-------------------------------------------------------------------------
|
||||
/*
|
||||
Copyright (C) 2010-2019 EDuke32 developers and contributors
|
||||
Copyright (C) 2019 Nuke.YKT
|
||||
Copyright (C) 2020-2022 Christoph Oelckers
|
||||
|
||||
This file is part of NBlood.
|
||||
This file is part of Raze
|
||||
|
||||
NBlood is free software; you can redistribute it and/or
|
||||
Raze is free software; you can redistribute it and/or
|
||||
modify it under the terms of the GNU General Public License version 2
|
||||
as published by the Free Software Foundation.
|
||||
of the License, or (at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
|
@ -15,11 +14,9 @@ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
|||
|
||||
See the GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program; if not, write to the Free Software
|
||||
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
||||
*/
|
||||
//-------------------------------------------------------------------------
|
||||
|
||||
#include "ns.h" // Must come before everything else!
|
||||
|
||||
#include <string.h>
|
||||
|
@ -184,7 +181,7 @@ void sfxPlay3DSound(const DVector3& pos, int soundId, sectortype* pSector)
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void sfxPlay3DSoundCP(DBloodActor* pActor, int soundId, int playchannel, int playflags, int pitch, int volume)
|
||||
void sfxPlay3DSoundVolume(DBloodActor* pActor, int soundId, int playchannel, int playflags, int pitch, int volume)
|
||||
{
|
||||
if (!SoundEnabled() || soundId <= 0 || !pActor) return;
|
||||
auto sid = soundEngine->FindSoundByResID(soundId);
|
||||
|
@ -229,7 +226,7 @@ void sfxPlay3DSoundCP(DBloodActor* pActor, int soundId, int playchannel, int pla
|
|||
|
||||
void sfxPlay3DSound(DBloodActor* pActor, int soundId, int a3, int a4)
|
||||
{
|
||||
sfxPlay3DSoundCP(pActor, soundId, a3, a4, -1);
|
||||
sfxPlay3DSoundVolume(pActor, soundId, a3, a4, -1);
|
||||
}
|
||||
|
||||
|
||||
|
@ -276,22 +273,22 @@ void sfxSetReverb(bool toggle)
|
|||
{
|
||||
if (toggle)
|
||||
{
|
||||
FX_SetReverb(128);
|
||||
S_SetReverb(128);
|
||||
FX_SetReverbDelay(10);
|
||||
}
|
||||
else
|
||||
FX_SetReverb(0);
|
||||
S_SetReverb(0);
|
||||
}
|
||||
|
||||
void sfxSetReverb2(bool toggle)
|
||||
{
|
||||
if (toggle)
|
||||
{
|
||||
FX_SetReverb(128);
|
||||
S_SetReverb(128);
|
||||
FX_SetReverbDelay(20);
|
||||
}
|
||||
else
|
||||
FX_SetReverb(0);
|
||||
S_SetReverb(0);
|
||||
}
|
||||
|
||||
END_BLD_NS
|
||||
|
|
|
@ -1,13 +1,12 @@
|
|||
//-------------------------------------------------------------------------
|
||||
/*
|
||||
Copyright (C) 2010-2019 EDuke32 developers and contributors
|
||||
Copyright (C) 2019 Nuke.YKT
|
||||
Copyright (C) 2020-2022 Christoph Oelckers
|
||||
|
||||
This file is part of NBlood.
|
||||
This file is part of Raze
|
||||
|
||||
NBlood is free software; you can redistribute it and/or
|
||||
Raze is free software; you can redistribute it and/or
|
||||
modify it under the terms of the GNU General Public License version 2
|
||||
as published by the Free Software Foundation.
|
||||
of the License, or (at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
|
@ -15,11 +14,9 @@ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
|||
|
||||
See the GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program; if not, write to the Free Software
|
||||
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
||||
*/
|
||||
//-------------------------------------------------------------------------
|
||||
|
||||
#include "ns.h" // Must come before everything else!
|
||||
|
||||
#include "build.h"
|
||||
|
|
|
@ -52,7 +52,7 @@ void sndInit(void);
|
|||
|
||||
void sfxPlay3DSound(const DVector3& pos, int soundId, sectortype* pSector);
|
||||
void sfxPlay3DSound(DBloodActor* pSprite, int soundId, int a3 = -1, int a4 = 0);
|
||||
void sfxPlay3DSoundCP(DBloodActor* pSprite, int soundId, int a3 = -1, int a4 = 0, int pitch = 0, int volume = 0);
|
||||
void sfxPlay3DSoundVolume(DBloodActor* pSprite, int soundId, int a3 = -1, int a4 = 0, int pitch = 0, int volume = 0);
|
||||
void sfxKill3DSound(DBloodActor* pSprite, int a2 = -1, int a3 = -1);
|
||||
void sfxKillAllSounds(void);
|
||||
void sfxSetReverb(bool toggle);
|
||||
|
|
|
@ -57,8 +57,8 @@ enum VIEW_EFFECT {
|
|||
};
|
||||
|
||||
enum VIEWPOS {
|
||||
VIEWPOS_0 = 0,
|
||||
VIEWPOS_1
|
||||
viewFirstPerson = 0,
|
||||
viewThirdPerson
|
||||
};
|
||||
|
||||
enum { kFontNum = 5 };
|
||||
|
|
|
@ -1148,7 +1148,7 @@ void enterlevel(MapRecord *mi, int gamemode)
|
|||
|
||||
// Stop all sounds
|
||||
FX_StopAllSounds();
|
||||
FX_SetReverb(0);
|
||||
S_SetReverb(0);
|
||||
|
||||
auto p = &ps[0];
|
||||
|
||||
|
|
|
@ -503,10 +503,10 @@ void GameInterface::SerializeGameState(FSerializer& arc)
|
|||
Mus_ResumeSaved();
|
||||
Mus_SetPaused(false);
|
||||
|
||||
FX_SetReverb(0);
|
||||
S_SetReverb(0);
|
||||
show_shareware = 0;
|
||||
|
||||
FX_SetReverb(0);
|
||||
S_SetReverb(0);
|
||||
resetlanepics();
|
||||
|
||||
}
|
||||
|
|
|
@ -631,7 +631,7 @@ void PlaySoundRTS(int rts_num)
|
|||
|
||||
void COVER_SetReverb(int amt)
|
||||
{
|
||||
FX_SetReverb(amt);
|
||||
S_SetReverb(amt);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
|
Loading…
Reference in a new issue