1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336
|
/*
* Descent 3
* Copyright (C) 2024 Parallax Software
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 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
* 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, see <http://www.gnu.org/licenses/>.
--- HISTORICAL COMMENTS FOLLOW ---
* $Logfile: /DescentIII/Main/ambient.cpp $
* $Revision: 13 $
* $Date: 8/10/99 2:10p $
* $Author: Gwar $
*
* Ambient sound system
*
* $Log: /DescentIII/Main/ambient.cpp $
*
* 13 8/10/99 2:10p Gwar
* added sound support to neweditor
*
* 12 5/10/99 10:00p Ardussi
* changes to compile on Mac
*
* 11 4/21/99 11:05a Kevin
* new ps_rand and ps_srand to replace rand & srand
*
* 10 4/14/99 2:50a Jeff
* fixed some case mismatched #includes
*
* 9 3/24/99 7:49p Jason
* fixed multiplayer bugs
*
* 8 2/10/99 4:44p Jeff
* table file parser stuff
*
* 7 2/10/99 2:31p Matt
* Deleted some unused code and fixed a slightly stupid thing.
*
* 6 1/21/99 11:15p Jeff
* pulled out some structs and defines from header files and moved them
* into seperate header files so that multiplayer dlls don't require major
* game headers, just those new headers. Side effect is a shorter build
* time. Also cleaned up some header file #includes that weren't needed.
* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,
* manage.h and multi.h
*
* 5 10/09/98 4:13p Matt
* Don't specify explicit path for ambient sound pattern file.
*
* 4 10/08/98 4:23p Kevin
* Changed code to comply with memory library usage. Always use mem_malloc
* , mem_free and mem_strdup
*
* 3 8/20/98 12:35p Matt
* Added nice editing for ambient sound patterns
*
* 2 8/17/98 8:32p Craig
* Fixed Matt's bug.
*
* 1 8/17/98 7:00p Matt
* Added ambient sound system
*
*/
#include <stdlib.h>
#include <string.h>
#include "ambient.h"
#include "hlsoundlib.h"
#include "room.h"
#include "game.h"
#include "psrand.h"
#define MAX_AMBIENT_SOUND_PATTERNS 100
asp Ambient_sound_patterns[MAX_AMBIENT_SOUND_PATTERNS];
int Num_ambient_sound_patterns = 0;
// Computes a floating-point pseudo-random number.
// Returns value in the range 0..1, with the precision 1/D3_RAND_MAX
static float randf() { return ((float)ps_rand()) / ((float)D3_RAND_MAX); }
// Process an Ambient Sound Pattern
static void ProcessASP(asp *asp) {
// Check for empty ASP
if (!asp->num_sounds)
return;
// Decrement delay
asp->delay -= Frametime;
// Time to play?
if (asp->delay < 0.0) {
// Figure out which sound to play
int roll = (ps_rand() * 100) / (D3_RAND_MAX + 1); // roll = 0..99
int s;
for (s = 0; s < asp->num_sounds; s++)
if ((roll -= asp->sounds[s].probability) < 0)
break;
ASSERT(s < asp->num_sounds);
// Play sound i
ase *sound = &asp->sounds[s];
float volume = sound->min_volume + (sound->max_volume - sound->min_volume) * randf();
Sound_system.Play2dSound(sound->handle, volume);
// Compute delay until next sound
asp->delay = asp->min_delay + (asp->max_delay - asp->min_delay) * randf();
}
}
// Does the ambient sound processing for one frame, maybe playing a sound or two
void DoAmbientSounds() {
if (OBJECT_OUTSIDE(Viewer_object))
return;
room *rp = &Rooms[Viewer_object->roomnum];
if (rp->ambient_sound != -1)
ProcessASP(&Ambient_sound_patterns[rp->ambient_sound]);
}
// Initializes the ambient sounds for the current level
void InitAmbientSounds() {
// Loop through all ambient sound patterns
for (int p = 0; p < Num_ambient_sound_patterns; p++) {
asp *asp = &Ambient_sound_patterns[p];
// Initialize delay
asp->delay = asp->min_delay + (asp->max_delay - asp->min_delay) * randf();
// Make sure the probabilities add up
int prob = 0;
for (int s = 0; s < asp->num_sounds; s++)
prob += asp->sounds[s].probability;
if (asp->num_sounds && prob != 100) {
Int3();
asp->sounds[0].probability += 100 - prob; // make it total 100
}
}
}
#include "ddio.h"
#include "soundload.h"
#include "descent.h"
#include "mem.h"
// Close down ambient sound system and free data
static void FreeAmbientSoundData() {
for (int p = 0; p < Num_ambient_sound_patterns; p++)
if (Ambient_sound_patterns[p].num_sounds)
mem_free(Ambient_sound_patterns[p].sounds);
Num_ambient_sound_patterns = 0;
}
// Initialize the ambient sound system
void InitAmbientSoundSystem() {
atexit(FreeAmbientSoundData);
ReadAmbientData();
// Get rid of deleted patterns
for (int p = 0; p < Num_ambient_sound_patterns; p++) {
asp *asp = &Ambient_sound_patterns[p];
if (!asp->name[0]) {
Ambient_sound_patterns[p] = Ambient_sound_patterns[Num_ambient_sound_patterns - 1];
Num_ambient_sound_patterns--;
}
}
}
// Return the index of a named ambient sound pattern
// Returns number, or -1 if can't find
int FindAmbientSoundPattern(char *aspname) {
if (!aspname[0])
return -1;
for (int i = 0; i < Num_ambient_sound_patterns; i++)
if (stricmp(Ambient_sound_patterns[i].name, aspname) == 0)
return i;
return -1;
}
// Returns a pointer to the name of the specified ambient sound pattern
char *AmbientSoundPatternName(int n) { return Ambient_sound_patterns[n].name; }
#define AMBIENT_FILE_ID "ASPF"
#define AMBIENT_FILE_VERSION 0
// Reads data from the ambient sound data file
void ReadAmbientData() {
CFILE *ifile;
char file_id[sizeof(AMBIENT_FILE_ID)];
int version;
// Get rid of any old data
FreeAmbientSoundData();
// Build filename
ifile = cfopen(AMBIENT_FILE_NAME, "rb");
if (!ifile) {
Int3();
return;
}
// Read file ID
cf_ReadBytes((uint8_t *)file_id, strlen(AMBIENT_FILE_ID), ifile);
if (strncmp(file_id, AMBIENT_FILE_ID, strlen(AMBIENT_FILE_ID)) != 0) {
Int3();
cfclose(ifile);
return;
}
// Read version
version = cf_ReadInt(ifile);
if (version > AMBIENT_FILE_VERSION) {
Int3();
cfclose(ifile);
return;
}
// Get the number of patterns
Num_ambient_sound_patterns = cf_ReadInt(ifile);
// Read the patterns
for (int p = 0; p < Num_ambient_sound_patterns; p++) {
asp *asp = &Ambient_sound_patterns[p];
cf_ReadString(asp->name, sizeof(asp->name), ifile);
asp->min_delay = cf_ReadFloat(ifile);
asp->max_delay = cf_ReadFloat(ifile);
asp->num_sounds = cf_ReadInt(ifile);
if (asp->num_sounds > 0)
asp->sounds = (ase *)mem_malloc(sizeof(*asp->sounds) * asp->num_sounds);
else
asp->sounds = NULL;
int prob = 0;
for (int s = 0; s < asp->num_sounds; s++) {
char tbuf[PAGENAME_LEN];
cf_ReadString(tbuf, sizeof(tbuf), ifile);
asp->sounds[s].handle = FindSoundName(IGNORE_TABLE(tbuf));
asp->sounds[s].min_volume = cf_ReadFloat(ifile);
asp->sounds[s].max_volume = cf_ReadFloat(ifile);
asp->sounds[s].probability = cf_ReadInt(ifile);
prob += asp->sounds[s].probability;
}
if (asp->num_sounds && (prob != 100)) {
Int3();
asp->sounds[0].probability += 100 - prob; // make it total 100
}
}
cfclose(ifile);
}
#ifdef NEWEDITOR
extern char D3HogDir[_MAX_PATH * 2];
#endif
// Writes data from the ambient sound data file
void WriteAmbientData() {
char filename[_MAX_PATH];
CFILE *ofile;
#ifndef NEWEDITOR
ddio_MakePath(filename, Base_directory_write, "data", "misc", AMBIENT_FILE_NAME, NULL);
#else
ddio_MakePath(filename, D3HogDir, "data", "misc", AMBIENT_FILE_NAME, NULL);
#endif
ofile = cfopen(filename, "wb");
if (!ofile) {
Int3();
return;
}
// Write file ID & version
cf_WriteBytes((uint8_t *)AMBIENT_FILE_ID, strlen(AMBIENT_FILE_ID), ofile);
cf_WriteInt(ofile, AMBIENT_FILE_VERSION);
// Write the number of patterns
cf_WriteInt(ofile, Num_ambient_sound_patterns);
// Read the patterns
for (int p = 0; p < Num_ambient_sound_patterns; p++) {
asp *asp = &Ambient_sound_patterns[p];
cf_WriteString(ofile, asp->name);
cf_WriteFloat(ofile, asp->min_delay);
cf_WriteFloat(ofile, asp->max_delay);
cf_WriteInt(ofile, asp->num_sounds);
for (int s = 0; s < asp->num_sounds; s++) {
cf_WriteString(ofile, Sounds[asp->sounds[s].handle].name);
cf_WriteFloat(ofile, asp->sounds[s].min_volume);
cf_WriteFloat(ofile, asp->sounds[s].max_volume);
cf_WriteInt(ofile, asp->sounds[s].probability);
}
}
cfclose(ofile);
}
|