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engines/icb/sound_logic.h
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engines/icb/sound_logic.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* Additional copyright for this file:
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* Copyright (C) 1999-2000 Revolution Software Ltd.
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* This code is based on source code created by Revolution Software,
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* used with permission.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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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. See the
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* GNU General Public License for more details.
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*
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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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef ICB_SOUND_LOGIC_H_INCLUDED
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#define ICB_SOUND_LOGIC_H_INCLUDED
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#include "engines/icb/p4.h"
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#include "engines/icb/debug.h"
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#include "engines/icb/session.h"
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#include "engines/icb/global_objects.h"
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#include "engines/icb/sound_logic_entry.h"
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#include "engines/icb/common/px_sfx_description.h"
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#include "engines/icb/mission.h"
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namespace ICB {
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// This is the maximum registrations of megas interested in sounds we can have.
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#define SL_MAX_SUBSCRIBERS MAX_voxel_list
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// This defines the maximum number of sounds any one mega can be registered for.
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#define SL_MAX_SOUND_REGISTRATIONS 10
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// The sound logic engine maintains the x,z position of this many sounds, which is the maximum number
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// that will be audible at any one time.
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#define SL_MAX_CONCURRENT_SOUNDS 24
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// The boundary around a floor (cm) which is used when deciding if a sound is on a floor.
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#define SL_SAME_FLOOR_BOUNDARY 40
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// Some default values for the size of a sound (used in development only).
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#define SL_MIN_SOUND 1000 // 10 metres
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#define SL_MAX_SOUND 15000 // 150 metres
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// This defines how much the sound drops when travelling across unlinked floor rectangles.
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#define SL_FLOOR_RECT_DROP_FACTOR 2
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// These define where the SFX subtitle appears.
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#define SL_SFX_SUBTITLE_X (SCREEN_WIDTH / 2)
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#define SL_SFX_SUBTITLE_Y (SCREEN_DEPTH - 20)
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#define SL_SUBTITLE_WIDTH 300
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#define SL_SUBTITLE_R 255
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#define SL_SUBTITLE_G 255
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#define SL_SUBTITLE_B 255
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// This value gets returned if a coordinate cannot be found for a requested sound.
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#define SL_UNDEFINED_COORDINATE (1000000)
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// Maximum number of floors that can be linked for sound events.
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#define SL_MAX_FLOOR_LINKS 10
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// struct _sound_position
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// This holds the x,z position of happening sounds (not half, pop pickers).
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struct _sound_position {
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uint32 nSoundHash;
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int32 nX, nZ;
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uint32 nTimer;
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};
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// This class is used to define a single global object, which makes the decisions about which megas
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// heard what sounds and posts events in the event manager when required.
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class _sound_logic {
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public:
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// Default constructor and destructor.
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inline _sound_logic();
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~_sound_logic() { ; }
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// Call this to initialise the sound logic engine at the start of each session.
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void Initialise();
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// This function is called every logic cycle to clean out expired sound events.
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void Cycle();
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// This returns true if there is a sound event pending for the supplied ID, false if not.
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bool8 SoundEventPendingForID(uint32 nID);
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// This clears any outstanding sound event for an object.
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void ClearHeardFlag(uint32 nID);
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// This function is called by the real sound engine once for each sound currently happening.
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inline uint32 ProcessSound(int32 fX, int32 fY, int32 fZ, const CSfx *pSFX) const;
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// This gets called whenever a new SFX is started.
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void NewSound(uint32 nObjectID, int32 nX, int32 nY, int32 nZ, const CSfx *pSFX, uint32 nSoundHash);
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// These are used by mission.cpp to tell when to draw a SFX subtitle.
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bool8 SubtitleActive() const { return ((m_nSFXSubtitleTimer == 0) ? FALSE8 : TRUE8); }
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void DrawSubtitle() const;
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// This function suspends/unsuspends sound event processing for a mega.
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void SetSuspendedFlag(uint32 nID, bool8 bSuspend);
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// These functions have direct script counterparts.
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void AddSubscription(uint32 nID, const char *pcSoundID);
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void RemoveSubscription(uint32 nID, const char *pcSoundID);
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void RemoveAllSubscriptions(uint32 nID);
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void SetHearingSensitivity(uint32 nID, uint32 nSensitivity);
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bool8 MegaHeardSomething(uint32 nID);
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bool8 MegaHeardThis(uint32 nID, const char *pcSoundID);
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int32 GetSoundX(uint32 nSoundHash) const;
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int32 GetSoundZ(uint32 nSoundHash) const;
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void LinkFloorsForSoundEvents(const char *pcFloor1, const char *pcFloor2);
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private:
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enum SoundVolumeMode { ACTUAL_VOLUME = 0, LOGIC_VOLUME };
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uint32 m_nNumSubscribers; // Number of current subscriptions.
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uint32 m_nSFXSubtitleTimer; // Timer for displaying SFX subtitles.
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const char *m_pcSFXSubtitleText; // Pointer to SFX subtitle text.
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_sound_logic_entry m_pSubscribers[SL_MAX_SUBSCRIBERS]; // Current registrations of interest in certain sounds.
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_sound_position m_pPositions[SL_MAX_CONCURRENT_SOUNDS]; // A list of audible sounds and their positions.
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uint32 m_pnLinkedFloors[SL_MAX_FLOOR_LINKS][2]; // A list of floors linked for sound events.
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uint32 m_nNumLinkedFloors; // Number of items in previous array.
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_sound_logic(const _sound_logic &) { ; }
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void operator=(const _sound_logic &) { ; }
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uint32 FindMegaInList(uint32 nID) const;
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uint8 CalculateEffectiveVolume(SoundVolumeMode eMode, uint32 nMegaID, int32 nSoundX, int32 nSoundY, int32 nSoundZ, const CSfx *pSFX) const;
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bool8 SoundAndEarOnSameOrLinkedFloors(uint32 nEarID, PXreal fSoundX, PXreal fSoundY, PXreal fSoundZ) const;
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bool8 FloorsLinkedForSounds(uint32 nFloor1, uint32 nFloor2) const;
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};
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inline _sound_logic::_sound_logic() { Initialise(); }
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inline uint32 _sound_logic::ProcessSound(int32 nX, int32 nY, int32 nZ, const CSfx *pSFX) const {
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// Calculate volume at player's hearing position for the sound engine.
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int32 watch = MS->player.Fetch_player_id();
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if (g_mission->camera_follow_id_overide) {
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watch = g_mission->camera_follow_id_overide;
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}
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return (CalculateEffectiveVolume(ACTUAL_VOLUME, watch, nX, nY, nZ, pSFX));
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}
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extern _sound_logic *g_oSoundLogicEngine;
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} // End of namespace ICB
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#endif // #if !defined( SOUND_LOGIC_H_INCLUDED )
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