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📄 sn_sonix.c

📁 制作游戏 魔法师传奇 源代码设计 MOFASHICHUANQI 经典老游戏
💻 C
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//**************************************************************************//**//** sn_sonix.c : Heretic 2 : Raven Software, Corp.//**//** $RCSfile: sn_sonix.c,v $//** $Revision: 1.17 $//** $Date: 95/10/05 18:25:44 $//** $Author: paul $//**//**************************************************************************// HEADER FILES ------------------------------------------------------------#include <string.h>#include "h2def.h"#include "soundst.h"// MACROS ------------------------------------------------------------------#define SS_MAX_SCRIPTS	64#define SS_TEMPBUFFER_SIZE	1024#define SS_SEQUENCE_NAME_LENGTH 32#define SS_SCRIPT_NAME "SNDSEQ"#define SS_STRING_PLAY			"play"#define SS_STRING_PLAYUNTILDONE "playuntildone"#define SS_STRING_PLAYTIME		"playtime"#define SS_STRING_PLAYREPEAT	"playrepeat"#define SS_STRING_DELAY			"delay"#define SS_STRING_DELAYRAND		"delayrand"#define SS_STRING_VOLUME		"volume"#define SS_STRING_END			"end"#define SS_STRING_STOPSOUND		"stopsound"// TYPES -------------------------------------------------------------------typedef enum{	SS_CMD_NONE,	SS_CMD_PLAY,	SS_CMD_WAITUNTILDONE, // used by PLAYUNTILDONE	SS_CMD_PLAYTIME,	SS_CMD_PLAYREPEAT,	SS_CMD_DELAY,	SS_CMD_DELAYRAND,	SS_CMD_VOLUME,	SS_CMD_STOPSOUND,	SS_CMD_END} sscmds_t;// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------static void VerifySequencePtr(int *base, int *ptr);static int GetSoundOffset(char *name);// EXTERNAL DATA DECLARATIONS ----------------------------------------------extern sfxinfo_t S_sfx[];// PUBLIC DATA DEFINITIONS -------------------------------------------------// PRIVATE DATA DEFINITIONS ------------------------------------------------static struct{	char name[SS_SEQUENCE_NAME_LENGTH];	int scriptNum;	int stopSound;} SequenceTranslate[SEQ_NUMSEQ] ={	{ "Platform", 0, 0 },	{ "Platform", 0, 0 },   	// a 'heavy' platform is just a platform	{ "PlatformMetal", 0, 0 }, 		{ "Platform", 0, 0 },		// same with a 'creak' platform	{ "Silence", 0, 0 },	{ "Lava", 0, 0 },	{ "Water", 0, 0 },	{ "Ice", 0, 0 },	{ "Earth", 0, 0 },	{ "PlatformMetal2", 0, 0 },	{ "DoorNormal", 0, 0 },	{ "DoorHeavy", 0, 0 },	{ "DoorMetal", 0, 0 },	{ "DoorCreak", 0, 0 },	{ "Silence", 0, 0 },	{ "Lava", 0, 0 },	{ "Water", 0, 0},	{ "Ice", 0, 0 },	{ "Earth", 0, 0},	{ "DoorMetal2", 0, 0 },	{ "Wind", 0, 0 }};static int *SequenceData[SS_MAX_SCRIPTS];int ActiveSequences;seqnode_t *SequenceListHead;// CODE --------------------------------------------------------------------//==========================================================================//// VerifySequencePtr////   Verifies the integrity of the temporary ptr, and ensures that the ptr// 		isn't exceeding the size of the temporary buffer//==========================================================================static void VerifySequencePtr(int *base, int *ptr){	if(ptr-base > SS_TEMPBUFFER_SIZE)	{		I_Error("VerifySequencePtr:  tempPtr >= %d\n", SS_TEMPBUFFER_SIZE);	}}//==========================================================================//// GetSoundOffset////==========================================================================static int GetSoundOffset(char *name){	int i;		for(i = 0; i < NUMSFX; i++)	{		if(!strcasecmp(name, S_sfx[i].tagName))		{			return i;		}	}	SC_ScriptError("GetSoundOffset:  Unknown sound name\n");	return 0;}//==========================================================================//// SN_InitSequenceScript////==========================================================================void SN_InitSequenceScript(void){	int i, j;	int inSequence;	int *tempDataStart;	int *tempDataPtr;	inSequence = -1;	ActiveSequences = 0;	for(i = 0; i < SS_MAX_SCRIPTS; i++)	{		SequenceData[i] = NULL;	} 	SC_Open(SS_SCRIPT_NAME);	while(SC_GetString())	{		if(*sc_String == ':')		{			if(inSequence != -1)			{				SC_ScriptError("SN_InitSequenceScript:  Nested Script Error");			}			tempDataStart = (int *)Z_Malloc(SS_TEMPBUFFER_SIZE, 				PU_STATIC, NULL);			memset(tempDataStart, 0, SS_TEMPBUFFER_SIZE);			tempDataPtr = tempDataStart;			for(i = 0; i < SS_MAX_SCRIPTS; i++)			{				if(SequenceData[i] == NULL)				{					break;				}			}			if(i == SS_MAX_SCRIPTS)			{				I_Error("Number of SS Scripts >= SS_MAX_SCRIPTS");			}			for(j = 0; j < SEQ_NUMSEQ; j++)			{				if(!strcasecmp(SequenceTranslate[j].name, sc_String+1))				{					SequenceTranslate[j].scriptNum = i;					inSequence = j;					break;				}			}								continue; // parse the next command		}		if(inSequence == -1)		{			continue;		}		if(SC_Compare(SS_STRING_PLAYUNTILDONE))		{			VerifySequencePtr(tempDataStart, tempDataPtr);			SC_MustGetString();			*tempDataPtr++ = SS_CMD_PLAY;			*tempDataPtr++ = GetSoundOffset(sc_String);			*tempDataPtr++ = SS_CMD_WAITUNTILDONE;				}		else if(SC_Compare(SS_STRING_PLAY))		{			VerifySequencePtr(tempDataStart, tempDataPtr);			SC_MustGetString();			*tempDataPtr++ = SS_CMD_PLAY;			*tempDataPtr++ = GetSoundOffset(sc_String);		}		else if(SC_Compare(SS_STRING_PLAYTIME))		{			VerifySequencePtr(tempDataStart, tempDataPtr);			SC_MustGetString();			*tempDataPtr++ = SS_CMD_PLAY;			*tempDataPtr++ = GetSoundOffset(sc_String);			SC_MustGetNumber();			*tempDataPtr++ = SS_CMD_DELAY;				*tempDataPtr++ = sc_Number;		}		else if(SC_Compare(SS_STRING_PLAYREPEAT))		{			VerifySequencePtr(tempDataStart, tempDataPtr);			SC_MustGetString();			*tempDataPtr++ = SS_CMD_PLAYREPEAT;			*tempDataPtr++ = GetSoundOffset(sc_String);		}		else if(SC_Compare(SS_STRING_DELAY))		{			VerifySequencePtr(tempDataStart, tempDataPtr);			*tempDataPtr++ = SS_CMD_DELAY;			SC_MustGetNumber();			*tempDataPtr++ = sc_Number;		}		else if(SC_Compare(SS_STRING_DELAYRAND))		{			VerifySequencePtr(tempDataStart, tempDataPtr);			*tempDataPtr++ = SS_CMD_DELAYRAND;			SC_MustGetNumber();			*tempDataPtr++ = sc_Number;			SC_MustGetNumber();			*tempDataPtr++ = sc_Number;		}		else if(SC_Compare(SS_STRING_VOLUME))		{			VerifySequencePtr(tempDataStart, tempDataPtr);			*tempDataPtr++ = SS_CMD_VOLUME;			SC_MustGetNumber();			*tempDataPtr++ = sc_Number;		}		else if(SC_Compare(SS_STRING_END))		{			int dataSize;			*tempDataPtr++ = SS_CMD_END;			dataSize = (tempDataPtr-tempDataStart)*sizeof(int);			SequenceData[i] = (int *)Z_Malloc(dataSize, PU_STATIC,				NULL);			memcpy(SequenceData[i], tempDataStart, dataSize);			Z_Free(tempDataStart);			inSequence = -1;		}		else if(SC_Compare(SS_STRING_STOPSOUND))		{			SC_MustGetString();			SequenceTranslate[inSequence].stopSound =				GetSoundOffset(sc_String);			*tempDataPtr++ = SS_CMD_STOPSOUND;		}		else		{			SC_ScriptError("SN_InitSequenceScript:  Unknown commmand.\n");		}	}}//==========================================================================////  SN_StartSequence////==========================================================================void SN_StartSequence(mobj_t *mobj, int sequence){	seqnode_t *node;		SN_StopSequence(mobj); // Stop any previous sequence	node = (seqnode_t *)Z_Malloc(sizeof(seqnode_t), PU_STATIC, NULL);	node->sequencePtr = SequenceData[SequenceTranslate[sequence].scriptNum];	node->sequence = sequence;	node->mobj = mobj;	node->delayTics = 0;	node->stopSound = SequenceTranslate[sequence].stopSound;	node->volume = 127; // Start at max volume	if(!SequenceListHead)	{		SequenceListHead = node;		node->next = node->prev = NULL;	}	else	{		SequenceListHead->prev = node;		node->next = SequenceListHead;		node->prev = NULL;		SequenceListHead = node;	}	ActiveSequences++;	return;}//==========================================================================////  SN_StartSequenceName////==========================================================================void SN_StartSequenceName(mobj_t *mobj, char *name){	int i;	for(i = 0; i < SEQ_NUMSEQ; i++)	{		if(!strcmp(name, SequenceTranslate[i].name))		{			SN_StartSequence(mobj, i);			return;		}	}}//==========================================================================////  SN_StopSequence////==========================================================================void SN_StopSequence(mobj_t *mobj){	seqnode_t *node;	for(node = SequenceListHead; node; node = node->next)	{		if(node->mobj == mobj)		{			S_StopSound(mobj);			if(node->stopSound)			{				S_StartSoundAtVolume(mobj, node->stopSound, node->volume);			}			if(SequenceListHead == node)			{				SequenceListHead = node->next;			}			if(node->prev)			{				node->prev->next = node->next;			}			if(node->next)			{				node->next->prev = node->prev;			}			Z_Free(node);			ActiveSequences--;		}	}}//==========================================================================////  SN_UpdateActiveSequences////==========================================================================void SN_UpdateActiveSequences(void){	seqnode_t *node;	boolean sndPlaying;	if(!ActiveSequences || paused)	{ // No sequences currently playing/game is paused		return;	}	for(node = SequenceListHead; node; node = node->next)	{		if(node->delayTics)		{			node->delayTics--;			continue;		}		sndPlaying = S_GetSoundPlayingInfo(node->mobj, node->currentSoundID);		switch(*node->sequencePtr)		{			case SS_CMD_PLAY:				if(!sndPlaying)				{					node->currentSoundID = *(node->sequencePtr+1);					S_StartSoundAtVolume(node->mobj, node->currentSoundID,						node->volume);				}				node->sequencePtr += 2;				break;			case SS_CMD_WAITUNTILDONE:				if(!sndPlaying)				{					node->sequencePtr++;					node->currentSoundID = 0;				}				break;			case SS_CMD_PLAYREPEAT:				if(!sndPlaying)				{					node->currentSoundID = *(node->sequencePtr+1);					S_StartSoundAtVolume(node->mobj, node->currentSoundID,						node->volume);				}				break;			case SS_CMD_DELAY:				node->delayTics = *(node->sequencePtr+1);				node->sequencePtr += 2;				node->currentSoundID = 0;				break;			case SS_CMD_DELAYRAND:				node->delayTics = *(node->sequencePtr+1)+					M_Random()%(*(node->sequencePtr+2)-*(node->sequencePtr+1));				node->sequencePtr += 2;				node->currentSoundID = 0;				break;			case SS_CMD_VOLUME:				node->volume = (127*(*(node->sequencePtr+1)))/100;				node->sequencePtr += 2;				break;			case SS_CMD_STOPSOUND:				// Wait until something else stops the sequence				break;			case SS_CMD_END:				SN_StopSequence(node->mobj);				break;			default:					break;		}	}}//==========================================================================////  SN_StopAllSequences////==========================================================================void SN_StopAllSequences(void){	seqnode_t *node;	for(node = SequenceListHead; node; node = node->next)	{		node->stopSound = 0; // don't play any stop sounds		SN_StopSequence(node->mobj);	}}	//==========================================================================////  SN_GetSequenceOffset////==========================================================================int SN_GetSequenceOffset(int sequence, int *sequencePtr){	return (sequencePtr-SequenceData[SequenceTranslate[sequence].scriptNum]);}//==========================================================================////  SN_ChangeNodeData//// 	nodeNum zero is the first node//==========================================================================void SN_ChangeNodeData(int nodeNum, int seqOffset, int delayTics, int volume,	int currentSoundID){	int i;	seqnode_t *node;	i = 0;	node = SequenceListHead;	while(node && i < nodeNum)	{		node = node->next;		i++;	}	if(!node)	{ // reach the end of the list before finding the nodeNum-th node		return;	}	node->delayTics = delayTics;	node->volume = volume;	node->sequencePtr += seqOffset;	node->currentSoundID = currentSoundID;}

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