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290 lines
7.2 KiB
C++
290 lines
7.2 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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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 Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (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 Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "stdsound.h"
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#include "nel/sound/context_sound.h"
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#include "nel/sound/sound_bank.h"
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using namespace std;
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using namespace NLMISC;
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namespace NLSOUND {
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//CContextSound test;
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/// Constructor
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CContextSound::CContextSound()
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: _ContextSounds(0)
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{
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}
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/// Destructor
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CContextSound::~CContextSound()
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{
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if (_ContextSounds != 0)
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delete _ContextSounds;
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}
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void CContextSound::serial(NLMISC::IStream &s)
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{
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CSound::serial(s);
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s.serial(_PatternName);
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if (s.isReading())
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{
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if (_ContextSounds)
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delete _ContextSounds;
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}
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}
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/// Load the sound parameters from georges' form
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void CContextSound::importForm(const std::string& filename, NLGEORGES::UFormElm& formRoot)
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{
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NLGEORGES::UFormElm *psoundType;
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std::string dfnName;
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// some basic checking.
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formRoot.getNodeByName(&psoundType, ".SoundType");
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nlassert(psoundType != NULL);
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psoundType->getDfnName(dfnName);
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nlassert(dfnName == "context_sound.dfn");
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// Call the base class
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CSound::importForm(filename, formRoot);
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// Read the pattern name
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formRoot.getValueByName(_PatternName, ".SoundType.PatternName");
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}
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/// Return true if cone is meaningful
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bool CContextSound::isDetailed() const
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{
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return false;
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}
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float CContextSound::getMaxDistance() const
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{
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if (_ContextSounds == 0)
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{
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const_cast<CContextSound*>(this)->init();
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if (_ContextSounds == 0)
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{
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// invalid state
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return 0;
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}
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}
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return _ContextSounds->getMaxDistance();;
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}
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/// Return the length of the sound in ms
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uint32 CContextSound::getDuration()
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{
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std::vector<std::pair<std::string, CSound*> > sounds;
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getSubSoundList(sounds);
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uint32 duration = 0;
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std::vector<std::pair<std::string, CSound*> >::iterator first(sounds.begin()), last(sounds.end());
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for (; first != last; ++first)
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{
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duration = std::max(duration, first->second->getDuration());
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}
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return duration;
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}
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/// Used by the george sound plugin to check sound recursion (ie sound 'toto' use sound 'titi' witch also use sound 'toto' ...).
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void CContextSound::getSubSoundList(std::vector<std::pair<std::string, CSound*> > &subsounds) const
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{
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if (_ContextSounds == 0)
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{
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const_cast<CContextSound*>(this)->init();
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}
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if (_ContextSounds)
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{
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_ContextSounds->getSoundList(subsounds);
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}
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}
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CSound *CContextSound::getContextSound(CSoundContext &context)
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{
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if (_ContextSounds == 0)
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{
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// need to init the sound container.
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init();
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if (_ContextSounds == 0)
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return 0;
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}
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if (_Random > 1)
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{
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// compute the random value.
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uint32 r;
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do
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{
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r = rand()%_Random;
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} while (r == context.PreviousRandom);
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context.PreviousRandom = r;
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return _ContextSounds->getSound(context, r);
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}
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else
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return _ContextSounds->getSound(context, 0);
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}
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void CContextSound::init()
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{
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uint nbJoker = 0;
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uint contextArgIndex[SoundContextNbArgs];
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bool useRandom = false;
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bool parseArg = false;
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_BaseName = "";
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//nldebug("Init the context sound %s", _PatternName.c_str());
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string::iterator first(_PatternName.begin()), last(_PatternName.end());
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// 1st loop until the first joker
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for(; first != last && *first != '%'; ++first)
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_BaseName += *first;
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// 2nd loop, now we read the context arg index for each joker.
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std::string index;
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for (; first != last; ++first)
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{
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if (parseArg)
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{
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if (isdigit(int(*first)))
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{
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index += *first;
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}
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else if (!index.empty())
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{
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if (useRandom)
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{
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fromString(index, _Random);
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}
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else
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{
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nlassertex(nbJoker < SoundContextNbArgs, ("Error will trying to play ContextSound '%s'", CStringMapper::unmap(_Name).c_str()));
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fromString(index, contextArgIndex[nbJoker++]);
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parseArg = false;
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index = "";
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}
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}
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else if (*first == 'r')
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{
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nlassertex(useRandom == false, ("Error will trying to play ContextSound '%s'", CStringMapper::unmap(_Name).c_str()));
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useRandom = true;
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}
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}
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else if (*first == '%')
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{
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nlassertex(useRandom == false, ("Error will trying to play ContextSound '%s'", CStringMapper::unmap(_Name).c_str()));
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parseArg = true;
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}
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}
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// read the last char...
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if (!index.empty())
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{
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if (useRandom)
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{
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fromString(index, _Random);
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}
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else
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{
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nlassertex(nbJoker < SoundContextNbArgs, ("Error will trying to play ContextSound '%s'", CStringMapper::unmap(_Name).c_str()));
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fromString(index, contextArgIndex[nbJoker++]);
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parseArg = false;
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}
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}
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if (_ContextSounds != 0)
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delete _ContextSounds;
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// A little macro to make life easier (LM stand for Local Macro)
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#define LM_CASE_CONTAINER_CREATOR(size) case (size):\
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if (useRandom)\
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_ContextSounds = new CContextSoundContainer<(size), true>;\
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else\
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_ContextSounds = new CContextSoundContainer<(size), false>;\
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break;
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// ok, now instantiate the correct container
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switch (nbJoker)
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{
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LM_CASE_CONTAINER_CREATOR(0)
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LM_CASE_CONTAINER_CREATOR(1)
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LM_CASE_CONTAINER_CREATOR(2)
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LM_CASE_CONTAINER_CREATOR(3)
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LM_CASE_CONTAINER_CREATOR(4)
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LM_CASE_CONTAINER_CREATOR(5)
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LM_CASE_CONTAINER_CREATOR(6)
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LM_CASE_CONTAINER_CREATOR(7)
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LM_CASE_CONTAINER_CREATOR(8)
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LM_CASE_CONTAINER_CREATOR(9)
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LM_CASE_CONTAINER_CREATOR(10)
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default:
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nlwarning("Unsuported number of context argument in context sound '%s'!", CStringMapper::unmap(_Name).c_str());
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return;
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}
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// cleanup macro
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#undef LM_CASE_CONTAINER_CREATOR
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_ContextSounds->init(contextArgIndex);
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// ok, we have the container, now fill it with the sound
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{
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std::vector<NLMISC::TStringId> allSounds;
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// CSoundBank::getSoundNames(allSounds);
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CAudioMixerUser::instance()->getSoundNames(allSounds);
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std::vector<NLMISC::TStringId>::iterator first(allSounds.begin()), last(allSounds.end());
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for (; first != last; ++first)
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{
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const std::string &soundName = CStringMapper::unmap(*first);
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if (soundName.size() > _BaseName.size())
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{
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uint i;
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for (i=0; i<_BaseName.size(); ++i)
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{
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if (soundName[i] != _BaseName[i])
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break;
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}
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if (i == _BaseName.size())
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{
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// The base name is ok, check that the next char is a digit (avoid conflit if some
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// sound have a longeur base name with same begining)
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if (soundName[i] >= '0' && soundName[i] <= '9')
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_ContextSounds->addSound(CAudioMixerUser::instance()->getSoundId(*first), _BaseName);
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}
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}
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}
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}
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}
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} // NLSOUND
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