500 lines
13 KiB
C++
500 lines
13 KiB
C++
/*
|
|
** Command & Conquer Renegade(tm)
|
|
** Copyright 2025 Electronic Arts Inc.
|
|
**
|
|
** 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/>.
|
|
*/
|
|
|
|
/***********************************************************************************************
|
|
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
|
|
***********************************************************************************************
|
|
* *
|
|
* Project Name : WWAudio *
|
|
* *
|
|
* $Archive:: /Commando/Code/WWAudio/SoundSceneObj.cpp $*
|
|
* *
|
|
* $Modtime:: 11/02/01 11:58a $*
|
|
* *
|
|
* $Revision:: 16 $*
|
|
* *
|
|
*---------------------------------------------------------------------------------------------*
|
|
* Functions: *
|
|
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
|
|
|
|
|
|
#include "SoundSceneObj.h"
|
|
#include "camera.h"
|
|
#include "rendobj.h"
|
|
#include "persistfactory.h"
|
|
#include "SoundChunkIDs.h"
|
|
#include "utils.h"
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////////////
|
|
// Save/Load constants
|
|
//////////////////////////////////////////////////////////////////////////////////
|
|
enum
|
|
{
|
|
CHUNKID_VARIABLES = 0x03270459,
|
|
CHUNKID_BASE_CLASS
|
|
};
|
|
|
|
enum
|
|
{
|
|
VARID_ATTACHED_OBJ = 0x01,
|
|
VARID_ATTACHED_BONE,
|
|
VARID_USER_DATA,
|
|
VARID_USER_OBJ,
|
|
VARID_ID
|
|
};
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////////////
|
|
// Static member initialization
|
|
//////////////////////////////////////////////////////////////////////////////////
|
|
DynamicVectorClass<SoundSceneObjClass *> SoundSceneObjClass::m_GlobalSoundList;
|
|
uint32 SoundSceneObjClass::m_NextAvailableID = SOUND_OBJ_START_ID;
|
|
CriticalSectionClass SoundSceneObjClass::m_IDListMutex;
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////////////
|
|
// Mutex managment
|
|
//////////////////////////////////////////////////////////////////////////////////
|
|
/*
|
|
class HandleMgrClass
|
|
{
|
|
public:
|
|
HandleMgrClass (void) { SoundSceneObjClass::m_IDListMutex = ::CreateMutex (NULL, FALSE, NULL); }
|
|
~HandleMgrClass (void) { ::CloseHandle (SoundSceneObjClass::m_IDListMutex); }
|
|
|
|
};
|
|
|
|
HandleMgrClass _GlobalMutexHandleMgr;
|
|
*/
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// SoundSceneObjClass
|
|
//
|
|
////////////////////////////////////////////////////////////////////////////////////////////////
|
|
SoundSceneObjClass::SoundSceneObjClass (void)
|
|
: m_Scene (NULL),
|
|
m_PhysWrapper (NULL),
|
|
m_pCallback (NULL),
|
|
m_AttachedObject (NULL),
|
|
m_UserData (0),
|
|
m_UserObj (NULL),
|
|
m_ID (SOUND_OBJ_DEFAULT_ID),
|
|
m_RegisteredEvents (AudioCallbackClass::EVENT_NONE)
|
|
{
|
|
m_ID = m_NextAvailableID ++;
|
|
|
|
Register_Sound_Object (this);
|
|
return ;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// SoundSceneObjClass
|
|
//
|
|
////////////////////////////////////////////////////////////////////////////////////////////////
|
|
SoundSceneObjClass::SoundSceneObjClass (const SoundSceneObjClass &src)
|
|
: m_Scene (NULL),
|
|
m_PhysWrapper (NULL),
|
|
m_pCallback (NULL),
|
|
m_AttachedObject (NULL),
|
|
m_UserData (0),
|
|
m_UserObj (NULL),
|
|
m_ID (SOUND_OBJ_DEFAULT_ID),
|
|
m_RegisteredEvents (AudioCallbackClass::EVENT_NONE)
|
|
{
|
|
m_ID = m_NextAvailableID ++;
|
|
|
|
(*this) = src;
|
|
Register_Sound_Object (this);
|
|
return ;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// ~SoundSceneObjClass
|
|
//
|
|
////////////////////////////////////////////////////////////////////////////////////////////////
|
|
SoundSceneObjClass::~SoundSceneObjClass (void)
|
|
{
|
|
Register_Callback (AudioCallbackClass::EVENT_NONE, NULL);
|
|
REF_PTR_RELEASE (m_UserObj);
|
|
REF_PTR_RELEASE (m_AttachedObject);
|
|
Unregister_Sound_Object (this);
|
|
return ;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// operator=
|
|
//
|
|
////////////////////////////////////////////////////////////////////////////////////////////////
|
|
const SoundSceneObjClass &
|
|
SoundSceneObjClass::operator= (const SoundSceneObjClass &src)
|
|
{
|
|
m_Scene = src.m_Scene;
|
|
m_pCallback = src.m_pCallback;
|
|
m_RegisteredEvents = src.m_RegisteredEvents;
|
|
|
|
Attach_To_Object (src.m_AttachedObject, src.m_AttachedBone);
|
|
|
|
PersistClass::operator= ((const PersistClass &)src);
|
|
return (*this);
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// Attach_To_Object
|
|
//
|
|
////////////////////////////////////////////////////////////////////////////////////////////////
|
|
void
|
|
SoundSceneObjClass::Attach_To_Object
|
|
(
|
|
RenderObjClass * render_obj,
|
|
const char * bone_name
|
|
)
|
|
{
|
|
REF_PTR_SET (m_AttachedObject, render_obj);
|
|
|
|
if (m_AttachedObject != NULL && bone_name != NULL) {
|
|
m_AttachedBone = m_AttachedObject->Get_Bone_Index (bone_name);
|
|
} else {
|
|
m_AttachedBone = -1;
|
|
}
|
|
|
|
return ;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// Attach_To_Object
|
|
//
|
|
////////////////////////////////////////////////////////////////////////////////////////////////
|
|
void
|
|
SoundSceneObjClass::Attach_To_Object
|
|
(
|
|
RenderObjClass * render_obj,
|
|
int bone_index
|
|
)
|
|
{
|
|
if (m_AttachedObject != render_obj || m_AttachedBone != bone_index) {
|
|
|
|
//
|
|
// Record the attachment
|
|
//
|
|
REF_PTR_SET (m_AttachedObject, render_obj);
|
|
m_AttachedBone = bone_index;
|
|
|
|
//
|
|
// Update the transform
|
|
//
|
|
Apply_Auto_Position ();
|
|
}
|
|
|
|
return ;
|
|
}
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// Apply_Auto_Position
|
|
//
|
|
//////////////////////////////////////////////////////////////////////////////
|
|
void
|
|
SoundSceneObjClass::Apply_Auto_Position (void)
|
|
{
|
|
// If the sound is attached to an object, then update its transform
|
|
// based on this link.
|
|
if (m_AttachedObject != NULL) {
|
|
|
|
// Determine which transform to use
|
|
Matrix3D transform (1);
|
|
if (m_AttachedBone >= 0) {
|
|
transform = m_AttachedObject->Get_Bone_Transform (m_AttachedBone);
|
|
} else {
|
|
transform = m_AttachedObject->Get_Transform ();
|
|
|
|
//
|
|
// Convert the camera's transform to an object transform
|
|
//
|
|
if (m_AttachedObject->Class_ID () == RenderObjClass::CLASSID_CAMERA) {
|
|
Matrix3D cam_to_world (Vector3 (0, 0, -1), Vector3 (-1, 0, 0), Vector3 (0, 1, 0), Vector3 (0, 0, 0));
|
|
transform = transform * cam_to_world;
|
|
}
|
|
}
|
|
|
|
// Update the sound's transform
|
|
Set_Transform (transform);
|
|
}
|
|
|
|
return ;
|
|
}
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// Save
|
|
//
|
|
//////////////////////////////////////////////////////////////////////////////////
|
|
bool
|
|
SoundSceneObjClass::Save (ChunkSaveClass &csave)
|
|
{
|
|
csave.Begin_Chunk (CHUNKID_BASE_CLASS);
|
|
PersistClass::Save (csave);
|
|
csave.End_Chunk ();
|
|
|
|
csave.Begin_Chunk (CHUNKID_VARIABLES);
|
|
WRITE_MICRO_CHUNK (csave, VARID_ATTACHED_OBJ, m_AttachedObject);
|
|
WRITE_MICRO_CHUNK (csave, VARID_ATTACHED_BONE, m_AttachedBone);
|
|
WRITE_MICRO_CHUNK (csave, VARID_USER_DATA, m_UserData);
|
|
WRITE_MICRO_CHUNK (csave, VARID_USER_OBJ, m_UserObj);
|
|
WRITE_MICRO_CHUNK (csave, VARID_ID, m_ID);
|
|
csave.End_Chunk ();
|
|
return true;
|
|
}
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// Load
|
|
//
|
|
//////////////////////////////////////////////////////////////////////////////////
|
|
bool
|
|
SoundSceneObjClass::Load (ChunkLoadClass &cload)
|
|
{
|
|
uint32 id = SOUND_OBJ_DEFAULT_ID;
|
|
|
|
while (cload.Open_Chunk ()) {
|
|
switch (cload.Cur_Chunk_ID ()) {
|
|
|
|
case CHUNKID_BASE_CLASS:
|
|
PersistClass::Load (cload);
|
|
break;
|
|
|
|
case CHUNKID_VARIABLES:
|
|
{
|
|
//
|
|
// Read all the variables from their micro-chunks
|
|
//
|
|
while (cload.Open_Micro_Chunk ()) {
|
|
switch (cload.Cur_Micro_Chunk_ID ()) {
|
|
|
|
READ_MICRO_CHUNK (cload, VARID_ATTACHED_OBJ, m_AttachedObject);
|
|
READ_MICRO_CHUNK (cload, VARID_ATTACHED_BONE, m_AttachedBone);
|
|
READ_MICRO_CHUNK (cload, VARID_USER_DATA, m_UserData);
|
|
READ_MICRO_CHUNK (cload, VARID_USER_OBJ, m_UserObj);
|
|
READ_MICRO_CHUNK (cload, VARID_ID, id);
|
|
}
|
|
|
|
cload.Close_Micro_Chunk ();
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
cload.Close_Chunk ();
|
|
}
|
|
|
|
//
|
|
// Set the ID (this will cause the sound object to
|
|
// be re-inserted in the master sorted list)
|
|
//
|
|
if (id != SOUND_OBJ_DEFAULT_ID) {
|
|
Set_ID (id);
|
|
}
|
|
|
|
//
|
|
// Max sure the next available ID is the largest ID in existence
|
|
//
|
|
m_NextAvailableID = max (m_NextAvailableID, m_ID + 1);
|
|
|
|
//
|
|
// We need to 'swizzle' the attached object pointer. We saved the pointer's
|
|
// value, and need to map it (hopefully) to the new value.
|
|
//
|
|
if (m_AttachedObject != NULL) {
|
|
SaveLoadSystemClass::Request_Ref_Counted_Pointer_Remap ((RefCountClass **)&m_AttachedObject);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// On_Frame_Update
|
|
//
|
|
//////////////////////////////////////////////////////////////////////////////////
|
|
bool
|
|
SoundSceneObjClass::On_Frame_Update (unsigned int /*milliseconds*/)
|
|
{
|
|
Apply_Auto_Position ();
|
|
return true;
|
|
}
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// Set_ID
|
|
//
|
|
//////////////////////////////////////////////////////////////////////////////////
|
|
void
|
|
SoundSceneObjClass::Set_ID (uint32 id)
|
|
{
|
|
//
|
|
// Remove the sound object from our sorted list
|
|
//
|
|
Unregister_Sound_Object (this);
|
|
|
|
//
|
|
// Change the sound object's ID
|
|
//
|
|
m_ID = id;
|
|
|
|
//
|
|
// Reinsert the sound object in our sorted list
|
|
//
|
|
Register_Sound_Object (this);
|
|
return ;
|
|
}
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// Register_Sound_Object
|
|
//
|
|
//////////////////////////////////////////////////////////////////////////////////
|
|
void
|
|
SoundSceneObjClass::Register_Sound_Object (SoundSceneObjClass *sound_obj)
|
|
{
|
|
int sound_id = sound_obj->Get_ID ();
|
|
CriticalSectionClass::LockClass lock(m_IDListMutex);
|
|
|
|
//
|
|
// Special case a non-ID
|
|
//
|
|
if (sound_id == SOUND_OBJ_DEFAULT_ID) {
|
|
m_GlobalSoundList.Insert (0, sound_obj);
|
|
} else {
|
|
|
|
//
|
|
// Check to ensure the object isn't already in the list
|
|
//
|
|
int index = 0;
|
|
if (Find_Sound_Object (sound_id, &index) == false) {
|
|
|
|
//
|
|
// Insert the object into the list
|
|
//
|
|
m_GlobalSoundList.Insert (index, sound_obj);
|
|
}
|
|
}
|
|
|
|
return ;
|
|
}
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// Unregister_Sound_Object
|
|
//
|
|
//////////////////////////////////////////////////////////////////////////////////
|
|
void
|
|
SoundSceneObjClass::Unregister_Sound_Object (SoundSceneObjClass *sound_obj)
|
|
{
|
|
CriticalSectionClass::LockClass lock(m_IDListMutex);
|
|
|
|
//
|
|
// Try to find the object in the list
|
|
//
|
|
int index = 0;
|
|
if (Find_Sound_Object (sound_obj->Get_ID (), &index)) {
|
|
|
|
//
|
|
// Remove the object from the list
|
|
//
|
|
m_GlobalSoundList.Delete (index);
|
|
}
|
|
|
|
return ;
|
|
}
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// Find_Sound_Object
|
|
//
|
|
//////////////////////////////////////////////////////////////////////////////////
|
|
bool
|
|
SoundSceneObjClass::Find_Sound_Object (uint32 id_to_find, int *index)
|
|
{
|
|
CriticalSectionClass::LockClass lock(m_IDListMutex);
|
|
|
|
bool found = false;
|
|
(*index) = 0;
|
|
int min_index = 0;
|
|
int max_index = m_GlobalSoundList.Count () - 1;
|
|
|
|
//
|
|
// Keep looping until we've closed the window of possiblity
|
|
//
|
|
bool keep_going = (max_index >= min_index);
|
|
while (keep_going) {
|
|
|
|
//
|
|
// Calculate what slot we are currently looking at
|
|
//
|
|
int curr_index = min_index + ((max_index - min_index) / 2);
|
|
uint32 curr_id = m_GlobalSoundList[curr_index]->Get_ID ();
|
|
|
|
//
|
|
// Did we find the right slot?
|
|
//
|
|
if (id_to_find == curr_id) {
|
|
(*index) = curr_index;
|
|
keep_going = false;
|
|
found = true;
|
|
} else {
|
|
|
|
//
|
|
// Stop if we've narrowed the window to one entry
|
|
//
|
|
keep_going = (max_index > min_index);
|
|
|
|
//
|
|
// Move the window to the appropriate side
|
|
// of the test index.
|
|
//
|
|
if (id_to_find < curr_id) {
|
|
max_index = curr_index - 1;
|
|
(*index) = curr_index;
|
|
} else {
|
|
min_index = curr_index + 1;
|
|
(*index) = curr_index + 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
return found;
|
|
}
|