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CnC_Renegade/Code/ww3d2/animatedsoundmgr.cpp

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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 : ww3d2 *
* *
* $Archive:: /Commando/Code/ww3d2/animatedsoundmgr.cpp $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 12/13/01 6:05p $*
* *
* $Revision:: 2 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "animatedsoundmgr.h"
#include "ini.h"
#include "inisup.h"
#include "ffactory.h"
#include "wwfile.h"
#include <stdio.h>
#include "definition.h"
#include "definitionmgr.h"
#include "definitionclassids.h"
#include "wwaudio.h"
#include "audiblesound.h"
#include "htree.h"
#include "hanim.h"
//////////////////////////////////////////////////////////////////////
// Static member initialization
//////////////////////////////////////////////////////////////////////
HashTemplateClass<StringClass, AnimatedSoundMgrClass::ANIM_SOUND_LIST *> AnimatedSoundMgrClass::AnimationNameHash;
DynamicVectorClass<AnimatedSoundMgrClass::ANIM_SOUND_LIST *> AnimatedSoundMgrClass::AnimSoundLists;
//////////////////////////////////////////////////////////////////////
// Local inlines
//////////////////////////////////////////////////////////////////////
static WWINLINE INIClass *
Get_INI (const char *filename)
{
INIClass *ini = NULL;
//
// Get the file from our filefactory
//
FileClass *file = _TheFileFactory->Get_File (filename);
if (file) {
//
// Create the INI object
//
if (file->Is_Available ()) {
ini = new INIClass (*file);
}
//
// Close the file
//
_TheFileFactory->Return_File (file);
}
return ini;
}
static int
Build_List_From_String
(
const char * buffer,
const char * delimiter,
StringClass ** string_list
)
{
int count = 0;
WWASSERT (buffer != NULL);
WWASSERT (delimiter != NULL);
WWASSERT (string_list != NULL);
if ((buffer != NULL) &&
(delimiter != NULL) &&
(string_list != NULL))
{
int delim_len = ::strlen (delimiter);
//
// Determine how many entries there will be in the list
//
for (const char *entry = buffer;
(entry != NULL) && (entry[1] != 0);
entry = ::strstr (entry, delimiter))
{
//
// Move past the current delimiter (if necessary)
//
if ((::strnicmp (entry, delimiter, delim_len) == 0) && (count > 0)) {
entry += delim_len;
}
// Increment the count of entries
count ++;
}
if (count > 0) {
//
// Allocate enough StringClass objects to hold all the strings in the list
//
(*string_list) = new StringClass[count];
//
// Parse the string and pull out its entries.
//
count = 0;
for (entry = buffer;
(entry != NULL) && (entry[1] != 0);
entry = ::strstr (entry, delimiter))
{
//
// Move past the current delimiter (if necessary)
//
if ((::strnicmp (entry, delimiter, delim_len) == 0) && (count > 0)) {
entry += delim_len;
}
//
// Copy this entry into its own string
//
StringClass entry_string = entry;
char *delim_start = ::strstr (entry_string, delimiter);
if (delim_start != NULL) {
delim_start[0] = 0;
}
//
// Add this entry to our list
//
if ((entry_string.Get_Length () > 0) || (count == 0)) {
(*string_list)[count++] = entry_string;
}
}
} else if (delim_len > 0) {
count = 1;
(*string_list) = new StringClass[count];
(*string_list)[0] = buffer;
}
}
//
// Return the number of entries in our list
//
return count;
}
//////////////////////////////////////////////////////////////////////
//
// Initialize
//
//////////////////////////////////////////////////////////////////////
void
AnimatedSoundMgrClass::Initialize (const char *ini_filename)
{
//
// Don't re-initialize...
//
if (AnimSoundLists.Count () > 0) {
return ;
}
const char *DEFAULT_INI_FILENAME = "w3danimsound.ini";
//
// Determine which filename to use
//
const char *filename_to_use = ini_filename;
if (filename_to_use == NULL) {
filename_to_use = DEFAULT_INI_FILENAME;
}
//
// Get the INI file which contains the data for this viewer
//
INIClass *ini_file = ::Get_INI (filename_to_use);
if (ini_file != NULL) {
//
// Loop over all the sections in the INI
//
List<INISection *> &section_list = ini_file->Get_Section_List ();
for ( INISection *section = section_list.First ();
section != NULL && section->Is_Valid ();
section = section->Next_Valid ())
{
//
// Get the animation name from the section name
//
StringClass animation_name = section->Section;
::strupr (animation_name.Peek_Buffer ());
//
// Allocate a sound list
//
ANIM_SOUND_LIST *sound_list = new ANIM_SOUND_LIST;
//
// Loop over all the entries in this section
//
int entry_count = ini_file->Entry_Count (section->Section);
for (int entry_index = 0; entry_index < entry_count; entry_index ++) {
StringClass value;
//
// Get the data associated with this entry
//
const char *entry_name = ini_file->Get_Entry (section->Section, entry_index);
ini_file->Get_String (value, section->Section, entry_name);
//
// Extract the parameters from the section
//
int len = value.Get_Length ();
StringClass definition_name (len + 1, true);
int frame_start = 0;
//
// Separate the parameters into an easy-to-handle data structure
//
StringClass *param_list = NULL;
int param_count = ::Build_List_From_String (value, ",", &param_list);
if (param_count == 2) {
frame_start = ::atoi (param_list[0]);
definition_name = param_list[1];
definition_name.Trim ();
delete [] param_list;
//
// Find this sound definition
//
DefinitionClass *definition = DefinitionMgrClass::Find_Typed_Definition (definition_name, CLASSID_SOUND);
if (definition != NULL) {
//
// Tie the relevant information together and store it
// in the list of sounds for this animation
//
ANIM_SOUND_INFO sound_info;
sound_info.Frame = frame_start;
sound_info.SoundDefinitionID = definition->Get_ID ();
sound_list->Add (sound_info);
}
}
}
if (sound_list->Count () != 0) {
//
// Add this sound list to our hash-table and vector-array
//
AnimationNameHash.Insert (animation_name, sound_list);
AnimSoundLists.Add (sound_list);
} else {
WWDEBUG_SAY (("AnimatedSoundMgrClass::Initialize -- No sounds added for %d!\n", animation_name.Peek_Buffer ()));
delete sound_list;
}
}
delete ini_file;
}
return ;
}
//////////////////////////////////////////////////////////////////////
//
// Shutdown
//
//////////////////////////////////////////////////////////////////////
void
AnimatedSoundMgrClass::Shutdown (void)
{
//
// Reset the animation name hash
//
AnimationNameHash.Remove_All ();
//
// Free each of the sound objects
//
for (int index = 0; index < AnimSoundLists.Count (); index ++) {
delete AnimSoundLists[index];
}
AnimSoundLists.Delete_All ();
return ;
}
//////////////////////////////////////////////////////////////////////
//
// Does_Animation_Have_Embedded_Sounds
//
//////////////////////////////////////////////////////////////////////
bool
AnimatedSoundMgrClass::Does_Animation_Have_Embedded_Sounds (HAnimClass *anim)
{
return (Find_Sound_List (anim) != NULL);
}
//////////////////////////////////////////////////////////////////////
//
// Find_Sound_List
//
//////////////////////////////////////////////////////////////////////
AnimatedSoundMgrClass::ANIM_SOUND_LIST *
AnimatedSoundMgrClass::Find_Sound_List (HAnimClass *anim)
{
//
// Build the full name of the animation
//
StringClass full_name (0, true);
full_name = anim->Get_Name ();
//
// Make the name uppercase
//
::strupr (full_name.Peek_Buffer ());
//
// Lookup the sound list for this animation
//
ANIM_SOUND_LIST *retval = AnimationNameHash.Get (full_name);
return retval;
}
//////////////////////////////////////////////////////////////////////
//
// Trigger_Sound
//
//////////////////////////////////////////////////////////////////////
float
AnimatedSoundMgrClass::Trigger_Sound
(
HAnimClass * anim,
float old_frame,
float new_frame,
const Matrix3D & tm
)
{
if (anim == NULL) {
return old_frame;
}
float retval = old_frame;
//
// Lookup the sound list for this animation
//
ANIM_SOUND_LIST *sound_list = Find_Sound_List (anim);
if (sound_list != NULL) {
for (int index = 0; index < sound_list->Count (); index ++) {
int frame = (*sound_list)[index].Frame;
//
// Is the animation passing the frame we need?
//
if (old_frame < frame && new_frame >= frame) {
//
// Don't trigger the sound if its skipped to far past...
//
if (WWMath::Fabs (new_frame - old_frame) < 3.0F) {
//
// Play the sound
//
int def_id = (*sound_list)[index].SoundDefinitionID;
WWAudioClass::Get_Instance ()->Create_Instant_Sound (def_id, tm);
WWDEBUG_SAY (("Triggering Sound %d\n", GetTickCount ()));
retval = frame;
}
}
}
//retval = true;
}
return retval;
}