275 lines
10 KiB
C++
275 lines
10 KiB
C++
/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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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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*** 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 ***
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***********************************************************************************************
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* *
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* Project Name : WW3D *
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* *
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* $Archive:: /Commando/Code/ww3d2/soundrobj.h $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 1/15/02 5:57p $*
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* *
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* $Revision:: 4 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef __SOUNDROBJ_H
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#define __SOUNDROBJ_H
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#include "rendobj.h"
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#include "wwstring.h"
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#include "proto.h"
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#include "w3d_file.h"
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#include "w3derr.h"
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#include "audiblesound.h"
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//////////////////////////////////////////////////////////////////////////////////
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// Forward declarations
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//////////////////////////////////////////////////////////////////////////////////
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class ChunkSaveClass;
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class ChunkLoadClass;
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//////////////////////////////////////////////////////////////////////////////////
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//
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// SoundRenderObjClass
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//
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// This object is used to trigger a sound effect in the world. When the object
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// is shown, its associated sound is added to the world and played, when the object
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// is hidden, the associated sound is stopped and removed from the world.
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//
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// This is handy when used in conjunction with the aggregate system for creating
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// complex animations.
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//
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//////////////////////////////////////////////////////////////////////////////////
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class SoundRenderObjClass : public RenderObjClass
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{
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public:
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////////////////////////////////////////////////////////////////
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// Public flags
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////////////////////////////////////////////////////////////////
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typedef enum
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{
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FLAG_STOP_WHEN_HIDDEN = 0x00000001,
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} FLAGS;
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///////////////////////////////////////////////////////////
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// Public constructors/destructors
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///////////////////////////////////////////////////////////
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SoundRenderObjClass (void);
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SoundRenderObjClass (const SoundRenderObjClass &src);
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virtual ~SoundRenderObjClass (void);
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///////////////////////////////////////////////////////////
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// Public operators
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///////////////////////////////////////////////////////////
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const SoundRenderObjClass &operator= (const SoundRenderObjClass &src);
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///////////////////////////////////////////////////////////
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// Public methods
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///////////////////////////////////////////////////////////
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//
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// From RenderObjClass
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//
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RenderObjClass * Clone (void) const { return new SoundRenderObjClass (*this); }
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int Class_ID (void) const { return CLASSID_SOUND; }
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const char * Get_Name (void) const { return Name; }
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void Set_Name (const char *name) { Name = name; }
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void Render (RenderInfoClass &rinfo) { }
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void On_Frame_Update (void);
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void Set_Hidden (int onoff);
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void Set_Visible (int onoff);
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void Set_Animation_Hidden (int onoff);
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void Set_Force_Visible (int onoff);
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void Notify_Added (SceneClass *scene);
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void Notify_Removed (SceneClass *scene);
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void Set_Transform(const Matrix3D &m);
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void Set_Position(const Vector3 &v);
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//
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// SoundRenderObjClass specific
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//
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virtual void Set_Sound (AudibleSoundDefinitionClass *definition);
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virtual AudibleSoundClass * Get_Sound (void) const;
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virtual AudibleSoundClass * Peek_Sound (void) const { return Sound; }
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//
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// Flag support
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//
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uint32 Get_Flags (void) const { return Flags; }
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void Set_Flags (uint32 flags) { Flags = flags; }
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bool Get_Flag (uint32 flag) { return bool((Flags & flag) == flag); }
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void Set_Flag (uint32 flag, bool onoff);
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protected:
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///////////////////////////////////////////////////////////
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// Protected methods
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///////////////////////////////////////////////////////////
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virtual void Update_On_Visibilty (void);
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private:
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///////////////////////////////////////////////////////////
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// Private member data
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///////////////////////////////////////////////////////////
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bool IsInitialized;
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StringClass Name;
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AudibleSoundClass * Sound;
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uint32 Flags;
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};
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//////////////////////////////////////////////////////////////////////////////////
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//
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// SoundRenderObjDefClass
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//
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//////////////////////////////////////////////////////////////////////////////////
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class SoundRenderObjDefClass : public RefCountClass
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{
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public:
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///////////////////////////////////////////////////////////
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// Public constructors/destructors
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///////////////////////////////////////////////////////////
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SoundRenderObjDefClass (void);
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SoundRenderObjDefClass (SoundRenderObjClass &render_obj);
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SoundRenderObjDefClass (const SoundRenderObjDefClass &src);
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virtual ~SoundRenderObjDefClass (void);
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///////////////////////////////////////////////////////////
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// Public operators
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///////////////////////////////////////////////////////////
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const SoundRenderObjDefClass &operator= (const SoundRenderObjDefClass &src);
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///////////////////////////////////////////////////////////
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// Public methods
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///////////////////////////////////////////////////////////
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RenderObjClass * Create (void);
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WW3DErrorType Load_W3D (ChunkLoadClass &cload);
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WW3DErrorType Save_W3D (ChunkSaveClass &csave);
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const char * Get_Name (void) const { return Name; }
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void Set_Name (const char *name) { Name = name; }
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SoundRenderObjDefClass * Clone (void) const { return NEW_REF( SoundRenderObjDefClass, (*this) ); }
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//
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// Initialization
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//
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void Initialize (SoundRenderObjClass &render_obj);
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protected:
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///////////////////////////////////////////////////////////
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// Protected methods
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///////////////////////////////////////////////////////////
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//
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// Loading methods
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//
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WW3DErrorType Read_Header (ChunkLoadClass &cload);
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WW3DErrorType Read_Definition (ChunkLoadClass &cload);
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//
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// Saving methods
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//
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WW3DErrorType Write_Header (ChunkSaveClass &csave);
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WW3DErrorType Write_Definition (ChunkSaveClass &csave);
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private:
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///////////////////////////////////////////////////////////
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// Private member data
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///////////////////////////////////////////////////////////
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uint32 Version;
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StringClass Name;
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AudibleSoundDefinitionClass Definition;
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SoundRenderObjClass::FLAGS Flags;
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};
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///////////////////////////////////////////////////////////////////////////////////
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//
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// SoundRenderObjPrototypeClass
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//
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///////////////////////////////////////////////////////////////////////////////////
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class SoundRenderObjPrototypeClass : public PrototypeClass
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{
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public:
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///////////////////////////////////////////////////////////
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// Public constructors/destructors
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///////////////////////////////////////////////////////////
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SoundRenderObjPrototypeClass (SoundRenderObjDefClass *def)
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: Definition (NULL) { Set_Definition (def); }
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virtual ~SoundRenderObjPrototypeClass (void) { REF_PTR_RELEASE (Definition); }
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///////////////////////////////////////////////////////////
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// Public methods
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///////////////////////////////////////////////////////////
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const char * Get_Name(void) const { return Definition->Get_Name (); }
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int Get_Class_ID(void) const { return RenderObjClass::CLASSID_SOUND; }
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RenderObjClass * Create (void) { return Definition->Create (); }
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SoundRenderObjDefClass * Peek_Definition (void) const { return Definition; }
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void Set_Definition (SoundRenderObjDefClass *def) { REF_PTR_SET (Definition, def); }
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private:
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///////////////////////////////////////////////////////////
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// Private member data
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///////////////////////////////////////////////////////////
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SoundRenderObjDefClass * Definition;
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};
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///////////////////////////////////////////////////////////////////////////////////
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//
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// SoundRenderObjLoaderClass
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//
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///////////////////////////////////////////////////////////////////////////////////
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class SoundRenderObjLoaderClass : public PrototypeLoaderClass
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{
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public:
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virtual int Chunk_Type (void) { return W3D_CHUNK_SOUNDROBJ; }
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virtual PrototypeClass * Load_W3D (ChunkLoadClass &cload);
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};
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///////////////////////////////////////////////////////////////////////////////////
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// Global variables
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///////////////////////////////////////////////////////////////////////////////////
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extern SoundRenderObjLoaderClass _SoundRenderObjLoader;
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#endif //__SOUNDROBJ_H
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