[Add] Audio engine is now working, it It's fully tuned enough yet however.
[Change] Refactored ship.c to comply with xml.* standards.
This commit is contained in:
parent
afd612ef17
commit
529ca21644
@ -153,6 +153,8 @@ void music_exit(void) {
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for(i = 0; i < nmusic_selection; i++)
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free(music_selection[i]);
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free(music_selection);
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SDL_DestroyMutex(music_vorbis_lock);
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}
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// Internal music loading ruitines.
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@ -220,6 +222,10 @@ static void music_free(void) {
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SDL_mutexV(music_vorbis_lock);
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}
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void music_volume(const double vol) {
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alSourcef(music_source, AL_GAIN, (ALfloat)vol);
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}
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// Music control functions.
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void music_load(const char* name) {
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int i;
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@ -9,6 +9,7 @@ int music_init(void);
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void music_exit(void);
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// Music control.
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void music_volume(const double vol);
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void music_load(const char* name);
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void music_play(void);
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void music_stop(void);
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@ -159,6 +159,8 @@ static void outfit_parseSAmmo(Outfit* tmp, const xmlNodePtr parent) {
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OUTFIT_GFX"%s.png", xml_get(node));
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tmp->gfx_space = gl_newSprite(str, 6, 6);
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}
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else if(xml_isNode(node, "sound"))
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tmp->sound = sound_get(xml_get(node));
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else if(xml_isNode(node, "damage")) {
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cur = node->children;
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do {
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@ -170,7 +172,8 @@ static void outfit_parseSAmmo(Outfit* tmp, const xmlNodePtr parent) {
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#define MELEMENT(o,s) if((o) == 0) WARN("Outfit '%s' missing '"s"' element", tmp->name)
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if(tmp->gfx_space == NULL)
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WARN("Outfit '%s' missing 'gfx' element", tmp->name);
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MELEMENT(tmp->thrust, " thrust");
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MELEMENT(tmp->sound, "sound");
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MELEMENT(tmp->thrust, "thrust");
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MELEMENT(tmp->turn, "turn");
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MELEMENT(tmp->speed, "speed");
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MELEMENT(tmp->range, "duration");
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@ -1,5 +1,6 @@
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#pragma once
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#include "opengl.h"
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#include "sound.h"
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#define outfit_isProp(o,p) ((o)->properties & p)
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// Property flags.
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@ -46,6 +47,7 @@ typedef struct {
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double damage_armour, damage_shield; // Damage.
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glTexture* gfx_space;
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ALuint sound; // Sound to play.
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};
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struct { // Launcher.
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//unsigned int delay; // Delay between shots.
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@ -254,6 +254,10 @@ static void pilot_update(Pilot* pilot, const double dt) {
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// Should not go faster.
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vect_pset(&pilot->solid->vel, VMOD(pilot->solid->vel) - 0.3*pilot->ship->thrust*dt,
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VANGLE(pilot->solid->vel));
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// Update the source.
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alSource3f(pilot->source, AL_POSITION, pilot->solid->pos.x, pilot->solid->pos.y, 0.);
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alSource3f(pilot->source, AL_VELOCITY, pilot->solid->vel.x, pilot->solid->vel.y, 0.);
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}
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// Pilot is getting ready or is in, hyperspace.
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@ -356,7 +360,12 @@ void pilot_init(Pilot* pilot, Ship* ship, char* name, Faction* faction, AI_Profi
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}
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}
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// Sound source.
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// Eh....
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// Set flags and functions.
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if(flags & PILOT_PLAYER) {
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alSourcef(pilot->source, AL_GAIN, 0.);
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pilot->think = player_think; // Players don't need to thing! :P
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pilot->render = NULL; // Render will be called from player_think
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pilot_setFlag(pilot, PILOT_PLAYER); // It's a player!
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@ -4,6 +4,7 @@
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#include "ai.h"
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#include "outfit.h"
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#include "faction.h"
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#include "sound.h"
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#include "ship.h"
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#define PLAYER_ID 1
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@ -66,7 +67,11 @@ typedef struct Pilot {
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PilotOutfit* secondary; // Secondary weapon.
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PilotOutfit* ammo; // Secondary ammo (if needed).
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unsigned int flags; // Used for AI etc.
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// Sound source.
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ALuint source;
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// Misc.
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unsigned int flags; // Used for AI etc.
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unsigned int ptimer; // Generic timer for internal pilot use.
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// AI.
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11
src/player.c
11
src/player.c
@ -174,7 +174,8 @@ void player_new(void) {
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d = RNG(0, 359)/180.*M_PI;
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pilot_create(ship, "Player", faction_get("Player"), NULL, d, &v, NULL, PILOT_PLAYER);
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gl_bindCamera(&player->solid->pos);
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alSourcef(player->source, AL_GAIN, 0.5);
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gl_bindCamera(&player->solid->pos); // Set opengl camers.
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space_init(system);
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// Welcome message.
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@ -796,6 +797,14 @@ void player_think(Pilot* player) {
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pilot_shoot(player, player_target, 1);
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vect_pset(&player->solid->force, player->ship->thrust * player_acc, player->solid->dir);
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// Set the listener stuff.
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ALfloat ori[] = { 0., 0., 0., 0., 0., 1. };
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ori[0] = cos(player->solid->dir);
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ori[1] = sin(player->solid->dir);
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alListenerfv(AL_ORIENTATION, ori);
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alListener3f(AL_POSITION, player->solid->pos.x, player->solid->pos.y, 0.);
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alListener3f(AL_VELOCITY, player->solid->vel.x, player->solid->vel.y, 0.);
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}
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// Modify the radar resolution.
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101
src/ship.c
101
src/ship.c
@ -38,81 +38,83 @@ static Ship* ship_parse(xmlNodePtr parent) {
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ShipOutfit* otmp, *ocur;
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char str[PATH_MAX] = "\0";
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xmlChar* xstr;
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char* stmp;
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tmp->name = (char*)xmlGetProp(parent, (xmlChar*)"name");
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tmp->name = xml_nodeProp(parent, "name");
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if(tmp->name == NULL) WARN("Ship in "SHIP_DATA" has invalid or no name");
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node = parent->xmlChildrenNode;
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do {
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// Load all the data.
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if(strcmp((char*)node->name, "GFX")==0) {
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snprintf(str, strlen((char*)node->children->content)+sizeof(SHIP_GFX)+sizeof(SHIP_EXT),
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SHIP_GFX"%s"SHIP_EXT, (char*)node->children->content);
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if(xml_isNode(node,"GFX")) {
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snprintf(str, strlen(xml_get(node)) + sizeof(SHIP_GFX) + sizeof(SHIP_EXT),
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SHIP_GFX"%s"SHIP_EXT, xml_get(node));
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tmp->gfx_space = gl_newSprite(str, 6, 6);
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// Target.
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snprintf(str, strlen((char*)node->children->content)+sizeof(SHIP_GFX)+sizeof(SHIP_TARGET)+sizeof(SHIP_EXT),
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SHIP_GFX"%s"SHIP_TARGET SHIP_EXT, (char*)node->children->content);
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snprintf(str, strlen(xml_get(node)) + sizeof(SHIP_GFX)+sizeof(SHIP_TARGET)+sizeof(SHIP_EXT),
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SHIP_GFX"%s"SHIP_TARGET SHIP_EXT, xml_get(node));
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tmp->gfx_target = gl_newImage(str);
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}
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else if(strcmp((char*)node->name, "GUI")==0)
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tmp->gui = strdup((char*)node->children->content);
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else if(strcmp((char*)node->name, "class")==0)
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tmp->class = atoi((char*)node->children->content);
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else if(strcmp((char*)node->name, "movement")==0) {
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else if(xml_isNode(node, "GUI"))
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tmp->gui = strdup(xml_get(node));
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else if(xml_isNode(node, "sound"))
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tmp->sound = sound_get(xml_get(node));
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else if(xml_isNode(node, "class"))
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tmp->class = atoi(xml_get(node));
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else if(xml_isNode(node, "movement")) {
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cur = node->children;
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do {
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if(strcmp((char*)cur->name, "thrust")==0)
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tmp->thrust = atoi((char*)cur->children->content);
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else if(strcmp((char*)cur->name, "turn")==0)
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tmp->turn = atoi((char*)cur->children->content);
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else if(strcmp((char*)cur->name, "speed")==0)
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tmp->speed = atoi((char*)cur->children->content);
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if(xml_isNode(cur, "thrust"))
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tmp->thrust = xml_getInt(cur);
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else if(xml_isNode(cur, "turn"))
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tmp->turn = xml_getInt(cur);
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else if(xml_isNode(cur, "speed"))
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tmp->speed = xml_getInt(cur);
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} while((cur = cur->next));
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}
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else if(strcmp((char*)node->name, "health")==0) {
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else if(xml_isNode(node, "health")) {
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cur = node->children;
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do {
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if(strcmp((char*)cur->name, "armour")==0)
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tmp->armour = (double)atoi((char*)cur->children->content);
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else if(strcmp((char*)cur->name, "shield")==0)
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tmp->shield = (double)atoi((char*)cur->children->content);
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else if(strcmp((char*)cur->name, "energy")==0)
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tmp->energy = (double)atoi((char*)cur->children->content);
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else if(strcmp((char*)cur->name, "armour_regen")==0)
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tmp->armour_regen = (double)(atoi((char*)cur->children->content))/60.0;
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else if(strcmp((char*)cur->name, "shield_regen")==0)
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tmp->shield_regen = (double)(atoi((char*)cur->children->content))/60.0;
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else if(strcmp((char*)cur->name, "energy_regen")==0)
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tmp->energy_regen = (double)(atoi((char*)cur->children->content))/60.0;
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if(xml_isNode(cur, "armour"))
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tmp->armour = (double)xml_getInt(cur);
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else if(xml_isNode(cur, "shield"))
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tmp->shield = (double)xml_getInt(cur);
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else if(xml_isNode(cur, "energy"))
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tmp->energy = (double)xml_getInt(cur);
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else if(xml_isNode(cur, "armour_regen"))
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tmp->armour_regen = (double)(xml_getInt(cur))/60.0;
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else if(xml_isNode(cur, "shield_regen"))
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tmp->shield_regen = (double)(xml_getInt(cur))/60.0;
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else if(xml_isNode(cur, "energy_regen"))
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tmp->energy_regen = (double)(xml_getInt(cur))/60.0;
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} while((cur = cur->next));
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}
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else if(strcmp((char*)node->name, "characteristics")==0) {
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else if(xml_isNode(node, "characteristics")) {
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cur = node->children;
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do {
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if(strcmp((char*)cur->name, "crew")==0)
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tmp->crew = atoi((char*)cur->children->content);
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else if(strcmp((char*)cur->name, "mass")==0)
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tmp->mass = (double)atoi((char*)cur->children->content);
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else if(strcmp((char*)cur->name, "cap_weapon")==0)
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tmp->cap_weapon = atoi((char*)cur->children->content);
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else if(strcmp((char*)cur->name, "cap_cargo")==0)
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tmp->cap_cargo = atoi((char*)cur->children->content);
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if(xml_isNode(cur, "crew"))
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tmp->crew = xml_getInt(cur);
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else if(xml_isNode(cur, "mass"))
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tmp->mass = (double)xml_getInt(cur);
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else if(xml_isNode(cur, "cap_weapon"))
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tmp->cap_weapon = xml_getInt(cur);
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else if(xml_isNode(cur, "cap_cargo"))
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tmp->cap_cargo = xml_getInt(cur);
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} while((cur = cur->next));
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}
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else if(strcmp((char*)node->name, "outfits")==0) {
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else if(xml_isNode(node, "outfits")) {
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cur = node->children;
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do {
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if(strcmp((char*)cur->name, "outfit")==0) {
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if(xml_isNode(cur, "outfit")) {
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otmp = MALLOC_L(ShipOutfit);
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otmp->data = outfit_get((char*)cur->children->content);
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xstr = xmlGetProp(cur, (xmlChar*)"quantity");
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if(!xstr)
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otmp->data = outfit_get(xml_get(cur));
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stmp = xml_nodeProp(cur, "quantity");
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if(!stmp)
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WARN("Ship '%s' is missing tag 'quantity for outfit '%s'", tmp->name, otmp->data->name);
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otmp->quantity = atoi((char*)xstr);
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free(xstr);
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otmp->quantity = atoi(stmp);
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free(stmp);
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otmp->next = NULL;
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if((ocur = tmp->outfit) == NULL) tmp->outfit = otmp;
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@ -130,17 +132,18 @@ static Ship* ship_parse(xmlNodePtr parent) {
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#define MELEMENT(o,s) if(o == 0) WARN("Ship '%s' missing '"s"' element", tmp->name)
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if(tmp->name == NULL) WARN("Ship '%s' missing 'name' tag", tmp->name);
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if(tmp->gfx_space == NULL) WARN("Ship '%s' missing 'GFX' element", tmp->name);
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if(tmp->gui == NULL) WARN("Ship '%s' missing 'GUI' element", tmp->name);
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MELEMENT(tmp->thrust, "thrust");
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MELEMENT(tmp->turn, "turn");
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MELEMENT(tmp->speed, "speed");
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MELEMENT(tmp->crew, "crew");
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MELEMENT(tmp->mass, "mass");
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MELEMENT(tmp->armour, "armour");
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MELEMENT(tmp->armour_regen, "armour_regen");
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MELEMENT(tmp->shield, "shield");
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MELEMENT(tmp->shield_regen, "shield_regen");
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MELEMENT(tmp->energy, "energy");
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MELEMENT(tmp->energy_regen, "energt_regen");
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MELEMENT(tmp->crew, "crew");
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MELEMENT(tmp->mass, "mass");
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MELEMENT(tmp->cap_cargo, "cap_cargo");
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MELEMENT(tmp->cap_weapon, "cap_weapon");
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#undef MELEMENT
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@ -36,6 +36,9 @@ typedef struct {
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// GUI interface.
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char* gui;
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// Sound.
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ALuint sound;
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// Characteristics.
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int crew;
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126
src/sound.c
126
src/sound.c
@ -9,20 +9,29 @@
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#include "music.h"
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#include "sound.h"
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// This isn't always set?
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#ifndef AL_FORMAT_VORBIS_EXT
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#define AL_FORMAT_VORBIS_EXT 0x10003
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#endif
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#define SOUND_PREFIX "snd/sounds/"
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#define SOUND_SUFFIX ".wav"
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typedef struct {
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ALfloat x, y;
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} alVector;
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char* name;
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ALuint buffer;
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} alSound;
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// Gobal device and context.
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static ALCcontext* al_context = NULL;
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static ALCdevice* al_device = NULL;
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// Music player thread to assure streaming is perfect.
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static SDL_Thread* music_player = NULL;
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// List of sounds available (All preloaded into a buffer).
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static alSound* sound_list = NULL;
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static int nsound_list = 0;
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static int sound_makeList(void);
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static int sound_load(ALuint* buffer, char* filename);
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static void sound_free(alSound* snd);
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int sound_init(void) {
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// Open the default device.
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al_device = alcOpenDevice(NULL);
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@ -38,18 +47,16 @@ int sound_init(void) {
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return -2;
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}
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// We use the vorbis extension for AL to load it easily.
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if(alIsExtensionPresent("AL_EXT_vorbis") == AL_FALSE) {
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WARN("AL_EXT_vorbis not available in OpenAL context!");
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return -3;
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}
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// Set active context.
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if(alcMakeContextCurrent(al_context)==AL_FALSE) {
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WARN("Failure to set default context");
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return -4;
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}
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// Load up all the sounds.
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sound_makeList();
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// Start the music server.
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music_init();
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music_player = SDL_CreateThread(music_thread, NULL);
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@ -59,6 +66,16 @@ int sound_init(void) {
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// Clean up after the sound system.
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void sound_exit(void) {
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int i;
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// Free the sounds.
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for(i = 0; i < &nsound_list; i++)
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sound_free(&sound_list[i]);
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free(sound_list);
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sound_list = NULL;
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nsound_list = 0;
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// Must stop the music before killing it,
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// then thread should commit suicide.
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music_stop();
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music_kill();
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SDL_WaitThread(music_player, NULL);
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@ -71,19 +88,67 @@ void sound_exit(void) {
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if(al_device) alcCloseDevice(al_device);
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}
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// Loads a vorbis file.
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ALuint sound_sndCreate(char* filename) {
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void* ovdata;
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// Get the buffer to sound of [name].
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ALuint sound_get(char* name) {
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int i;
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for(i = 0; i < nsound_list; i++)
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if(strcmp(name, sound_list[i].name)==0)
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return sound_list[i].buffer;
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WARN("Sound '%s' not found in sound list", name);
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return 0;
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}
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// Make list of available sounds.
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static int sound_makeList(void) {
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char** files;
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uint32_t nfiles, i;
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char tmp[64];
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int len;
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// Get the file list.
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files = pack_listfiles(data, &nfiles);
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// Load the profiles.
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for(i = 0; i < nfiles; i++)
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if((strncmp(files[i], SOUND_PREFIX, strlen(SOUND_PREFIX))==0) &&
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(strncmp(files[i] + strlen(files[i]) - strlen(SOUND_SUFFIX),
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SOUND_SUFFIX, strlen(SOUND_SUFFIX))==0)) {
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// Expand the selection size.
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sound_list = realloc(sound_list, ++nsound_list * sizeof(alSound));
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// Remove the prefix and suffix.
|
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len = strlen(files[i]) - strlen(SOUND_SUFFIX SOUND_SUFFIX);
|
||||
strncpy(tmp, files[i] + strlen(SOUND_PREFIX), len);
|
||||
tmp[len] = '\0';
|
||||
|
||||
// give it the new name.
|
||||
sound_list[nsound_list-1].name = strdup(tmp);
|
||||
sound_load(&sound_list[nsound_list-1].buffer, files[i]);
|
||||
}
|
||||
|
||||
// Free the char* allocated by pack.
|
||||
for(i = 0; i < nfiles; i++)
|
||||
free(files[i]);
|
||||
free(files);
|
||||
|
||||
DEBUG("Loaded %d sound%c", nsound_list, (nsound_list==1)?' ':'s');
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Loads a sound into the sound_list.
|
||||
static int sound_load(ALuint* buffer, char* filename) {
|
||||
void* wavdata;
|
||||
unsigned int size;
|
||||
ALenum err;
|
||||
ALuint buf;
|
||||
|
||||
// Get the file data buffer from the packfile.
|
||||
ovdata = pack_readfile(DATA, filename, &size);
|
||||
wavdata = pack_readfile(DATA, filename, &size);
|
||||
|
||||
// Bind to OpenAL buffer.
|
||||
alGenBuffers(1, &buf);
|
||||
alBufferData(buf, AL_FORMAT_VORBIS_EXT, ovdata, size, 44800);
|
||||
alGenBuffers(1, buffer);
|
||||
alBufferData(*buffer, AL_FORMAT_MONO16, wavdata, size, 22050);
|
||||
|
||||
// Errors?
|
||||
if((err = alGetError()) != AL_NO_ERROR) {
|
||||
@ -92,11 +157,26 @@ ALuint sound_sndCreate(char* filename) {
|
||||
}
|
||||
|
||||
// Finish up.
|
||||
free(ovdata);
|
||||
return buf;
|
||||
free(wavdata);
|
||||
return 0;
|
||||
}
|
||||
|
||||
void sound_sndFree(const ALuint snd) {
|
||||
alDeleteBuffers(1, &snd);
|
||||
static void sound_free(alSound* snd) {
|
||||
if(snd->name) free(snd->name);
|
||||
alDeleteBuffers(1, &snd->buffer);
|
||||
}
|
||||
|
||||
ALuint sound_dynSource(double px, double py, double vx, double vy, int looping) {
|
||||
ALuint tmp;
|
||||
|
||||
alGenSources(1, &tmp);
|
||||
|
||||
alSourcei(tmp, AL_SOURCE_RELATIVE, AL_TRUE);
|
||||
alSource3f(tmp, AL_POSITION, px, py, 0.);
|
||||
alSource3f(tmp, AL_VELOCITY, vx, vy, 0.);
|
||||
|
||||
if(looping) alSourcei(tmp, AL_LOOPING, AL_TRUE);
|
||||
|
||||
return tmp;
|
||||
}
|
||||
|
||||
|
@ -2,15 +2,16 @@
|
||||
#include <AL/al.h>
|
||||
#include "physics.h"
|
||||
|
||||
#define SOUND_REFERENCE_DIST 500.
|
||||
#define SOUND_MAX_DIST 1000.
|
||||
|
||||
// Sound subsystem.
|
||||
int sound_init(void);
|
||||
void sound_exit(void);
|
||||
|
||||
// Sound manupulation functions.
|
||||
ALuint sound_sndCreate(char* filename);
|
||||
void sound_sndFree(const ALuint snd);
|
||||
ALuint sound_get(char* name);
|
||||
|
||||
// Source manipulation function.
|
||||
#define sound_initSource(s) (alGenSources(1, &(s)))
|
||||
#define sound_delSource(s) (alDeleteSources(1, &(s))
|
||||
ALuint sound_dynSource(double px, double py, double vx, double vy, int looping);
|
||||
|
||||
|
24
src/weapon.c
24
src/weapon.c
@ -29,7 +29,9 @@ typedef struct Weapon {
|
||||
const Outfit* outfit; // Related outfit that fired.
|
||||
unsigned int timer; // Mainly used to see when the weapon was fired.
|
||||
|
||||
// Update position and render.
|
||||
ALuint source; // Source for sound.
|
||||
|
||||
// Update position and render.
|
||||
void(*update)(struct Weapon*, const double, WeaponLayer); // Position update and render.
|
||||
void(*think)(struct Weapon*); // Some missiles need to be inteligent.
|
||||
} Weapon;
|
||||
@ -44,6 +46,7 @@ static int nwfrontLayer = 0; // Number of elements.
|
||||
static int mwfrontLayer = 0; // Allocated memory size.
|
||||
|
||||
|
||||
static void weapon_sound(Weapon* w);
|
||||
static Weapon* weapon_create(const Outfit* outfit, const double dir,
|
||||
const Vec2* pos, const Vec2* vel, const unsigned int parent,
|
||||
const unsigned int target);
|
||||
@ -125,6 +128,14 @@ void weapons_update(const double dt) {
|
||||
weapons_updateLayer(dt, WEAPON_LAYER_FG);
|
||||
}
|
||||
|
||||
// Play the weapon sound.
|
||||
static void weapon_sound(Weapon* w) {
|
||||
w->source = sound_dynSource(w->solid->pos.x, w->solid->pos.y,
|
||||
w->solid->vel.x, w->solid->vel.y, 0);
|
||||
alSourcei(w->source, AL_BUFFER, w->outfit->sound);
|
||||
alSourcePlay(w->source);
|
||||
}
|
||||
|
||||
// Update all weapons in the layer.
|
||||
static void weapons_updateLayer(const double dt, const WeaponLayer layer) {
|
||||
Weapon** wlayer;
|
||||
@ -222,6 +233,10 @@ static void weapon_update(Weapon* w, const double dt, WeaponLayer layer) {
|
||||
}
|
||||
if(weapon_isSmart(w)) (*w->think)(w);
|
||||
(*w->solid->update)(w->solid, dt);
|
||||
|
||||
// Update the sound.
|
||||
alSource3f(w->source, AL_POSITION, w->solid->pos.x, w->solid->pos.y, 0.);
|
||||
alSource3f(w->source, AL_VELOCITY, w->solid->vel.x, w->solid->vel.y, 0.);
|
||||
}
|
||||
|
||||
// Good shot.
|
||||
@ -260,14 +275,17 @@ static Weapon* weapon_create(const Outfit* outfit, const double dir, const Vec2*
|
||||
vectcpy(&v, vel);
|
||||
vect_cadd(&v, outfit->speed*cos(rdir), outfit->speed*sin(rdir));
|
||||
w->solid = solid_create(mass, rdir, pos, &v);
|
||||
weapon_sound(w);
|
||||
break;
|
||||
case OUTFIT_TYPE_MISSILE_SEEK_AMMO:
|
||||
mass = w->outfit->mass;
|
||||
w->solid = solid_create(mass, dir, pos, vel);
|
||||
w->think = think_seeker; // Eeek!!!
|
||||
weapon_sound(w);
|
||||
break;
|
||||
default:
|
||||
// Just dump it where the player is.
|
||||
w->source = 0;
|
||||
w->solid = solid_create(mass, dir, pos, vel);
|
||||
break;
|
||||
}
|
||||
@ -336,6 +354,10 @@ static void weapon_destroy(Weapon* w, WeaponLayer layer) {
|
||||
break;
|
||||
}
|
||||
for(i = 0; wlayer[i] != w; i++); // Get us to the current posision.
|
||||
if(w->source) {
|
||||
alSourceStop(wlayer[i]->source);
|
||||
alDeleteSources(1, &wlayer[i]->source);
|
||||
}
|
||||
weapon_free(wlayer[i]);
|
||||
wlayer[i] = NULL;
|
||||
(*nlayer)--;
|
||||
|
Loading…
Reference in New Issue
Block a user