Merge branch 'master' of https://github.com/Allanis/Lephisto
This commit is contained in:
commit
b074bce927
@ -8,6 +8,7 @@
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</general>
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<specific type="1">
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<gfx>lasergreen</gfx>
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<sound>laser</sound>
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<delay>500</delay>
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<speed>550</speed>
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<range>300</range>
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|
@ -111,7 +111,7 @@ int main(int argc, char** argv) {
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// OpenAL sound.
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if(sound_init()) WARN("Problem setting up sound!");
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music_load("Machina");
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music_play();
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//music_play();
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// Input.
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if((indjoystick >= 0) || (namjoystick != NULL)) {
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@ -177,6 +177,8 @@ int main(int argc, char** argv) {
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input_handle(&event); // handles all the events the player keybinds.
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}
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sound_update(); // Do the sound stuff.
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glClear(GL_COLOR_BUFFER_BIT);
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fps_control(); // Who doesn't love FPS control?
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|
@ -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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|
@ -105,6 +105,8 @@ static void outfit_parseSWeapon(Outfit* tmp, const xmlNodePtr parent) {
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snprintf(str, strlen(xml_get(node))+sizeof(OUTFIT_GFX)+4, 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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@ -116,6 +118,7 @@ static void outfit_parseSWeapon(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->sound, "sound");
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MELEMENT(tmp->delay, "delay");
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MELEMENT(tmp->speed, "speed");
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MELEMENT(tmp->range, "range");
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@ -159,6 +162,8 @@ 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 +175,8 @@ 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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|
11
src/pilot.c
11
src/pilot.c
@ -252,8 +252,12 @@ static void pilot_update(Pilot* pilot, const double dt) {
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if(!pilot_isFlag(pilot, PILOT_HYPERSPACE) && VMOD(pilot->solid->vel) >
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pilot->ship->speed)
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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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vect_pset(&pilot->solid->vel, pilot->ship->speed,
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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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@ -66,6 +67,10 @@ 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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// 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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|
10
src/player.c
10
src/player.c
@ -174,7 +174,7 @@ 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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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 +796,14 @@ 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)
|
||||
tmp->shield = (double)atoi((char*)cur->children->content);
|
||||
else if(strcmp((char*)cur->name, "energy")==0)
|
||||
tmp->energy = (double)atoi((char*)cur->children->content);
|
||||
else if(strcmp((char*)cur->name, "armour_regen")==0)
|
||||
tmp->armour_regen = (double)(atoi((char*)cur->children->content))/60.0;
|
||||
else if(strcmp((char*)cur->name, "shield_regen")==0)
|
||||
tmp->shield_regen = (double)(atoi((char*)cur->children->content))/60.0;
|
||||
else if(strcmp((char*)cur->name, "energy_regen")==0)
|
||||
tmp->energy_regen = (double)(atoi((char*)cur->children->content))/60.0;
|
||||
if(xml_isNode(cur, "armour"))
|
||||
tmp->armour = (double)xml_getInt(cur);
|
||||
else if(xml_isNode(cur, "shield"))
|
||||
tmp->shield = (double)xml_getInt(cur);
|
||||
else if(xml_isNode(cur, "energy"))
|
||||
tmp->energy = (double)xml_getInt(cur);
|
||||
else if(xml_isNode(cur, "armour_regen"))
|
||||
tmp->armour_regen = (double)(xml_getInt(cur))/60.0;
|
||||
else if(xml_isNode(cur, "shield_regen"))
|
||||
tmp->shield_regen = (double)(xml_getInt(cur))/60.0;
|
||||
else if(xml_isNode(cur, "energy_regen"))
|
||||
tmp->energy_regen = (double)(xml_getInt(cur))/60.0;
|
||||
} while((cur = cur->next));
|
||||
}
|
||||
else if(strcmp((char*)node->name, "characteristics")==0) {
|
||||
else if(xml_isNode(node, "characteristics")) {
|
||||
cur = node->children;
|
||||
do {
|
||||
if(strcmp((char*)cur->name, "crew")==0)
|
||||
tmp->crew = atoi((char*)cur->children->content);
|
||||
else if(strcmp((char*)cur->name, "mass")==0)
|
||||
tmp->mass = (double)atoi((char*)cur->children->content);
|
||||
else if(strcmp((char*)cur->name, "cap_weapon")==0)
|
||||
tmp->cap_weapon = atoi((char*)cur->children->content);
|
||||
else if(strcmp((char*)cur->name, "cap_cargo")==0)
|
||||
tmp->cap_cargo = atoi((char*)cur->children->content);
|
||||
if(xml_isNode(cur, "crew"))
|
||||
tmp->crew = xml_getInt(cur);
|
||||
else if(xml_isNode(cur, "mass"))
|
||||
tmp->mass = (double)xml_getInt(cur);
|
||||
else if(xml_isNode(cur, "cap_weapon"))
|
||||
tmp->cap_weapon = xml_getInt(cur);
|
||||
else if(xml_isNode(cur, "cap_cargo"))
|
||||
tmp->cap_cargo = xml_getInt(cur);
|
||||
} while((cur = cur->next));
|
||||
}
|
||||
else if(strcmp((char*)node->name, "outfits")==0) {
|
||||
else if(xml_isNode(node, "outfits")) {
|
||||
cur = node->children;
|
||||
do {
|
||||
if(strcmp((char*)cur->name, "outfit")==0) {
|
||||
if(xml_isNode(cur, "outfit")) {
|
||||
otmp = MALLOC_L(ShipOutfit);
|
||||
otmp->data = outfit_get((char*)cur->children->content);
|
||||
xstr = xmlGetProp(cur, (xmlChar*)"quantity");
|
||||
if(!xstr)
|
||||
otmp->data = outfit_get(xml_get(cur));
|
||||
stmp = xml_nodeProp(cur, "quantity");
|
||||
if(!stmp)
|
||||
WARN("Ship '%s' is missing tag 'quantity for outfit '%s'", tmp->name, otmp->data->name);
|
||||
otmp->quantity = atoi((char*)xstr);
|
||||
free(xstr);
|
||||
otmp->quantity = atoi(stmp);
|
||||
free(stmp);
|
||||
otmp->next = NULL;
|
||||
|
||||
if((ocur = tmp->outfit) == NULL) tmp->outfit = otmp;
|
||||
@ -130,17 +132,18 @@ static Ship* ship_parse(xmlNodePtr parent) {
|
||||
#define MELEMENT(o,s) if(o == 0) WARN("Ship '%s' missing '"s"' element", tmp->name)
|
||||
if(tmp->name == NULL) WARN("Ship '%s' missing 'name' tag", tmp->name);
|
||||
if(tmp->gfx_space == NULL) WARN("Ship '%s' missing 'GFX' element", tmp->name);
|
||||
if(tmp->gui == NULL) WARN("Ship '%s' missing 'GUI' element", tmp->name);
|
||||
MELEMENT(tmp->thrust, "thrust");
|
||||
MELEMENT(tmp->turn, "turn");
|
||||
MELEMENT(tmp->speed, "speed");
|
||||
MELEMENT(tmp->crew, "crew");
|
||||
MELEMENT(tmp->mass, "mass");
|
||||
MELEMENT(tmp->armour, "armour");
|
||||
MELEMENT(tmp->armour_regen, "armour_regen");
|
||||
MELEMENT(tmp->shield, "shield");
|
||||
MELEMENT(tmp->shield_regen, "shield_regen");
|
||||
MELEMENT(tmp->energy, "energy");
|
||||
MELEMENT(tmp->energy_regen, "energt_regen");
|
||||
MELEMENT(tmp->crew, "crew");
|
||||
MELEMENT(tmp->mass, "mass");
|
||||
MELEMENT(tmp->cap_cargo, "cap_cargo");
|
||||
MELEMENT(tmp->cap_weapon, "cap_weapon");
|
||||
#undef MELEMENT
|
||||
|
@ -37,6 +37,9 @@ typedef struct {
|
||||
// GUI interface.
|
||||
char* gui;
|
||||
|
||||
// Sound.
|
||||
ALuint sound;
|
||||
|
||||
// Characteristics.
|
||||
int crew;
|
||||
int mass;
|
||||
|
226
src/sound.c
226
src/sound.c
@ -9,21 +9,43 @@
|
||||
#include "music.h"
|
||||
#include "sound.h"
|
||||
|
||||
// This isn't always set?
|
||||
#ifndef AL_FORMAT_VORBIS_EXT
|
||||
#define AL_FORMAT_VORBIS_EXT 0x10003
|
||||
#endif
|
||||
#define SOUND_PREFIX "snd/sounds/"
|
||||
#define SOUND_SUFFIX ".wav"
|
||||
|
||||
// Give the buffers a name.
|
||||
typedef struct {
|
||||
ALfloat x, y;
|
||||
} alVector;
|
||||
char* name; // Buffers name.
|
||||
ALuint buffer; // Associated OpenAL buffer.
|
||||
} alSound;
|
||||
|
||||
#define VOICE_PLAYING (1<<0) // Voice is playing.
|
||||
#define VOICE_LOOPING (1<<1) // Voice is looping.
|
||||
#define voice_set(v,f) ((v)->flags |= f)
|
||||
#define voice_is(v,f) ((v)->flags & f)
|
||||
|
||||
// Gobal device and context.
|
||||
static ALCcontext* al_context = NULL;
|
||||
static ALCdevice* al_device = NULL;
|
||||
|
||||
// Music player thread to assure streaming is perfect.
|
||||
static SDL_Thread* music_player = NULL;
|
||||
|
||||
// List of sounds available (All preloaded into a buffer).
|
||||
static alSound* sound_list = NULL;
|
||||
static int nsound_list = 0;
|
||||
|
||||
// Current sources playing.
|
||||
static alVoice** voice_stack = NULL;
|
||||
static int nvoice_stack = 0;
|
||||
static int mvoice_stack = 0;
|
||||
|
||||
static int sound_makeList(void);
|
||||
static int sound_load(ALuint* buffer, char* filename);
|
||||
static void sound_free(alSound* snd);
|
||||
|
||||
int sound_init(void) {
|
||||
const ALchar* device = alcGetString(NULL, ALC_DEFAULT_DEVICE_SPECIFIER);
|
||||
DEBUG("OpenAL using device '%s'", device);
|
||||
// Open the default device.
|
||||
al_device = alcOpenDevice(NULL);
|
||||
if(al_device == NULL) {
|
||||
@ -38,11 +60,8 @@ int sound_init(void) {
|
||||
return -2;
|
||||
}
|
||||
|
||||
// We use the vorbis extension for AL to load it easily.
|
||||
if(alIsExtensionPresent("AL_EXT_vorbis") == AL_FALSE) {
|
||||
WARN("AL_EXT_vorbis not available in OpenAL context!");
|
||||
return -3;
|
||||
}
|
||||
// Clear the errors.
|
||||
alGetError();
|
||||
|
||||
// Set active context.
|
||||
if(alcMakeContextCurrent(al_context)==AL_FALSE) {
|
||||
@ -50,6 +69,10 @@ int sound_init(void) {
|
||||
return -4;
|
||||
}
|
||||
|
||||
// Load up all the sounds.
|
||||
sound_makeList();
|
||||
|
||||
// Start the music server.
|
||||
music_init();
|
||||
music_player = SDL_CreateThread(music_thread, NULL);
|
||||
|
||||
@ -59,6 +82,16 @@ int sound_init(void) {
|
||||
|
||||
// Clean up after the sound system.
|
||||
void sound_exit(void) {
|
||||
int i;
|
||||
// Free the sounds.
|
||||
for(i = 0; i < &nsound_list; i++)
|
||||
sound_free(&sound_list[i]);
|
||||
free(sound_list);
|
||||
sound_list = NULL;
|
||||
nsound_list = 0;
|
||||
|
||||
// Must stop the music before killing it,
|
||||
// then thread should commit suicide.
|
||||
music_stop();
|
||||
music_kill();
|
||||
SDL_WaitThread(music_player, NULL);
|
||||
@ -71,19 +104,67 @@ void sound_exit(void) {
|
||||
if(al_device) alcCloseDevice(al_device);
|
||||
}
|
||||
|
||||
// Loads a vorbis file.
|
||||
ALuint sound_sndCreate(char* filename) {
|
||||
void* ovdata;
|
||||
// Get the buffer to sound of [name].
|
||||
ALuint sound_get(char* name) {
|
||||
int i;
|
||||
for(i = 0; i < nsound_list; i++)
|
||||
if(strcmp(name, sound_list[i].name)==0)
|
||||
return sound_list[i].buffer;
|
||||
WARN("Sound '%s' not found in sound list", name);
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Make list of available sounds.
|
||||
static int sound_makeList(void) {
|
||||
char** files;
|
||||
uint32_t nfiles, i;
|
||||
char tmp[64];
|
||||
int len;
|
||||
|
||||
// Get the file list.
|
||||
files = pack_listfiles(data, &nfiles);
|
||||
|
||||
// Load the profiles.
|
||||
for(i = 0; i < nfiles; i++)
|
||||
if((strncmp(files[i], SOUND_PREFIX, strlen(SOUND_PREFIX))==0) &&
|
||||
(strncmp(files[i] + strlen(files[i]) - strlen(SOUND_SUFFIX),
|
||||
SOUND_SUFFIX, strlen(SOUND_SUFFIX))==0)) {
|
||||
|
||||
// Expand the selection size.
|
||||
sound_list = realloc(sound_list, ++nsound_list * sizeof(alSound));
|
||||
|
||||
// Remove the prefix and suffix.
|
||||
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 +173,112 @@ 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);
|
||||
}
|
||||
|
||||
// Update the sounds and prioritize them.
|
||||
void sound_update(void) {
|
||||
int i;
|
||||
|
||||
// TODO: Prioritize the things.
|
||||
|
||||
for(i = 0; i < nvoice_stack; i++) {
|
||||
if(voice_is(voice_stack[i], VOICE_PLAYING)) {
|
||||
// Update position.
|
||||
alSource3f(voice_stack[i]->source, AL_POSITION,
|
||||
voice_stack[i]->px, voice_stack[i]->py, 0.);
|
||||
alSource3f(voice_stack[i]->source, AL_VELOCITY,
|
||||
voice_stack[i]->vx, voice_stack[i]->vy, 0.);
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Create a dynamic moving voice.
|
||||
alVoice* sound_addVoice(int priority, double px, double py, double vx, double vy,
|
||||
const ALuint buffer, const int looping) {
|
||||
|
||||
alVoice* voc;
|
||||
ALenum err;
|
||||
|
||||
nvoice_stack++;
|
||||
if(nvoice_stack > mvoice_stack)
|
||||
voice_stack = realloc(voice_stack, ++mvoice_stack*sizeof(alVoice*));
|
||||
|
||||
voc = malloc(sizeof(alVoice));
|
||||
voice_stack[nvoice_stack-1] = voc;
|
||||
|
||||
// Try and grab a source.
|
||||
voc->source = 0;
|
||||
alGenSources(1, &voc->source);
|
||||
err = alGetError();
|
||||
if(err != AL_NO_ERROR) voc->source = 0;
|
||||
|
||||
// Set the data.
|
||||
voc->priority = priority;
|
||||
voc->start = SDL_GetTicks();
|
||||
voc->buffer = buffer;
|
||||
if(looping) voice_set(voc, VOICE_LOOPING);
|
||||
voc->px = px;
|
||||
voc->py = py;
|
||||
voc->vx = vx;
|
||||
voc->vy = vy;
|
||||
|
||||
// Set the source.
|
||||
if(voc->source) {
|
||||
alSourcei(voc->source, AL_SOURCE_RELATIVE, AL_TRUE);
|
||||
alSourcef(voc->source, AL_GAIN, 1.);
|
||||
alSourcei(voc->source, AL_BUFFER, buffer);
|
||||
alSource3f(voc->source, AL_POSITION, voc->px, voc->py, 0.);
|
||||
alSource3f(voc->source, AL_VELOCITY, voc->vx, voc->vy, 0.);
|
||||
if(voice_is(voc, VOICE_LOOPING))
|
||||
alSourcei(voc->source, AL_LOOPING, AL_TRUE);
|
||||
|
||||
// Try to play the source.
|
||||
alSourcePlay(voc->source);
|
||||
err = alGetError();
|
||||
if(err == AL_NO_ERROR) voice_set(voc, VOICE_PLAYING);
|
||||
else DEBUG("Source player failure");
|
||||
}
|
||||
return voc;
|
||||
}
|
||||
|
||||
void sound_delVoice(alVoice* voice) {
|
||||
ALint stat;
|
||||
int i;
|
||||
|
||||
for(i = 0; i < nvoice_stack; i++)
|
||||
if(voice == voice_stack[i])
|
||||
break;
|
||||
|
||||
// No match found.
|
||||
if(i >= nvoice_stack) {
|
||||
WARN("Unable to find voice to free from stack");
|
||||
return;
|
||||
}
|
||||
|
||||
if(voice->source) {
|
||||
alGetSourcei(voice->source, AL_SOURCE_STATE, &stat);
|
||||
if(stat == AL_PLAYING) alSourceStop(voice->source);
|
||||
alDeleteSources(1, &voice->source);
|
||||
voice->source = 0;
|
||||
}
|
||||
|
||||
nvoice_stack--;
|
||||
for(; i < nvoice_stack; i++)
|
||||
voice_stack[i] = voice_stack[i+1];
|
||||
}
|
||||
|
||||
void voice_update(alVoice* voice, double px, double py, double vx, double vy) {
|
||||
voice->px = px;
|
||||
voice->py = py;
|
||||
voice->vx = vx;
|
||||
voice->vy = vy;
|
||||
}
|
||||
|
||||
|
30
src/sound.h
30
src/sound.h
@ -2,15 +2,35 @@
|
||||
#include <AL/al.h>
|
||||
#include "physics.h"
|
||||
|
||||
#define SOUND_REFERENCE_DIST 500.
|
||||
#define SOUND_MAX_DIST 1000.
|
||||
|
||||
// Virtual voice.
|
||||
typedef struct {
|
||||
ALuint source; // Source itself, 0 if not set.
|
||||
ALuint buffer; // Buffer.
|
||||
|
||||
int priority; // Base priority.
|
||||
|
||||
double px, py; // Position.
|
||||
double vx, vy; // Velocity.
|
||||
|
||||
unsigned int start; // Time started in ms.
|
||||
unsigned int flags; // Flags to set properties.
|
||||
} alVoice;
|
||||
|
||||
// Sound subsystem.
|
||||
int sound_init(void);
|
||||
void sound_exit(void);
|
||||
void sound_update(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))
|
||||
// Voice manipulation function.
|
||||
alVoice* sound_addVoice(int priority, double px, double py, double vx, double vy,
|
||||
const ALuint buffer, const int looping);
|
||||
|
||||
void sound_delVoice(alVoice* voice);
|
||||
void voice_update(alVoice* voice, double px, double py, double vx, double vy);
|
||||
|
||||
|
11
src/weapon.c
11
src/weapon.c
@ -14,6 +14,9 @@
|
||||
|
||||
#define weapon_isSmart(w) (w->think)
|
||||
|
||||
#define VOICE_PRIORITY_BOLD 10 // Default.
|
||||
#define VOICE_PRIORITY_AMMP 8 // Higher.
|
||||
|
||||
// Some stuff from pilot.
|
||||
extern Pilot** pilot_stack;
|
||||
extern int pilots;
|
||||
@ -29,6 +32,8 @@ typedef struct Weapon {
|
||||
const Outfit* outfit; // Related outfit that fired.
|
||||
unsigned int timer; // Mainly used to see when the weapon was fired.
|
||||
|
||||
//alVoice voice; // Virtual voise.
|
||||
|
||||
// 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.
|
||||
@ -43,7 +48,6 @@ static Weapon** wfrontLayer = NULL; // Behind pilots.
|
||||
static int nwfrontLayer = 0; // Number of elements.
|
||||
static int mwfrontLayer = 0; // Allocated memory size.
|
||||
|
||||
|
||||
static Weapon* weapon_create(const Outfit* outfit, const double dir,
|
||||
const Vec2* pos, const Vec2* vel, const unsigned int parent,
|
||||
const unsigned int target);
|
||||
@ -222,6 +226,11 @@ 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.
|
||||
/*if(w->voise)
|
||||
voice_update(w->voice, w->solid->pos.x, w->solid->pos.y,
|
||||
w->solid->vel.x, w->solid->vel.y);*/
|
||||
}
|
||||
|
||||
// Good shot.
|
||||
|
Loading…
Reference in New Issue
Block a user