New options to control Sector Steady Ambients:

ENABLE_SSA (default FALSE)
VOLUME_SSA (default 50)
DEBUG_SSA (default FALSE)

Increased number of sound channels to 64.
SoundPlay(): show more information when failed to play sound.
PlayVoiceTaunt(): limit max number of voices to 99.
vfs::String::as_utf16(): show original string if failed to convert.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8745 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Sevenfm
2020-02-08 19:35:10 +00:00
parent 39c773e0c6
commit 7e0606932f
8 changed files with 392 additions and 37 deletions
+330 -21
View File
@@ -13,7 +13,16 @@
#include "Ambient Control.h"
#include "lighting.h"
#include "Random.h"
#include "SmokeEffects.h" // sevenfm
// sevenfm
#include "SmokeEffects.h"
#include "message.h"
#include "Overhead.h"
#include "strategicmap.h"
#include "Strategic Movement.h"
#include "Game Clock.h"
#include "Queen Command.h"
#include "undergroundinit.h"
#include "strategic mines.h"
#endif
AMBIENTDATA_STRUCT gAmbData[ MAX_AMBIENT_SOUNDS ];
@@ -24,6 +33,10 @@ UINT32 guiAmbientFire = NO_SAMPLE;
UINT8 gubAmbientFutureFireVolume = 0;
UINT32 guiFireAmbientLastUpdate = 0;
extern STR8 pVertStrings[];
extern STR8 pHortStrings[];
extern CHAR16 pTownNames[MAX_TOWNS][MAX_TOWN_NAME_LENGHT];
UINT8 gubCurrentSteadyStateAmbience = SSA_NONE;
UINT8 gubCurrentSteadyStateSound = 0;
UINT32 guiCurrentSteadyStateSoundHandle = NO_SAMPLE;
@@ -255,7 +268,7 @@ UINT32 SetupNewAmbientSound( UINT32 uiAmbientID )
UINT32 StartSteadyStateAmbient( UINT32 ubVolume, UINT32 ubLoops)
{
SOUNDPARMS spParms;
SOUNDPARMS spParms;
memset(&spParms, 0xff, sizeof(SOUNDPARMS));
@@ -263,12 +276,12 @@ SOUNDPARMS spParms;
spParms.uiLoop = ubLoops;
spParms.uiPriority=GROUP_AMBIENT;
return(SoundPlay( gSteadyStateAmbientTable[ gubCurrentSteadyStateAmbience ].zSoundNames[ gubCurrentSteadyStateSound ], &spParms ) );
return(SoundPlay(gSteadyStateAmbientTable[gubCurrentSteadyStateAmbience].zSoundNames[gubCurrentSteadyStateSound], &spParms));
}
BOOLEAN SetSteadyStateAmbience( UINT8 ubAmbience )
BOOLEAN SetSteadyStateAmbience(UINT8 ubAmbience)
{
BOOLEAN fInNight = FALSE;
INT32 cnt;
@@ -276,44 +289,46 @@ BOOLEAN SetSteadyStateAmbience( UINT8 ubAmbience )
UINT8 ubChosenSound;
// Stop all ambients...
if ( guiCurrentSteadyStateSoundHandle != NO_SAMPLE )
if (guiCurrentSteadyStateSoundHandle != NO_SAMPLE)
{
SoundStop( guiCurrentSteadyStateSoundHandle );
SoundStop(guiCurrentSteadyStateSoundHandle);
guiCurrentSteadyStateSoundHandle = NO_SAMPLE;
}
// Determine what time of day we are in ( day/night)
if( gubEnvLightValue >= LIGHT_DUSK_CUTOFF)
if (gubEnvLightValue >= LIGHT_DUSK_CUTOFF)
{
fInNight = TRUE;
fInNight = TRUE;
}
// loop through listing to get num sounds...
for ( cnt = ( fInNight * 4 ); cnt < ( NUM_SOUNDS_PER_TIMEFRAME / 2 ); cnt++ )
// sevenfm: bugfix for night ambients
for (cnt = fInNight * 4; cnt < fInNight * 4 + NUM_SOUNDS_PER_TIMEFRAME / 2; cnt++)
//for (cnt = (fInNight * 4); cnt < (NUM_SOUNDS_PER_TIMEFRAME / 2); cnt++)
{
if ( gSteadyStateAmbientTable[ ubAmbience ].zSoundNames[ cnt ][ 0 ] == 0 )
{
break;
if (gSteadyStateAmbientTable[ubAmbience].zSoundNames[cnt][0] == 0)
{
break;
}
ubNumSounds++;
}
ubNumSounds++;
}
if ( ubNumSounds == 0 )
if (ubNumSounds == 0)
{
return( FALSE );
return(FALSE);
}
// Pick one
ubChosenSound = (UINT8) Random( ubNumSounds );
ubChosenSound = (UINT8)Random(ubNumSounds);
// Set!
gubCurrentSteadyStateAmbience = ubAmbience;
gubCurrentSteadyStateSound = ubChosenSound;
gubCurrentSteadyStateSound = ubChosenSound;
guiCurrentSteadyStateSoundHandle = StartSteadyStateAmbient( LOWVOLUME, 0 );
guiCurrentSteadyStateSoundHandle = StartSteadyStateAmbient(LOWVOLUME, 0);
return( TRUE );
return(TRUE);
}
void UpdateFireAmbient(void)
@@ -419,3 +434,297 @@ void StartFireAmbient(void)
//guiAmbientFire = SoundPlay( zFileName, &spParms );
guiAmbientFire = SoundPlayStreamedFile(filename, &spParms);
}
#define MAX_SSA_SOUNDS 10
void SetSSA(void)
{
BOOLEAN fNight = FALSE;
BOOLEAN fCombat = FALSE;
UINT8 ubNumSounds = 0;
UINT8 ubChosenSound;
CHAR8 filename[1024];
CHAR16 name16[1024];
CHAR8 SectorName[1024];
CHAR8 TownName[1024];
CHAR8 GenericName[1024];
CHAR8 UnderGround[1024];
BOOLEAN fUnderground = FALSE;
SGPFILENAME zFileName;
UINT8 ubSectorID;
SOUNDPARMS spParms;
SECTORINFO *pSector = NULL;
UNDERGROUND_SECTORINFO *pUnderground;
CHAR16 zString[1024];
UINT16 usTownSectorIndex;
BOOLEAN fFoundSAM = FALSE;
UINT8 ubMineIndex;
MINE_STATUS_TYPE *pMineStatus;
memset(TownName, 0, 1024 * sizeof(char));
memset(name16, 0, 1024 * sizeof(wchar_t));
// Stop all ambients...
if (guiCurrentSteadyStateSoundHandle != NO_SAMPLE)
{
SoundStop(guiCurrentSteadyStateSoundHandle);
guiCurrentSteadyStateSoundHandle = NO_SAMPLE;
}
if (!gGameExternalOptions.fEnableSSA)
{
return;
}
// no ambients in the rain
if (GetWeatherInCurrentSector() != WEATHER_FORECAST_NORMAL)
{
return;
}
// Determine what time of day we are in ( day/night)
if (gubEnvLightValue >= LIGHT_DUSK_CUTOFF)
{
fNight = TRUE;
}
// determine combat state
if( gTacticalStatus.uiFlags & INCOMBAT)// || NumCapableEnemyInSector( ) || HostileZombiesPresent() )
{
fCombat = TRUE;
}
// determine sector name
UINT8 ubTownID = GetTownIdForSector(gWorldSectorX, gWorldSectorY);
if (ubTownID != BLANK_SECTOR && gbWorldSectorZ == 0)
{
//wcstombs(TownName, pTownNames[ubTownID], wcslen(pTownNames[ubTownID])+1);
wcstombs(TownName, pTownNames[ubTownID], 1024 - 1);
//ScreenMsg(FONT_ORANGE, MSG_INTERFACE, L"%s", pTownNames[ubTownID]);
}
// check sector file
sprintf(SectorName, "%s%s", pVertStrings[gWorldSectorY], pHortStrings[gWorldSectorX]);
// determine underground
if (gbWorldSectorZ > 0)
{
fUnderground = TRUE;
}
// determine town name
// check town file
// determine generic name
// check generic file
// prepare name
strcpy(filename, "Sounds\\SSA\\");
strcat(filename, SectorName);
if (fUnderground)
{
sprintf(UnderGround, "u%d", gbWorldSectorZ + 1);
strcat(filename, UnderGround);
}
strcat(filename, "_");
if (!fUnderground)
{
if (fNight)
strcat(filename, "night_");
else
strcat(filename, "day_");
}
// find number of files
ubNumSounds = 0;
for (UINT8 i = 1; i <= MAX_SSA_SOUNDS; i++)
{
sprintf(zFileName, "%s%d.ogg", filename, i);
if (!FileExists(zFileName))
break;
else
ubNumSounds++;
}
// check town name
if (ubNumSounds == 0 && !fUnderground && ubTownID != BLANK_SECTOR)
{
// prepare name
strcpy(filename, "Sounds\\SSA\\");
strcat(filename, TownName);
strcat(filename, "_");
if (fNight)
strcat(filename, "night_");
else
strcat(filename, "day_");
// find number of files
ubNumSounds = 0;
for (UINT8 i = 1; i <= MAX_SSA_SOUNDS; i++)
{
sprintf(zFileName, "%s%d.ogg", filename, i);
if (!FileExists(zFileName))
break;
else
ubNumSounds++;
}
}
// check generic name
if (ubNumSounds == 0)
{
ubSectorID = SECTOR(gWorldSectorX, gWorldSectorY);
// underground sectors
if (fUnderground)
{
strcpy(GenericName, "");
for (ubMineIndex = 0; ubMineIndex < MAX_NUMBER_OF_MINES; ubMineIndex++)
{
// pMineStatus = &(gMineStatus[ ubMineIndex ]);
if (gMineStatus[ubMineIndex].sSectorX == gWorldSectorX && gMineStatus[ubMineIndex].sSectorY == gWorldSectorY)
{
if (gMineStatus[ubMineIndex].fEmpty)
{
strcpy(GenericName, "EmptyMine");
}
else
{
strcpy(GenericName, "Mine");
}
break;
}
}
}
else if (ubTownID != BLANK_SECTOR)
{
// always use town if defined
strcpy(GenericName, "Town");
}
else
{
usTownSectorIndex = SECTOR(gWorldSectorX, gWorldSectorY);
// Test for known SAM Site at this location
for (UINT16 x = 0; x < MAX_NUMBER_OF_SAMS; x++)
{
if (pSamList[x] == usTownSectorIndex) // && fSamSiteFound[ x ]
{
fFoundSAM = TRUE;
break;
}
}
if (fFoundSAM)
{
strcpy(GenericName, "SAM");
}
else
{
// make generic name from <Here> movement type in MovementCosts.xml
switch (SectorInfo[ubSectorID].ubTraversability[THROUGH_STRATEGIC_MOVE])
{
case TOWN:
strcpy(GenericName, "Town");
break;
case SAND:
case SAND_ROAD:
strcpy(GenericName, "Desert");
break;
case FARMLAND:
case FARMLAND_ROAD:
strcpy(GenericName, "Farmland");
break;
case PLAINS:
case PLAINS_ROAD:
case ROAD:
strcpy(GenericName, "Plains");
break;
break;
case HILLS:
case HILLS_ROAD:
strcpy(GenericName, "Hills");
break;
case SPARSE:
case SPARSE_ROAD:
case DENSE:
case DENSE_ROAD:
strcpy(GenericName, "Forest");
break;
case SWAMP:
case SWAMP_ROAD:
strcpy(GenericName, "Swamp");
break;
case TROPICS:
case TROPICS_ROAD:
strcpy(GenericName, "Tropical");
break;
case WATER:
strcpy(GenericName, "Water");
break;
case NS_RIVER:
case EW_RIVER:
strcpy(GenericName, "River");
break;
case COASTAL:
case COASTAL_ROAD:
strcpy(GenericName, "Coastal");
break;
default:
strcpy(GenericName, "");
}
}
}
// prepare name
strcpy(filename, "Sounds\\SSA\\");
strcat(filename, GenericName);
strcat(filename, "_");
if (!fUnderground)
{
if (fNight)
strcat(filename, "night_");
else
strcat(filename, "day_");
}
// find number of files
ubNumSounds = 0;
for (UINT8 i = 1; i <= MAX_SSA_SOUNDS; i++)
{
sprintf(zFileName, "%s%d.ogg", filename, i);
if (!FileExists(zFileName))
break;
else
ubNumSounds++;
}
}
if (ubNumSounds == 0)
{
return;
}
// pick random file
ubChosenSound = (guiHour % ubNumSounds) + 1;
//ubChosenSound = Random(ubNumSounds) + 1;
// make a file name
sprintf(zFileName, "%s%d.ogg", filename, ubChosenSound);
// start sound
memset(&spParms, 0xff, sizeof(SOUNDPARMS));
//spParms.uiVolume = CalculateSoundEffectsVolume( LOWVOLUME );
spParms.uiVolume = gGameExternalOptions.ubVolumeSSA; // default is LOWVOLUME
spParms.uiLoop = 0;
spParms.uiPriority = GROUP_AMBIENT;
//guiCurrentSteadyStateSoundHandle = SoundPlay( zFileName, &spParms );
guiCurrentSteadyStateSoundHandle = SoundPlayStreamedFile(zFileName, &spParms);
}