mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-29 13:25:52 +01:00
401 lines
12 KiB
C++
401 lines
12 KiB
C++
222
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%{
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#include "Entities/StdH/StdH.h"
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#include "Entities/EnemyBase.h"
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#include "Entities/EnemySpawner.h"
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#include "Entities/Trigger.h"
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%}
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enum MusicType {
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0 MT_LIGHT "light",
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1 MT_MEDIUM "medium",
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2 MT_HEAVY "heavy",
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3 MT_EVENT "event",
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4 MT_CONTINUOUS "continuous",
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};
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event EChangeMusic {
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enum MusicType mtType,
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CTFileName fnMusic,
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FLOAT fVolume,
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BOOL bForceStart,
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};
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%{
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#define MUSIC_VOLUMEMIN 0.02f // minimum volume (considered off)
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#define MUSIC_VOLUMEMAX 0.98f // maximum volume (considered full)
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float FadeInFactor(TIME fFadeTime)
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{
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return (float) pow(MUSIC_VOLUMEMAX/MUSIC_VOLUMEMIN, 1/(fFadeTime/_pTimer->TickQuantum));
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}
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float FadeOutFactor(TIME fFadeTime)
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{
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return (float) pow(MUSIC_VOLUMEMIN/MUSIC_VOLUMEMAX, 1/(fFadeTime/_pTimer->TickQuantum));
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}
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%}
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class CMusicHolder : CRationalEntity {
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name "MusicHolder";
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thumbnail "Thumbnails\\MusicHolder.tbn";
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features "HasName", "IsTargetable", "IsImportant";
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properties:
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1 CTString m_strName "" = "MusicHolder",
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2 FLOAT m_fScoreMedium "Score Medium" = 100.0f,
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3 FLOAT m_fScoreHeavy "Score Heavy" = 1000.0f,
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10 CTFileName m_fnMusic0 "Music Light" 'M' = CTFILENAME(""),
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11 CTFileName m_fnMusic1 "Music Medium" = CTFILENAME(""),
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12 CTFileName m_fnMusic2 "Music Heavy" = CTFILENAME(""),
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13 CTFileName m_fnMusic3 = CTFILENAME(""), // event music
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14 CTFileName m_fnMusic4 = CTFILENAME(""), // continuous music
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20 FLOAT m_fVolume0 "Volume Light" 'V' = 1.0f,
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21 FLOAT m_fVolume1 "Volume Medium" = 1.0f,
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22 FLOAT m_fVolume2 "Volume Heavy" = 1.0f,
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23 FLOAT m_fVolume3 = 1.0f, // event volume
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24 FLOAT m_fVolume4 = 1.0f, // continuous volume
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// internals
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100 CEntityPointer m_penBoss, // current boss if any
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102 CEntityPointer m_penCounter, // enemy counter for wave-fight progress display
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104 INDEX m_ctEnemiesInWorld = 0, // count of total enemies in world
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105 CEntityPointer m_penRespawnMarker, // respawn marker for coop
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106 INDEX m_ctSecretsInWorld = 0, // count of total secrets in world
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101 FLOAT m_tmFade = 1.0f, // music cross-fade speed
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103 enum MusicType m_mtCurrentMusic = MT_LIGHT, // current active channel
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// for cross-fade purposes
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110 FLOAT m_fCurrentVolume0a = 1.0f,
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210 FLOAT m_fCurrentVolume0b = 1.0f,
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111 FLOAT m_fCurrentVolume1a = 1.0f,
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211 FLOAT m_fCurrentVolume1b = 1.0f,
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112 FLOAT m_fCurrentVolume2a = 1.0f,
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212 FLOAT m_fCurrentVolume2b = 1.0f,
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113 FLOAT m_fCurrentVolume3a = 1.0f,
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213 FLOAT m_fCurrentVolume3b = 1.0f,
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114 FLOAT m_fCurrentVolume4a = 1.0f,
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214 FLOAT m_fCurrentVolume4b = 1.0f,
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// the music channels
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120 CSoundObject m_soMusic0a,
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220 CSoundObject m_soMusic0b,
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121 CSoundObject m_soMusic1a,
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221 CSoundObject m_soMusic1b,
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122 CSoundObject m_soMusic2a,
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222 CSoundObject m_soMusic2b,
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123 CSoundObject m_soMusic3a,
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223 CSoundObject m_soMusic3b,
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124 CSoundObject m_soMusic4a,
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224 CSoundObject m_soMusic4b,
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// next free subchannel markers (all starts at subchannel 1(b), first switch goes to subchannel 0(a))
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130 INDEX m_iSubChannel0 = 1,
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131 INDEX m_iSubChannel1 = 1,
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132 INDEX m_iSubChannel2 = 1,
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133 INDEX m_iSubChannel3 = 1,
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134 INDEX m_iSubChannel4 = 1,
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{
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// array of enemies that make fuss
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CDynamicContainer<CEntity> m_cenFussMakers;
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}
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components:
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1 model MODEL_MARKER "Models\\Editor\\MusicHolder.mdl",
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2 texture TEXTURE_MARKER "Models\\Editor\\MusicHolder.tex"
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functions:
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// count enemies in current world
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void CountEnemies(void)
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{
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m_ctEnemiesInWorld = 0;
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m_ctSecretsInWorld = 0;
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// for each entity in the world
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{FOREACHINDYNAMICCONTAINER(GetWorld()->wo_cenEntities, CEntity, iten) {
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CEntity *pen = iten;
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// if enemybase
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if (IsDerivedFromClass(pen, "Enemy Base")) {
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CEnemyBase *penEnemy = (CEnemyBase *)pen;
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// if not template
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if (!penEnemy->m_bTemplate) {
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// count one
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m_ctEnemiesInWorld++;
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}
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// if spawner
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} else if (IsDerivedFromClass(pen, "Enemy Spawner")) {
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CEnemySpawner *penSpawner = (CEnemySpawner *)pen;
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// if not teleporting
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if (penSpawner->m_estType!=EST_TELEPORTER) {
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// add total count
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m_ctEnemiesInWorld+=penSpawner->m_ctTotal;
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}
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// if trigger
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} else if (IsDerivedFromClass(pen, "Trigger")) {
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CTrigger *penTrigger = (CTrigger *)pen;
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// if has score
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if (penTrigger->m_fScore>0) {
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// it counts as a secret
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m_ctSecretsInWorld++;
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}
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}
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}}
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}
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// check for stale fuss-makers
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void CheckOldFussMakers(void)
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{
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TIME tmNow = _pTimer->CurrentTick();
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TIME tmTooOld = tmNow-10.0f;
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CDynamicContainer<CEntity> cenOldFussMakers;
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// for each fussmaker
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{FOREACHINDYNAMICCONTAINER(m_cenFussMakers, CEntity, itenFussMaker) {
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CEnemyBase & enFussMaker = (CEnemyBase&)*itenFussMaker;
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// if haven't done fuss for too long
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if (enFussMaker.m_tmLastFussTime<tmTooOld) {
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// add to old fuss makers
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cenOldFussMakers.Add(&enFussMaker);
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}
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}}
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// for each old fussmaker
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{FOREACHINDYNAMICCONTAINER(cenOldFussMakers, CEntity, itenOldFussMaker) {
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CEnemyBase &enOldFussMaker = (CEnemyBase&)*itenOldFussMaker;
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// remove from fuss
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enOldFussMaker.RemoveFromFuss();
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}}
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}
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// get total score of all active fuss makers
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INDEX GetFussMakersScore(void) {
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INDEX iScore = 0;
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{FOREACHINDYNAMICCONTAINER(m_cenFussMakers, CEntity, itenFussMaker) {
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CEnemyBase &enFussMaker = (CEnemyBase&)*itenFussMaker;
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iScore += enFussMaker.m_iScore;
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}}
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return iScore;
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}
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// change given music channel
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void ChangeMusicChannel(enum MusicType mtType, const CTFileName &fnNewMusic, FLOAT fNewVolume)
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{
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INDEX &iSubChannel = (&m_iSubChannel0)[mtType];
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// take next sub-channel if needed
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if (fnNewMusic!="") {
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iSubChannel = (iSubChannel+1)%2;
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}
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// find channel's variables
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FLOAT &fVolume = (&m_fVolume0)[mtType];
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CSoundObject &soMusic = (&m_soMusic0a)[mtType*2+iSubChannel];
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FLOAT &fCurrentVolume = (&m_fCurrentVolume0a)[mtType*2+iSubChannel];
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// setup looping/non looping flags
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ULONG ulFlags;
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if (mtType==MT_EVENT) {
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ulFlags = SOF_MUSIC;
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} else {
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ulFlags = SOF_MUSIC|SOF_LOOP|SOF_NONGAME;
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}
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// remember volumes
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fVolume = fNewVolume;
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// start new music file if needed
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if (fnNewMusic!="") {
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PlaySound( soMusic, fnNewMusic, ulFlags);
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// initially, not playing
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fCurrentVolume = MUSIC_VOLUMEMIN;
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soMusic.Pause();
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soMusic.SetVolume(fCurrentVolume, fCurrentVolume);
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}
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}
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// fade out one channel
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void FadeOutChannel(INDEX iChannel, INDEX iSubChannel)
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{
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// find channel's variables
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FLOAT &fVolume = (&m_fVolume0)[iChannel];
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CSoundObject &soMusic = (&m_soMusic0a)[iChannel*2+iSubChannel];
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FLOAT &fCurrentVolume = (&m_fCurrentVolume0a)[iChannel*2+iSubChannel];
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// do nothing, if music is not playing
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if( !soMusic.IsPlaying()) { return; }
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// do nothing, if music is already paused
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if( soMusic.IsPaused()) { return; }
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// if minimum volume reached
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if( fCurrentVolume<MUSIC_VOLUMEMIN) {
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// pause music
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soMusic.Pause();
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} else {
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// music isn't even faded yet, so continue on fading it out
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fCurrentVolume *= FadeOutFactor( m_tmFade);
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soMusic.SetVolume( fCurrentVolume*fVolume, fCurrentVolume*fVolume);
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}
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}
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// fade in one channel
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void FadeInChannel(INDEX iChannel, INDEX iSubChannel)
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{
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// find channel's variables
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FLOAT &fVolume = (&m_fVolume0)[iChannel];
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CSoundObject &soMusic = (&m_soMusic0a)[iChannel*2+iSubChannel];
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FLOAT &fCurrentVolume = (&m_fCurrentVolume0a)[iChannel*2+iSubChannel];
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// do nothing, if music is not playing
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if( !soMusic.IsPlaying()) { return; }
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// resume music if needed
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if( soMusic.IsPaused()) {
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soMusic.Resume();
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}
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// fade in music if needed
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if( fCurrentVolume<MUSIC_VOLUMEMAX) {
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fCurrentVolume *= FadeInFactor( m_tmFade);
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fCurrentVolume = ClampUp( fCurrentVolume, 1.0f);
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}
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soMusic.SetVolume( fCurrentVolume*fVolume, fCurrentVolume*fVolume);
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}
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// fade one channel in or out
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void CrossFadeOneChannel(enum MusicType mtType)
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{
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INDEX iSubChannelActive = (&m_iSubChannel0)[mtType];
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INDEX iSubChannelInactive = (iSubChannelActive+1)%2;
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// if it is current channel
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if (mtType==m_mtCurrentMusic) {
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// fade in active subchannel
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FadeInChannel(mtType, iSubChannelActive);
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// fade out inactive subchannel
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FadeOutChannel(mtType, iSubChannelInactive);
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// if it is not current channel
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} else {
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// fade it out
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FadeOutChannel(mtType, 0);
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FadeOutChannel(mtType, 1);
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}
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}
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procedures:
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// initialize music
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Main(EVoid) {
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// init as model
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InitAsEditorModel();
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SetPhysicsFlags(EPF_MODEL_IMMATERIAL);
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SetCollisionFlags(ECF_IMMATERIAL);
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// set appearance
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SetModel(MODEL_MARKER);
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SetModelMainTexture(TEXTURE_MARKER);
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// wait for game to start
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autowait(_pTimer->TickQuantum);
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// prepare initial music channel values
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ChangeMusicChannel(MT_LIGHT, m_fnMusic0, m_fVolume0);
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ChangeMusicChannel(MT_MEDIUM, m_fnMusic1, m_fVolume1);
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ChangeMusicChannel(MT_HEAVY, m_fnMusic2, m_fVolume2);
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ChangeMusicChannel(MT_EVENT, m_fnMusic3, m_fVolume3);
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ChangeMusicChannel(MT_CONTINUOUS, m_fnMusic4, m_fVolume4);
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// start with light music
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m_mtCurrentMusic = MT_LIGHT;
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m_fCurrentVolume0a = MUSIC_VOLUMEMAX*0.98f;
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m_tmFade = 0.01f;
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CrossFadeOneChannel(MT_LIGHT);
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// must react after enemyspawner and all enemies, but before player for proper enemy counting
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// (total wait is two ticks so far)
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autowait(_pTimer->TickQuantum);
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// count enemies in current world
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CountEnemies();
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// main loop
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while(TRUE) {
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// wait a bit
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wait(0.1f) {
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on (ETimer) : {
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stop;
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};
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// if music is to be changed
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on (EChangeMusic ecm) : {
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// change parameters
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ChangeMusicChannel(ecm.mtType, ecm.fnMusic, ecm.fVolume);
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// if force started
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if (ecm.bForceStart) {
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// set as current music
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m_mtCurrentMusic = ecm.mtType;
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}
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// stop waiting
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stop;
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}
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}
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// check fuss
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CheckOldFussMakers();
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// get total score of all active fuss makers
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FLOAT fFussScore = GetFussMakersScore();
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// if event is on
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if (m_mtCurrentMusic==MT_EVENT) {
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// if event has ceased playing
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if (!m_soMusic3a.IsPlaying() && !m_soMusic3b.IsPlaying()) {
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// switch to light music
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m_mtCurrentMusic=MT_LIGHT;
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}
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}
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// if heavy fight is on
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if (m_mtCurrentMusic==MT_HEAVY) {
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// if no more fuss
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if (fFussScore<=0.0f) {
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// switch to no fight
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m_mtCurrentMusic=MT_LIGHT;
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}
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// if medium fight is on
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} else if (m_mtCurrentMusic==MT_MEDIUM) {
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// if no more fuss
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if (fFussScore<=0.0f) {
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// switch to no fight
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m_mtCurrentMusic=MT_LIGHT;
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// if larger fuss
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} else if (fFussScore>=m_fScoreHeavy) {
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// switch to heavy fight
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m_mtCurrentMusic=MT_HEAVY;
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}
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// if no fight is on
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} else if (m_mtCurrentMusic==MT_LIGHT) {
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// if heavy fuss
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if (fFussScore>=m_fScoreHeavy) {
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// switch to heavy fight
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m_mtCurrentMusic=MT_HEAVY;
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// if medium fuss
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} else if (fFussScore>=m_fScoreMedium) {
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// switch to medium fight
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m_mtCurrentMusic=MT_MEDIUM;
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}
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}
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// setup fade speed depending on music type
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if (m_mtCurrentMusic==MT_LIGHT) {
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m_tmFade = 2.0f;
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} else if (m_mtCurrentMusic==MT_MEDIUM) {
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m_tmFade = 1.0f;
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} else if (m_mtCurrentMusic==MT_HEAVY) {
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m_tmFade = 1.0f;
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} else if (m_mtCurrentMusic==MT_EVENT || m_mtCurrentMusic==MT_CONTINUOUS) {
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m_tmFade = 0.5f;
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}
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// fade all channels
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CrossFadeOneChannel(MT_LIGHT);
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CrossFadeOneChannel(MT_MEDIUM);
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CrossFadeOneChannel(MT_HEAVY);
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CrossFadeOneChannel(MT_EVENT);
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CrossFadeOneChannel(MT_CONTINUOUS);
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}
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return;
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}
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};
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