#include "common.h"
#include "patcher.h"
#include "AudioScriptObject.h"
#include "Pools.h"
#include "DMAudio.h"
void
cAudioScriptObject::Reset()
{
AudioId = SCRSOUND_INVALID;
Posn = CVector(0.0f, 0.0f, 0.0f);
AudioEntity = AEHANDLE_NONE;
}
void *
cAudioScriptObject::operator new(size_t sz)
{
return CPools::GetAudioScriptObjectPool()->New();
}
void *
cAudioScriptObject::operator new(size_t sz, int handle)
{
return CPools::GetAudioScriptObjectPool()->New(handle);
}
void
cAudioScriptObject::operator delete(void *p, size_t sz)
{
CPools::GetAudioScriptObjectPool()->Delete((cAudioScriptObject *)p);
}
void
cAudioScriptObject::operator delete(void *p, int handle)
{
CPools::GetAudioScriptObjectPool()->Delete((cAudioScriptObject *)p);
}
void
cAudioScriptObject::LoadAllAudioScriptObjects(uint8 *buf, uint32 size)
{
INITSAVEBUF
CheckSaveHeader(buf, 'A', 'U', 'D', '\0', size - SAVE_HEADER_SIZE);
int32 pool_size = ReadSaveBuf<int32>(buf);
for (int32 i = 0; i < pool_size; i++) {
int handle = ReadSaveBuf<int32>(buf);
cAudioScriptObject *p = new(handle) cAudioScriptObject;
assert(p != nil);
*p = ReadSaveBuf<cAudioScriptObject>(buf);
p->AudioEntity = DMAudio.CreateLoopingScriptObject(p);
}
VALIDATESAVEBUF(size);
}
void
cAudioScriptObject::SaveAllAudioScriptObjects(uint8 *buf, uint32 *size)
{
INITSAVEBUF
int32 pool_size = CPools::GetAudioScriptObjectPool()->GetNoOfUsedSpaces();
*size = SAVE_HEADER_SIZE + pool_size * (sizeof(cAudioScriptObject) + sizeof(int32));
WriteSaveHeader(buf, 'A', 'U', 'D', '\0', *size - SAVE_HEADER_SIZE);
WriteSaveBuf(buf, pool_size);
int32 i = CPools::GetAudioScriptObjectPool()->GetSize();
while (i--) {
cAudioScriptObject *p = CPools::GetAudioScriptObjectPool()->GetSlot(i);
if (p != nil) {
WriteSaveBuf(buf, CPools::GetAudioScriptObjectPool()->GetIndex(p));
WriteSaveBuf(buf, *p);
}
}
VALIDATESAVEBUF(*size);
}
void
PlayOneShotScriptObject(uint8 id, CVector const &pos)
{
cAudioScriptObject *audioScriptObject = new cAudioScriptObject();
audioScriptObject->Posn = pos;
audioScriptObject->AudioId = id;
audioScriptObject->AudioEntity = AEHANDLE_NONE;
DMAudio.CreateOneShotScriptObject(audioScriptObject);
}
STARTPATCHES
InjectHook(0x57C430, &cAudioScriptObject::Reset, PATCH_JUMP);
InjectHook(0x57C5F0, &PlayOneShotScriptObject, PATCH_JUMP);
InjectHook(0x57C560, &cAudioScriptObject::LoadAllAudioScriptObjects, PATCH_JUMP);
InjectHook(0x57c460, &cAudioScriptObject::SaveAllAudioScriptObjects, PATCH_JUMP);
ENDPATCHES