184 lines
4.6 KiB
C
184 lines
4.6 KiB
C
/************************************************************************
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* sound_mumble.c
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* voxelands - 3d voxel world sandbox game
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* Copyright (C) Lisa 'darkrose' Milne 2017 <lisa@ltmnet.com>
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>
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************************************************************************/
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#include "common.h"
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#define _VL_SOUND_EXPOSE_INTERNAL
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#include "sound.h"
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#ifndef WIN32
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#include <unistd.h>
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#include <sys/types.h>
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#include <sys/stat.h>
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#include <sys/mman.h>
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#include <fcntl.h>
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#include <string.h>
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#include <stdlib.h>
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#include <wchar.h>
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#endif
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typedef struct linkedmem_s {
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#ifdef WIN32
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UINT32 uiVersion;
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DWORD uiTick;
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#else
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uint32_t uiVersion;
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uint32_t uiTick;
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#endif
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float fAvatarPosition[3];
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float fAvatarFront[3];
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float fAvatarTop[3];
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wchar_t name[256];
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float fCameraPosition[3];
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float fCameraFront[3];
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float fCameraTop[3];
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wchar_t identity[256];
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#ifdef WIN32
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UINT32 context_len;
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#else
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uint32_t context_len;
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#endif
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unsigned char context[256];
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wchar_t description[2048];
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} linkedmem_t;
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static struct {
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float dtime_cumulative;
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linkedmem_t *link;
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} mumble_data = {
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0.0,
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NULL
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};
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void sound_mumble_init()
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{
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#ifdef WIN32
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HANDLE hMapObject = OpenFileMappingW(FILE_MAP_ALL_ACCESS, FALSE, L"MumbleLink");
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if (hMapObject == NULL)
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return;
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mumble_data.link = (linkedmem_t*)MapViewOfFile(hMapObject, FILE_MAP_ALL_ACCESS, 0, 0, sizeof(linkedmem_t));
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if (!mumble_data.link)
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return;
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CloseHandle(hMapObject);
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hMapObject = NULL;
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#else
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char memname[256];
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int shmfd = -1;
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snprintf(memname, 256, "/MumbleLink.%d", getuid());
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shmfd = shm_open(memname, O_RDWR, S_IRUSR | S_IWUSR);
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if (shmfd < 0)
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return;
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mumble_data.link = (linkedmem_t*)(mmap(NULL, sizeof(linkedmem_t), PROT_READ | PROT_WRITE, MAP_SHARED, shmfd,0));
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if (mumble_data.link == (void*)(-1)) {
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mumble_data.link = NULL;
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return;
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}
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#endif
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sound_mumble_set_ident("singleplayer");
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sound_mumble_set_context(NULL,0);
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}
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int sound_mumble_set_ident(char* id)
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{
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wchar_t ident[256];
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int wl;
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int l;
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if (!mumble_data.link || !id)
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return 0;
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l = strlen(id);
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if (l>255)
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l = 255;
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wl = mbstowcs(ident, id, l);
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if (wl < 0)
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return 1;
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ident[l] = 0;
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wcsncpy(mumble_data.link->identity, ident, 256);
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return 0;
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}
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void sound_mumble_set_context(char* ctx, int len)
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{
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if (!mumble_data.link)
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return;
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/* Context should be equal for players which should be able to
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* hear each other positional and differ for those who shouldn't
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* (e.g. it could contain the server+port and team) */
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if (!ctx || len < 1) {
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memcpy(mumble_data.link->context, "VoxelandsPlayer", 15);
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mumble_data.link->context_len = 15;
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return;
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}
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memcpy(mumble_data.link->context, ctx, len);
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mumble_data.link->context_len = len;
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}
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void sound_mumble_step(float dtime, v3_t *pos, v3_t *at, v3_t *up)
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{
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if (!mumble_data.link)
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return;
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mumble_data.dtime_cumulative += dtime;
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if (mumble_data.link->uiVersion != 2) {
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wcsncpy(mumble_data.link->name, L"Voxelands", 256);
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wcsncpy(mumble_data.link->description, L"Voxelands Mumble Position Audio Link.", 2048);
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mumble_data.link->uiVersion = 2;
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}
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mumble_data.link->uiTick++;
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/* Position of the avatar */
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mumble_data.link->fAvatarPosition[0] = pos->x;
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mumble_data.link->fAvatarPosition[1] = pos->y;
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mumble_data.link->fAvatarPosition[2] = pos->z;
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/* Unit vector pointing out of the avatar's eyes aka "At"-vector. */
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mumble_data.link->fAvatarFront[0] = at->x;
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mumble_data.link->fAvatarFront[1] = at->y;
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mumble_data.link->fAvatarFront[2] = at->z;
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/* Unit vector pointing out of the top of the avatar's head aka "Up"-vector. */
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mumble_data.link->fAvatarTop[0] = -up->x;
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mumble_data.link->fAvatarTop[1] = -up->y;
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mumble_data.link->fAvatarTop[2] = -up->z;
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/* Same as avatar but for the camera. */
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mumble_data.link->fCameraPosition[0] = pos->x;
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mumble_data.link->fCameraPosition[1] = pos->y;
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mumble_data.link->fCameraPosition[2] = pos->z;
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mumble_data.link->fCameraFront[0] = at->x;
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mumble_data.link->fCameraFront[1] = at->y;
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mumble_data.link->fCameraFront[2] = at->z;
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mumble_data.link->fCameraTop[0] = -up->x;
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mumble_data.link->fCameraTop[1] = -up->y;
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mumble_data.link->fCameraTop[2] = -up->z;
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}
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