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/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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//=========================================================
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// Soundent.h - the entity that spawns when the world
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// spawns, and handles the world's active and free sound
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// lists.
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//=========================================================
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#define MAX_WORLD_SOUNDS 64 // maximum number of sounds handled by the world at one time.
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#define bits_SOUND_NONE 0
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#define bits_SOUND_COMBAT ( 1 << 0 )// gunshots, explosions
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#define bits_SOUND_WORLD ( 1 << 1 )// door opening/closing, glass breaking
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#define bits_SOUND_PLAYER ( 1 << 2 )// all noises generated by player. walking, shooting, falling, splashing
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#define bits_SOUND_CARCASS ( 1 << 3 )// dead body
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#define bits_SOUND_MEAT ( 1 << 4 )// gib or pork chop
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#define bits_SOUND_DANGER ( 1 << 5 )// pending danger. Grenade that is about to explode, explosive barrel that is damaged, falling crate
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#define bits_SOUND_GARBAGE ( 1 << 6 )// trash cans, banana peels, old fast food bags.
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#define bits_ALL_SOUNDS 0xFFFFFFFF
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#define SOUNDLIST_EMPTY -1
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#define SOUNDLISTTYPE_FREE 1// identifiers passed to functions that can operate on either list, to indicate which list to operate on.
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#define SOUNDLISTTYPE_ACTIVE 2
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#define SOUND_NEVER_EXPIRE -1 // with this set as a sound's ExpireTime, the sound will never expire.
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//=========================================================
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// CSound - an instance of a sound in the world.
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//=========================================================
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class CSound
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{
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public:
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void Clear ( void );
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void Reset ( void );
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Vector m_vecOrigin; // sound's location in space
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int m_iType; // what type of sound this is
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int m_iVolume; // how loud the sound is
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float m_flExpireTime; // when the sound should be purged from the list
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int m_iNext; // index of next sound in this list ( Active or Free )
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int m_iNextAudible; // temporary link that monsters use to build a list of audible sounds
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BOOL FIsSound( void );
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BOOL FIsScent( void );
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};
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//=========================================================
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// CSoundEnt - a single instance of this entity spawns when
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// the world spawns. The SoundEnt's job is to update the
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// world's Free and Active sound lists.
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//=========================================================
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class CSoundEnt : public CBaseEntity
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{
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public:
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void Precache ( void );
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void Spawn( void );
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void Think( void );
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void Initialize ( void );
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static void InsertSound ( int iType, const Vector &vecOrigin, int iVolume, float flDuration );
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static void FreeSound ( int iSound, int iPrevious );
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static int ActiveList( void );// return the head of the active list
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static int FreeList( void );// return the head of the free list
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static CSound* SoundPointerForIndex( int iIndex );// return a pointer for this index in the sound list
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static int ClientSoundIndex ( edict_t *pClient );
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BOOL IsEmpty( void ) { return m_iActiveSound == SOUNDLIST_EMPTY; }
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int ISoundsInList ( int iListType );
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int IAllocSound ( void );
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virtual int ObjectCaps( void ) { return FCAP_DONT_SAVE; }
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int m_iFreeSound; // index of the first sound in the free sound list
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int m_iActiveSound; // indes of the first sound in the active sound list
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int m_cLastActiveSounds; // keeps track of the number of active sounds at the last update. (for diagnostic work)
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BOOL m_fShowReport; // if true, dump information about free/active sounds.
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private:
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CSound m_SoundPool[ MAX_WORLD_SOUNDS ];
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};
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