/***
*
*	Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*	
*	This product contains software technology licensed from Id 
*	Software, Inc. ("Id Technology").  Id Technology (c) 1996 Id Software, Inc. 
*	All Rights Reserved.
*
*   Use, distribution, and modification of this source code and/or resulting
*   object code is restricted to non-commercial enhancements to products from
*   Valve LLC.  All other use, distribution, or modification is prohibited
*   without written permission from Valve LLC.
*
****/
//=========================================================
// sound.cpp 
//=========================================================

#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "weapons.h"
#include "player.h"
#include "talkmonster.h"
#include "gamerules.h"

static char *memfgets( byte *pMemFile, int fileSize, int &filePos, char *pBuffer, int bufferSize );

// ==================== GENERIC AMBIENT SOUND ======================================

// runtime pitch shift and volume fadein/out structure

// NOTE: IF YOU CHANGE THIS STRUCT YOU MUST CHANGE THE SAVE/RESTORE VERSION NUMBER
// SEE BELOW (in the typedescription for the class)
typedef struct dynpitchvol
{
	// NOTE: do not change the order of these parameters 
	// NOTE: unless you also change order of rgdpvpreset array elements!
	int preset;

	int pitchrun;		// pitch shift % when sound is running 0 - 255
	int pitchstart;		// pitch shift % when sound stops or starts 0 - 255
	int spinup;			// spinup time 0 - 100
	int spindown;		// spindown time 0 - 100

	int volrun;			// volume change % when sound is running 0 - 10
	int volstart;		// volume change % when sound stops or starts 0 - 10
	int fadein;			// volume fade in time 0 - 100
	int fadeout;		// volume fade out time 0 - 100
						// Low Frequency Oscillator
	int lfotype;		// 0) off 1) square 2) triangle 3) random
	int lforate;		// 0 - 1000, how fast lfo osciallates

	int lfomodpitch;	// 0-100 mod of current pitch. 0 is off.
	int lfomodvol;		// 0-100 mod of current volume. 0 is off.

	int cspinup;		// each trigger hit increments counter and spinup pitch

	int cspincount;

	int pitch;			
	int spinupsav;
	int spindownsav;
	int pitchfrac;

	int vol;
	int fadeinsav;
	int fadeoutsav;
	int volfrac;

	int lfofrac;
	int lfomult;
} dynpitchvol_t;

#define CDPVPRESETMAX 27

// presets for runtime pitch and vol modulation of ambient sounds

dynpitchvol_t rgdpvpreset[CDPVPRESETMAX] =
{
// pitch	pstart	spinup	spindwn	volrun	volstrt	fadein	fadeout	lfotype	lforate	modptch modvol	cspnup		
{1,	255,	 75,	95,		95,		10,		1,		50,		95, 	0,		0,		0,		0,		0,		0,0,0,0,0,0,0,0,0,0}, 
{2,	255,	 85,	70,		88,		10,		1,		20,		88,		0,		0,		0,		0,		0,		0,0,0,0,0,0,0,0,0,0}, 
{3,	255,	100,	50,		75,		10,		1,		10,		75,		0,		0,		0,		0,		0,		0,0,0,0,0,0,0,0,0,0},
{4,	100,	100,	0,		0,		10,		1,		90,		90,		0,		0,		0,		0,		0,		0,0,0,0,0,0,0,0,0,0},
{5,	100,	100,	0,		0,		10,		1,		80,		80,		0,		0,		0,		0,		0,		0,0,0,0,0,0,0,0,0,0},
{6,	100,	100,	0,		0,		10,		1,		50,		70,		0,		0,		0,		0,		0,		0,0,0,0,0,0,0,0,0,0},
{7,	100,	100,	0,		0,		 5,		1,		40,		50,		1,		50,		0,		10,		0,		0,0,0,0,0,0,0,0,0,0},
{8,	100,	100,	0,		0,		 5,		1,		40,		50,		1,		150,	0,		10,		0,		0,0,0,0,0,0,0,0,0,0},
{9,	100,	100,	0,		0,		 5,		1,		40,		50,		1,		750,	0,		10,		0,		0,0,0,0,0,0,0,0,0,0},
{10,128,	100,	50,		75,		10,		1,		30,		40,		2,		 8,		20,		0,		0,		0,0,0,0,0,0,0,0,0,0},
{11,128,	100,	50,		75,		10,		1,		30,		40,		2,		25,		20,		0,		0,		0,0,0,0,0,0,0,0,0,0},
{12,128,	100,	50,		75,		10,		1,		30,		40,		2,		70,		20,		0,		0,		0,0,0,0,0,0,0,0,0,0},
{13,50,		 50,	0,		0,		10,		1,		20,		50,		0,		0,		0,		0,		0,		0,0,0,0,0,0,0,0,0,0},
{14,70,		 70,	0,		0,		10,		1,		20,		50,		0,		0,		0,		0,		0,		0,0,0,0,0,0,0,0,0,0},
{15,90,		 90,	0,		0,		10,		1,		20,		50,		0,		0,		0,		0,		0,		0,0,0,0,0,0,0,0,0,0},
{16,120,	120,	0,		0,		10,		1,		20,		50,		0,		0,		0,		0,		0,		0,0,0,0,0,0,0,0,0,0},
{17,180,	180,	0,		0,		10,		1,		20,		50,		0,		0,		0,		0,		0,		0,0,0,0,0,0,0,0,0,0},
{18,255,	255,	0,		0,		10,		1,		20,		50,		0,		0,		0,		0,		0,		0,0,0,0,0,0,0,0,0,0},
{19,200,	 75,	90,		90,		10,		1,		50,		90,		2,		100,	20,		0,		0,		0,0,0,0,0,0,0,0,0,0},
{20,255,	 75,	97,		90,		10,		1,		50,		90,		1,		40,		50,		0,		0,		0,0,0,0,0,0,0,0,0,0},
{21,100,	100,	0,		0,		10,		1,		30,		50,		3,		15,		20,		0,		0,		0,0,0,0,0,0,0,0,0,0},
{22,160,	160,	0,		0,		10,		1,		50,		50,		3,		500,	25,		0,		0,		0,0,0,0,0,0,0,0,0,0},
{23,255,	 75,	88,		0,		10,		1,		40,		0,		0,		0,		0,		0,		5,		0,0,0,0,0,0,0,0,0,0}, 
{24,200,	 20,	95,	    70,		10,		1,		70,		70,		3,		20,		50,		0,		0,		0,0,0,0,0,0,0,0,0,0}, 
{25,180,	100,	50,		60,		10,		1,		40,		60,		2,		90,		100,	100,	0,		0,0,0,0,0,0,0,0,0,0}, 
{26,60,		 60,	0,		0,		10,		1,		40,		70,		3,		80,		20,		50,		0,		0,0,0,0,0,0,0,0,0,0}, 
{27,128,	 90,	10,		10,		10,		1,		20,		40,		1,		5,		10,		20,		0,		0,0,0,0,0,0,0,0,0,0}
};

class CAmbientGeneric : public CBaseEntity
{
public:
	void KeyValue( KeyValueData* pkvd );
	void Spawn( void );
	void Precache( void );
	void EXPORT ToggleUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
	void EXPORT RampThink( void );
	void InitModulationParms( void );

	virtual int Save( CSave &save );
	virtual int Restore( CRestore &restore );
	static TYPEDESCRIPTION m_SaveData[];
	virtual int ObjectCaps( void ) { return ( CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION ); }

	float m_flAttenuation;		// attenuation value
	dynpitchvol_t m_dpv;

	BOOL m_fActive;	// only TRUE when the entity is playing a looping sound
	BOOL m_fLooping;	// TRUE when the sound played will loop
};

LINK_ENTITY_TO_CLASS( ambient_generic, CAmbientGeneric )

TYPEDESCRIPTION	CAmbientGeneric::m_SaveData[] =
{
	DEFINE_FIELD( CAmbientGeneric, m_flAttenuation, FIELD_FLOAT ),
	DEFINE_FIELD( CAmbientGeneric, m_fActive, FIELD_BOOLEAN ),
	DEFINE_FIELD( CAmbientGeneric, m_fLooping, FIELD_BOOLEAN ),

	// HACKHACK - This is not really in the spirit of the save/restore design, but save this
	// out as a binary data block.  If the dynpitchvol_t is changed, old saved games will NOT
	// load these correctly, so bump the save/restore version if you change the size of the struct
	// The right way to do this is to split the input parms (read in keyvalue) into members and re-init this
	// struct in Precache(), but it's unlikely that the struct will change, so it's not worth the time right now.
	DEFINE_ARRAY( CAmbientGeneric, m_dpv, FIELD_CHARACTER, sizeof(dynpitchvol_t) ),
};

IMPLEMENT_SAVERESTORE( CAmbientGeneric, CBaseEntity )

//
// ambient_generic - general-purpose user-defined static sound
//
void CAmbientGeneric::Spawn( void )
{
/*
		-1 : "Default"
		0  : "Everywhere"
		200 : "Small Radius"
		125 : "Medium Radius"
		80  : "Large Radius"
*/
	if( FBitSet( pev->spawnflags, AMBIENT_SOUND_EVERYWHERE ) )
	{
		m_flAttenuation = ATTN_NONE;
	}
	else if( FBitSet( pev->spawnflags, AMBIENT_SOUND_SMALLRADIUS ) )
	{
		m_flAttenuation = ATTN_IDLE;
	}
	else if( FBitSet( pev->spawnflags, AMBIENT_SOUND_MEDIUMRADIUS ) )
	{
		m_flAttenuation = ATTN_STATIC;
	}
	else if( FBitSet( pev->spawnflags, AMBIENT_SOUND_LARGERADIUS ) )
	{
		m_flAttenuation = ATTN_NORM;
	}
	else 
	{
		// if the designer didn't set a sound attenuation, default to one.
		m_flAttenuation = ATTN_STATIC;
	}

	const char *szSoundFile = STRING( pev->message );

	if( FStringNull( pev->message ) || szSoundFile[0] == '\0' )
	{
		ALERT( at_error, "EMPTY AMBIENT AT: %f, %f, %f\n", (double)pev->origin.x, (double)pev->origin.y, (double)pev->origin.z );
		pev->nextthink = gpGlobals->time + 0.1f;
		SetThink( &CBaseEntity::SUB_Remove );
		return;
	}
	pev->solid = SOLID_NOT;
	pev->movetype = MOVETYPE_NONE;

	// Set up think function for dynamic modification 
	// of ambient sound's pitch or volume. Don't
	// start thinking yet.

	SetThink( &CAmbientGeneric::RampThink );
	pev->nextthink = 0.0f;

	// allow on/off switching via 'use' function.

	SetUse( &CAmbientGeneric::ToggleUse );
	
	m_fActive = FALSE;

	if( FBitSet( pev->spawnflags, AMBIENT_SOUND_NOT_LOOPING ) )
		m_fLooping = FALSE;
	else
		m_fLooping = TRUE;
	Precache();
}

void CAmbientGeneric::Precache( void )
{
	const char *szSoundFile = STRING( pev->message );

	if( !FStringNull( pev->message ) && szSoundFile[0] != '\0' )
	{
		if( *szSoundFile != '!' )
			PRECACHE_SOUND( szSoundFile );
	}

	// init all dynamic modulation parms
	InitModulationParms();

	if( !FBitSet( pev->spawnflags, AMBIENT_SOUND_START_SILENT ) )
	{
		// start the sound ASAP
		if( m_fLooping )
			m_fActive = TRUE;
	}
	if( m_fActive )
	{
		UTIL_EmitAmbientSound( ENT( pev ), pev->origin, szSoundFile, 
				( m_dpv.vol * 0.01f ), m_flAttenuation, SND_SPAWNING, m_dpv.pitch );

		pev->nextthink = gpGlobals->time + 0.1f;
	}
}

// RampThink - Think at 5hz if we are dynamically modifying 
// pitch or volume of the playing sound.  This function will
// ramp pitch and/or volume up or down, modify pitch/volume
// with lfo if active.
void CAmbientGeneric::RampThink( void )
{
	const char *szSoundFile = STRING( pev->message );
	int pitch = m_dpv.pitch; 
	int vol = m_dpv.vol;
	int flags = 0;
	int fChanged = 0;		// FALSE if pitch and vol remain unchanged this round
	int prev;

	if( !m_dpv.spinup && !m_dpv.spindown && !m_dpv.fadein && !m_dpv.fadeout && !m_dpv.lfotype )
		return;						// no ramps or lfo, stop thinking

	// ==============
	// pitch envelope
	// ==============
	if( m_dpv.spinup || m_dpv.spindown )
	{
		prev = m_dpv.pitchfrac >> 8;

		if( m_dpv.spinup > 0 )
			m_dpv.pitchfrac += m_dpv.spinup;
		else if( m_dpv.spindown > 0 )
			m_dpv.pitchfrac -= m_dpv.spindown;

		pitch = m_dpv.pitchfrac >> 8;

		if( pitch > m_dpv.pitchrun )
		{
			pitch = m_dpv.pitchrun;
			m_dpv.spinup = 0;				// done with ramp up
		}

		if( pitch < m_dpv.pitchstart )
		{
			// pitch = m_dpv.pitchstart;
			m_dpv.spindown = 0;				// done with ramp down

			// shut sound off
			UTIL_EmitAmbientSound( ENT( pev ), pev->origin, szSoundFile, 
					0, 0, SND_STOP, 0 );

			// return without setting nextthink
			return;
		}

		if( pitch > 255 )
			pitch = 255;
		if( pitch < 1 )
			pitch = 1;

		m_dpv.pitch = pitch;

		fChanged |= ( prev != pitch );
		flags |= SND_CHANGE_PITCH;
	}

	// ==================
	// amplitude envelope
	// ==================
	if( m_dpv.fadein || m_dpv.fadeout )
	{
		prev = m_dpv.volfrac >> 8;

		if( m_dpv.fadein > 0 )
			m_dpv.volfrac += m_dpv.fadein;
		else if( m_dpv.fadeout > 0 )
			m_dpv.volfrac -= m_dpv.fadeout;

		vol = m_dpv.volfrac >> 8;

		if( vol > m_dpv.volrun )
		{
			vol = m_dpv.volrun;
			m_dpv.fadein = 0;				// done with ramp up
		}

		if( vol < m_dpv.volstart )
		{
			// vol = m_dpv.volstart;
			m_dpv.fadeout = 0;				// done with ramp down

			// shut sound off
			UTIL_EmitAmbientSound( ENT( pev ), pev->origin, szSoundFile, 
					0, 0, SND_STOP, 0 );

			// return without setting nextthink
			return;
		}

		if( vol > 100 )
			vol = 100;
		if( vol < 1 )
			vol = 1;

		m_dpv.vol = vol;

		fChanged |= ( prev != vol );
		flags |= SND_CHANGE_VOL;
	}

	// ===================
	// pitch/amplitude LFO
	// ===================
	if( m_dpv.lfotype )
	{
		int pos;

		if( m_dpv.lfofrac > 0x6fffffff )
			m_dpv.lfofrac = 0;

		// update lfo, lfofrac/255 makes a triangle wave 0-255
		m_dpv.lfofrac += m_dpv.lforate;
		pos = m_dpv.lfofrac >> 8;

		if( m_dpv.lfofrac < 0 )
		{
			m_dpv.lfofrac = 0;
			m_dpv.lforate = abs( m_dpv.lforate );
			pos = 0;
		}
		else if( pos > 255 )
		{
			pos = 255;
			m_dpv.lfofrac = ( 255 << 8 );
			m_dpv.lforate = -abs( m_dpv.lforate );
		}

		switch( m_dpv.lfotype )
		{
		case LFO_SQUARE:
			if( pos < 128 )
				m_dpv.lfomult = 255;
			else
				m_dpv.lfomult = 0;
			break;
		case LFO_RANDOM:
			if( pos == 255 )
				m_dpv.lfomult = RANDOM_LONG( 0, 255 );
			break;
		case LFO_TRIANGLE:
		default: 
			m_dpv.lfomult = pos;
			break;
		}

		if( m_dpv.lfomodpitch )
		{
			prev = pitch;

			// pitch 0-255
			pitch += ( ( m_dpv.lfomult - 128 ) * m_dpv.lfomodpitch ) / 100;

			if( pitch > 255 )
				pitch = 255;
			if( pitch < 1 )
				pitch = 1;

			fChanged |= ( prev != pitch );
			flags |= SND_CHANGE_PITCH;
		}

		if( m_dpv.lfomodvol )
		{
			// vol 0-100
			prev = vol;

			vol += ( ( m_dpv.lfomult - 128 ) * m_dpv.lfomodvol ) / 100;

			if( vol > 100 )
				vol = 100;
			if( vol < 0 )
				vol = 0;

			fChanged |= ( prev != vol );
			flags |= SND_CHANGE_VOL;
		}
	}

	// Send update to playing sound only if we actually changed
	// pitch or volume in this routine.

	if( flags && fChanged )
	{
		if( pitch == PITCH_NORM )
			pitch = PITCH_NORM + 1; // don't send 'no pitch' !

		UTIL_EmitAmbientSound( ENT( pev ), pev->origin, szSoundFile,
				( vol * 0.01f ), m_flAttenuation, flags, pitch );
	}

	// update ramps at 5hz
	pev->nextthink = gpGlobals->time + 0.2f;
	return;
}

// Init all ramp params in preparation to 
// play a new sound

void CAmbientGeneric::InitModulationParms( void )
{
	int pitchinc;

	m_dpv.volrun = (int)( pev->health * 10 );	// 0 - 100
	if( m_dpv.volrun > 100 )
		m_dpv.volrun = 100;
	if( m_dpv.volrun < 0 )
		m_dpv.volrun = 0;

	// get presets
	if( m_dpv.preset != 0 && m_dpv.preset <= CDPVPRESETMAX )
	{
		// load preset values
		m_dpv = rgdpvpreset[m_dpv.preset - 1];

		// fixup preset values, just like
		// fixups in KeyValue routine.
		if( m_dpv.spindown > 0 )
			m_dpv.spindown = ( 101 - m_dpv.spindown ) * 64;
		if( m_dpv.spinup > 0 )
			m_dpv.spinup = ( 101 - m_dpv.spinup ) * 64;

		m_dpv.volstart *= 10;
		m_dpv.volrun *= 10;

		if( m_dpv.fadein > 0 )
			m_dpv.fadein = ( 101 - m_dpv.fadein ) * 64;
		if( m_dpv.fadeout > 0 )
			m_dpv.fadeout = ( 101 - m_dpv.fadeout ) * 64;

		m_dpv.lforate *= 256;

		m_dpv.fadeinsav = m_dpv.fadein;
		m_dpv.fadeoutsav = m_dpv.fadeout;
		m_dpv.spinupsav = m_dpv.spinup;
		m_dpv.spindownsav = m_dpv.spindown;
	}

	m_dpv.fadein = m_dpv.fadeinsav;
	m_dpv.fadeout = 0; 

	if( m_dpv.fadein )
		m_dpv.vol = m_dpv.volstart;
	else
		m_dpv.vol = m_dpv.volrun;

	m_dpv.spinup = m_dpv.spinupsav;
	m_dpv.spindown = 0; 

	if( m_dpv.spinup )
		m_dpv.pitch = m_dpv.pitchstart;
	else
		m_dpv.pitch = m_dpv.pitchrun;

	if( m_dpv.pitch == 0 )
		m_dpv.pitch = PITCH_NORM;

	m_dpv.pitchfrac = m_dpv.pitch << 8;
	m_dpv.volfrac = m_dpv.vol << 8;

	m_dpv.lfofrac = 0;
	m_dpv.lforate = abs( m_dpv.lforate );

	m_dpv.cspincount = 1;

	if( m_dpv.cspinup )
	{
		pitchinc = ( 255 - m_dpv.pitchstart ) / m_dpv.cspinup;

		m_dpv.pitchrun = m_dpv.pitchstart + pitchinc;
		if( m_dpv.pitchrun > 255 )
			m_dpv.pitchrun = 255;
	}

	if( ( m_dpv.spinupsav || m_dpv.spindownsav || ( m_dpv.lfotype && m_dpv.lfomodpitch ) )
		&& ( m_dpv.pitch == PITCH_NORM ) )
		m_dpv.pitch = PITCH_NORM + 1; // must never send 'no pitch' as first pitch
						  // if we intend to pitch shift later!
}

//
// ToggleUse - turns an ambient sound on or off.  If the 
// ambient is a looping sound, mark sound as active (m_fActive)
// if it's playing, innactive if not.  If the sound is not
// a looping sound, never mark it as active.
//
void CAmbientGeneric::ToggleUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
	const char *szSoundFile = STRING( pev->message );
	float fraction;

	if( useType != USE_TOGGLE )
	{
		if( ( m_fActive && useType == USE_ON ) || ( !m_fActive && useType == USE_OFF ) )
			return;
	}

	// Directly change pitch if arg passed. Only works if sound is already playing.
	if( useType == USE_SET && m_fActive )		// Momentary buttons will pass down a float in here
	{

		fraction = value;

		if( fraction > 1.0f )
			fraction = 1.0f;
		if( fraction < 0.0f )
			fraction = 0.01f;

		m_dpv.pitch = (int)( fraction * 255.0f );

		UTIL_EmitAmbientSound( ENT( pev ), pev->origin, szSoundFile, 0, 0, SND_CHANGE_PITCH, m_dpv.pitch );
		return;
	}

	// Toggle
	// m_fActive is TRUE only if a looping sound is playing.
	if( m_fActive )
	{
		// turn sound off
		if( m_dpv.cspinup )
		{
			// Don't actually shut off. Each toggle causes
			// incremental spinup to max pitch
			if( m_dpv.cspincount <= m_dpv.cspinup )
			{
				int pitchinc;

				// start a new spinup
				m_dpv.cspincount++;

				pitchinc = ( 255 - m_dpv.pitchstart ) / m_dpv.cspinup;

				m_dpv.spinup = m_dpv.spinupsav;
				m_dpv.spindown = 0;

				m_dpv.pitchrun = m_dpv.pitchstart + pitchinc * m_dpv.cspincount;
				if( m_dpv.pitchrun > 255 )
					m_dpv.pitchrun = 255;

				pev->nextthink = gpGlobals->time + 0.1f;
			}
		}
		else
		{
			m_fActive = FALSE;

			// HACKHACK - this makes the code in Precache() work properly after a save/restore
			pev->spawnflags |= AMBIENT_SOUND_START_SILENT;

			if( m_dpv.spindownsav || m_dpv.fadeoutsav )
			{
				// spin it down (or fade it) before shutoff if spindown is set
				m_dpv.spindown = m_dpv.spindownsav;
				m_dpv.spinup = 0;

				m_dpv.fadeout = m_dpv.fadeoutsav;
				m_dpv.fadein = 0;
				pev->nextthink = gpGlobals->time + 0.1f;
			}
			else
				UTIL_EmitAmbientSound( ENT( pev ), pev->origin, szSoundFile, 0, 0, SND_STOP, 0 );
		}
	}
	else 
	{
		// turn sound on

		// only toggle if this is a looping sound.  If not looping, each
		// trigger will cause the sound to play.  If the sound is still
		// playing from a previous trigger press, it will be shut off
		// and then restarted.
		if( m_fLooping )
			m_fActive = TRUE;
		else
			// shut sound off now - may be interrupting a long non-looping sound
			UTIL_EmitAmbientSound( ENT( pev ), pev->origin, szSoundFile, 0, 0, SND_STOP, 0 );

		// init all ramp params for startup
		InitModulationParms();

		UTIL_EmitAmbientSound( ENT( pev ), pev->origin, szSoundFile, ( m_dpv.vol * 0.01f ), m_flAttenuation, 0, m_dpv.pitch );

		pev->nextthink = gpGlobals->time + 0.1f;
	} 
}

// KeyValue - load keyvalue pairs into member data of the
// ambient generic. NOTE: called BEFORE spawn!
void CAmbientGeneric::KeyValue( KeyValueData *pkvd )
{
	// NOTE: changing any of the modifiers in this code
	// NOTE: also requires changing InitModulationParms code.

	// preset
	if( FStrEq( pkvd->szKeyName, "preset" ) )
	{
		m_dpv.preset = atoi( pkvd->szValue );
		pkvd->fHandled = TRUE;
	}
	// pitchrun
	else if( FStrEq( pkvd->szKeyName, "pitch" ) )
	{
		m_dpv.pitchrun = atoi( pkvd->szValue );
		pkvd->fHandled = TRUE;
		
		if( m_dpv.pitchrun > 255 )
			m_dpv.pitchrun = 255;
		if( m_dpv.pitchrun < 0 )
			m_dpv.pitchrun = 0;
	}
	// pitchstart
	else if( FStrEq( pkvd->szKeyName, "pitchstart" ) )
	{
		m_dpv.pitchstart = atoi( pkvd->szValue );
		pkvd->fHandled = TRUE;
		
		if( m_dpv.pitchstart > 255 )
			m_dpv.pitchstart = 255;
		if( m_dpv.pitchstart < 0 )
			m_dpv.pitchstart = 0;
	}
	// spinup
	else if( FStrEq( pkvd->szKeyName, "spinup" ) )
	{
		m_dpv.spinup = atoi( pkvd->szValue );

		if( m_dpv.spinup > 100 )
			m_dpv.spinup = 100;
		if( m_dpv.spinup < 0 )
			m_dpv.spinup = 0;

		if( m_dpv.spinup > 0 )
			m_dpv.spinup = ( 101 - m_dpv.spinup ) * 64;
		m_dpv.spinupsav = m_dpv.spinup;
		pkvd->fHandled = TRUE;
	}
	// spindown
	else if( FStrEq( pkvd->szKeyName, "spindown" ) )
	{
		m_dpv.spindown = atoi( pkvd->szValue );

		if( m_dpv.spindown > 100 )
			m_dpv.spindown = 100;
		if( m_dpv.spindown < 0 )
			m_dpv.spindown = 0;

		if( m_dpv.spindown > 0 )
			m_dpv.spindown = ( 101 - m_dpv.spindown ) * 64;
		m_dpv.spindownsav = m_dpv.spindown;
		pkvd->fHandled = TRUE;
	}
	// volstart
	else if( FStrEq( pkvd->szKeyName, "volstart" ) )
	{
		m_dpv.volstart = atoi( pkvd->szValue );

		if( m_dpv.volstart > 10 )
			m_dpv.volstart = 10;
		if( m_dpv.volstart < 0 )
			m_dpv.volstart = 0;

		m_dpv.volstart *= 10;	// 0 - 100

		pkvd->fHandled = TRUE;
	}
	// fadein
	else if( FStrEq( pkvd->szKeyName, "fadein" ) )
	{
		m_dpv.fadein = atoi( pkvd->szValue );

		if( m_dpv.fadein > 100 )
			m_dpv.fadein = 100;
		if( m_dpv.fadein < 0 )
			m_dpv.fadein = 0;

		if( m_dpv.fadein > 0 )
			m_dpv.fadein = ( 101 - m_dpv.fadein ) * 64;
		m_dpv.fadeinsav = m_dpv.fadein;
		pkvd->fHandled = TRUE;
	}
	// fadeout
	else if( FStrEq( pkvd->szKeyName, "fadeout" ) )
	{
		m_dpv.fadeout = atoi( pkvd->szValue );

		if( m_dpv.fadeout > 100 )
			m_dpv.fadeout = 100;
		if( m_dpv.fadeout < 0 )
			m_dpv.fadeout = 0;

		if( m_dpv.fadeout > 0 )
			m_dpv.fadeout = ( 101 - m_dpv.fadeout ) * 64;
		m_dpv.fadeoutsav = m_dpv.fadeout;
		pkvd->fHandled = TRUE;
	}
	// lfotype
	else if( FStrEq( pkvd->szKeyName, "lfotype" ) )
	{
		m_dpv.lfotype = atoi( pkvd->szValue );
		if( m_dpv.lfotype > 4 )
			m_dpv.lfotype = LFO_TRIANGLE;
		pkvd->fHandled = TRUE;
	}
	// lforate
	else if( FStrEq( pkvd->szKeyName, "lforate" ) )
	{
		m_dpv.lforate = atoi( pkvd->szValue );

		if( m_dpv.lforate > 1000 )
			m_dpv.lforate = 1000;
		if( m_dpv.lforate < 0 )
			m_dpv.lforate = 0;

		m_dpv.lforate *= 256;

		pkvd->fHandled = TRUE;
	}
	// lfomodpitch
	else if( FStrEq( pkvd->szKeyName, "lfomodpitch" ) )
	{
		m_dpv.lfomodpitch = atoi( pkvd->szValue );
		if( m_dpv.lfomodpitch > 100 )
			m_dpv.lfomodpitch = 100;
		if( m_dpv.lfomodpitch < 0 )
			m_dpv.lfomodpitch = 0;

		pkvd->fHandled = TRUE;
	}
	// lfomodvol
	else if( FStrEq( pkvd->szKeyName, "lfomodvol" ) )
	{
		m_dpv.lfomodvol = atoi( pkvd->szValue );
		if( m_dpv.lfomodvol > 100 )
			m_dpv.lfomodvol = 100;
		if( m_dpv.lfomodvol < 0 )
			m_dpv.lfomodvol = 0;

		pkvd->fHandled = TRUE;
	}
	// cspinup
	else if( FStrEq( pkvd->szKeyName, "cspinup" ) )
	{
		m_dpv.cspinup = atoi( pkvd->szValue );
		if( m_dpv.cspinup > 100 )
			m_dpv.cspinup = 100;
		if( m_dpv.cspinup < 0 )
			m_dpv.cspinup = 0;

		pkvd->fHandled = TRUE;
	}
	else
		CBaseEntity::KeyValue( pkvd );
}

// =================== ROOM SOUND FX ==========================================

class CEnvSound : public CPointEntity
{
public:
	void KeyValue( KeyValueData* pkvd);
	void Spawn( void );

	void Think( void );

	virtual int Save( CSave &save );
	virtual int Restore( CRestore &restore );
	static TYPEDESCRIPTION m_SaveData[];

	float m_flRadius;
	float m_flRoomtype;
};

LINK_ENTITY_TO_CLASS( env_sound, CEnvSound )

TYPEDESCRIPTION	CEnvSound::m_SaveData[] =
{
	DEFINE_FIELD( CEnvSound, m_flRadius, FIELD_FLOAT ),
	DEFINE_FIELD( CEnvSound, m_flRoomtype, FIELD_FLOAT ),
};

IMPLEMENT_SAVERESTORE( CEnvSound, CBaseEntity )

void CEnvSound::KeyValue( KeyValueData *pkvd )
{
	if( FStrEq( pkvd->szKeyName, "radius" ) )
	{
		m_flRadius = atof( pkvd->szValue );
		pkvd->fHandled = TRUE;
	}
	if( FStrEq( pkvd->szKeyName, "roomtype" ) )
	{
		m_flRoomtype = atof( pkvd->szValue );
		pkvd->fHandled = TRUE;
	}
}

// returns TRUE if the given sound entity (pev) is in range 
// and can see the given player entity (pevTarget)

BOOL FEnvSoundInRange( entvars_t *pev, entvars_t *pevTarget, float *pflRange )
{
	CEnvSound *pSound = GetClassPtr( (CEnvSound *)pev );
	Vector vecSpot1 = pev->origin + pev->view_ofs;
	Vector vecSpot2 = pevTarget->origin + pevTarget->view_ofs;
	Vector vecRange;
	float flRange;
	TraceResult tr;

	UTIL_TraceLine( vecSpot1, vecSpot2, ignore_monsters, ENT( pev ), &tr );

	// check if line of sight crosses water boundary, or is blocked
	if( ( tr.fInOpen && tr.fInWater ) || tr.flFraction != 1 )
		return FALSE;

	// calc range from sound entity to player
	vecRange = tr.vecEndPos - vecSpot1;
	flRange = vecRange.Length();

	if( pSound->m_flRadius < flRange )		
		return FALSE;

	if( pflRange )
		*pflRange = flRange;

	return TRUE;
}

//
// A client that is visible and in range of a sound entity will
// have its room_type set by that sound entity.  If two or more
// sound entities are contending for a client, then the nearest
// sound entity to the client will set the client's room_type.
// A client's room_type will remain set to its prior value until
// a new in-range, visible sound entity resets a new room_type.
//

// CONSIDER: if player in water state, autoset roomtype to 14,15 or 16. 

void CEnvSound::Think( void )
{
	// get pointer to client if visible; FIND_CLIENT_IN_PVS will
	// cycle through visible clients on consecutive calls.
	edict_t *pentPlayer = FIND_CLIENT_IN_PVS( edict() );
	CBasePlayer *pPlayer = NULL;

	if( FNullEnt( pentPlayer ) )
		goto env_sound_Think_slow; // no player in pvs of sound entity, slow it down
 
	pPlayer = GetClassPtr( (CBasePlayer *)VARS( pentPlayer ) );
	float flRange;

	// check to see if this is the sound entity that is 
	// currently affecting this player
	if( !FNullEnt( pPlayer->m_pentSndLast ) && ( pPlayer->m_pentSndLast == ENT( pev ) ) )
	{
		// this is the entity currently affecting player, check
		// for validity
		if( pPlayer->m_flSndRoomtype != 0 && pPlayer->m_flSndRange != 0 )
		{
			// we're looking at a valid sound entity affecting
			// player, make sure it's still valid, update range
			if( FEnvSoundInRange( pev, VARS( pentPlayer ), &flRange ) )
			{
				pPlayer->m_flSndRange = flRange;
				goto env_sound_Think_fast;
			}
			else
			{
				// current sound entity affecting player is no longer valid,
				// flag this state by clearing room_type and range.
				// NOTE: we do not actually change the player's room_type
				// NOTE: until we have a new valid room_type to change it to.
				pPlayer->m_flSndRange = 0;
				pPlayer->m_flSndRoomtype = 0;
				goto env_sound_Think_slow;
			}
		}
		else
		{
			// entity is affecting player but is out of range,
			// wait passively for another entity to usurp it...
			goto env_sound_Think_slow;
		}
	}

	// if we got this far, we're looking at an entity that is contending
	// for current player sound. the closest entity to player wins.
	if( FEnvSoundInRange( pev, VARS(pentPlayer), &flRange ) )
	{
		if( flRange < pPlayer->m_flSndRange || pPlayer->m_flSndRange == 0 )
		{
			// new entity is closer to player, so it wins.
			pPlayer->m_pentSndLast = ENT( pev );
			pPlayer->m_flSndRoomtype = m_flRoomtype;
			pPlayer->m_flSndRange = flRange;

			// send room_type command to player's server.
			// this should be a rare event - once per change of room_type
			// only!

			//CLIENT_COMMAND( pentPlayer, "room_type %f", m_flRoomtype );

			MESSAGE_BEGIN( MSG_ONE, SVC_ROOMTYPE, NULL, pentPlayer );		// use the magic #1 for "one client"
				WRITE_SHORT( (short)m_flRoomtype );					// sequence number
			MESSAGE_END();

			// crank up nextthink rate for new active sound entity
			// by falling through to think_fast...
		}
		// player is not closer to the contending sound entity,
		// just fall through to think_fast. this effectively
		// cranks up the think_rate of entities near the player.
	} 
	// player is in pvs of sound entity, but either not visible or
	// not in range. do nothing, fall through to think_fast...

env_sound_Think_fast:
	pev->nextthink = gpGlobals->time + 0.25f;
	return;
env_sound_Think_slow:
	pev->nextthink = gpGlobals->time + 0.75f;
	return;
}

//
// env_sound - spawn a sound entity that will set player roomtype
// when player moves in range and sight.
//
//
void CEnvSound::Spawn()
{
	// spread think times
	pev->nextthink = gpGlobals->time + RANDOM_FLOAT( 0.0f, 0.5f ); 
}

// ==================== SENTENCE GROUPS, UTILITY FUNCTIONS  ======================================

#define CSENTENCE_LRU_MAX	32		// max number of elements per sentence group

// group of related sentences

typedef struct sentenceg
{
	char szgroupname[CBSENTENCENAME_MAX];
	int count;
	unsigned char rgblru[CSENTENCE_LRU_MAX];
} SENTENCEG;

#define CSENTENCEG_MAX 200					// max number of sentence groups
// globals

SENTENCEG rgsentenceg[CSENTENCEG_MAX];
int fSentencesInit = FALSE;

char gszallsentencenames[CVOXFILESENTENCEMAX][CBSENTENCENAME_MAX];
int gcallsentences = 0;

// randomize list of sentence name indices

void USENTENCEG_InitLRU( unsigned char *plru, int count )
{
	int i, j, k;
	unsigned char temp;

	if( !fSentencesInit )
		return;

	if( count > CSENTENCE_LRU_MAX )
		count = CSENTENCE_LRU_MAX;

	for( i = 0; i < count; i++ )
		plru[i] = (unsigned char)i;

	// randomize array
	for( i = 0; i < ( count * 4 ); i++ )
	{
		j = RANDOM_LONG( 0, count - 1 );
		k = RANDOM_LONG( 0, count -1 );
		temp = plru[j];
		plru[j] = plru[k];
		plru[k] = temp;
	}
}

// ignore lru. pick next sentence from sentence group. Go in order until we hit the last sentence, 
// then repeat list if freset is true.  If freset is false, then repeat last sentence.
// ipick is passed in as the requested sentence ordinal.
// ipick 'next' is returned.  
// return of -1 indicates an error.

int USENTENCEG_PickSequential( int isentenceg, char *szfound, int ipick, int freset )
{
	const char *szgroupname;
	unsigned char count;

	if( !fSentencesInit )
		return -1;

	if( isentenceg < 0 )
		return -1;

	szgroupname = rgsentenceg[isentenceg].szgroupname;
	count = rgsentenceg[isentenceg].count;

	if( count == 0 )
		return -1;

	if( ipick >= count )
		ipick = count - 1;

	sprintf( szfound, "!%s%d", szgroupname, ipick );

	if( ipick >= count )
	{
		if( freset )
			// reset at end of list
			return 0;
		else
			return count;
	}

	return ipick + 1;
}

// pick a random sentence from rootname0 to rootnameX.
// picks from the rgsentenceg[isentenceg] least
// recently used, modifies lru array. returns the sentencename.
// note, lru must be seeded with 0-n randomized sentence numbers, with the
// rest of the lru filled with -1. The first integer in the lru is
// actually the size of the list.  Returns ipick, the ordinal
// of the picked sentence within the group.

int USENTENCEG_Pick( int isentenceg, char *szfound )
{
	const char *szgroupname;
	unsigned char *plru;
	unsigned char i;
	unsigned char count;
	unsigned char ipick;
	int ffound = FALSE;

	if( !fSentencesInit )
		return -1;

	if( isentenceg < 0 )
		return -1;

	szgroupname = rgsentenceg[isentenceg].szgroupname;
	count = rgsentenceg[isentenceg].count;
	plru = rgsentenceg[isentenceg].rgblru;

	while( !ffound )
	{
		for(i = 0; i < count; i++ )
			if( plru[i] != 0xFF )
			{
				ipick = plru[i];
				plru[i] = 0xFF;
				ffound = TRUE;
				break;
			}

		if( !ffound )
			USENTENCEG_InitLRU( plru, count );
		else
		{
			sprintf( szfound, "!%s%d", szgroupname, ipick );

			return ipick;
		}
	}
	return -1;
}

// ===================== SENTENCE GROUPS, MAIN ROUTINES ========================

// Given sentence group rootname (name without number suffix),
// get sentence group index (isentenceg). Returns -1 if no such name.

int SENTENCEG_GetIndex( const char *szgroupname )
{
	int i;

	if( !fSentencesInit || !szgroupname )
		return -1;

	// search rgsentenceg for match on szgroupname
	i = 0;
	while( rgsentenceg[i].count )
	{
		if( !strcmp( szgroupname, rgsentenceg[i].szgroupname ) )
			return i;
	i++;
	}

	return -1;
}

// given sentence group index, play random sentence for given entity.
// returns ipick - which sentence was picked to 
// play from the group. Ipick is only needed if you plan on stopping
// the sound before playback is done (see SENTENCEG_Stop).

int SENTENCEG_PlayRndI( edict_t *entity, int isentenceg, float volume, float attenuation, int flags, int pitch )
{
	char name[64];
	int ipick;

	if( !fSentencesInit )
		return -1;

	name[0] = 0;

	ipick = USENTENCEG_Pick( isentenceg, name );
	if( ipick > 0 )
		EMIT_SOUND_DYN( entity, CHAN_VOICE, name, volume, attenuation, flags, pitch );
	return ipick;
}

// same as above, but takes sentence group name instead of index

int SENTENCEG_PlayRndSz( edict_t *entity, const char *szgroupname, float volume, float attenuation, int flags, int pitch )
{
	char name[64];
	int ipick;
	int isentenceg;

	if( !fSentencesInit )
		return -1;

	name[0] = 0;

	isentenceg = SENTENCEG_GetIndex( szgroupname );
	if( isentenceg < 0 )
	{
		ALERT( at_console, "No such sentence group %s\n", szgroupname );
		return -1;
	}

	ipick = USENTENCEG_Pick( isentenceg, name );
	if( ipick >= 0 && name[0] )
		EMIT_SOUND_DYN( entity, CHAN_VOICE, name, volume, attenuation, flags, pitch );

	return ipick;
}

// play sentences in sequential order from sentence group.  Reset after last sentence.

int SENTENCEG_PlaySequentialSz( edict_t *entity, const char *szgroupname, float volume, float attenuation, int flags, int pitch, int ipick, int freset )
{
	char name[64];
	int ipicknext;
	int isentenceg;

	if( !fSentencesInit )
		return -1;

	name[0] = 0;

	isentenceg = SENTENCEG_GetIndex(szgroupname);
	if( isentenceg < 0 )
		return -1;

	ipicknext = USENTENCEG_PickSequential(isentenceg, name, ipick, freset );
	if( ipicknext >= 0 && name[0] )
		EMIT_SOUND_DYN( entity, CHAN_VOICE, name, volume, attenuation, flags, pitch );
	return ipicknext;
}

// for this entity, for the given sentence within the sentence group, stop
// the sentence.

void SENTENCEG_Stop( edict_t *entity, int isentenceg, int ipick )
{
	char buffer[64];

	if( !fSentencesInit )
		return;

	if( isentenceg < 0 || ipick < 0 )
		return;
	
	sprintf( buffer, "!%s%d", rgsentenceg[isentenceg].szgroupname, ipick );

	STOP_SOUND( entity, CHAN_VOICE, buffer );
}

// open sentences.txt, scan for groups, build rgsentenceg
// Should be called from world spawn, only works on the
// first call and is ignored subsequently.

void SENTENCEG_Init()
{
	char buffer[512];
	char szgroup[64];
	int i, j;
	int isentencegs;

	if( fSentencesInit )
		return;

	memset( gszallsentencenames, 0, CVOXFILESENTENCEMAX * CBSENTENCENAME_MAX );
	gcallsentences = 0;

	memset( rgsentenceg, 0, CSENTENCEG_MAX * sizeof(SENTENCEG) );
	isentencegs = -1;

	int filePos = 0, fileSize;
	byte *pMemFile = g_engfuncs.pfnLoadFileForMe( "sound/sentences.txt", &fileSize );
	if( !pMemFile )
		return;

	memset( buffer, 0, 512 );
	memset( szgroup, 0, 64 );
	// for each line in the file...
	while( memfgets( pMemFile, fileSize, filePos, buffer, 511 ) != NULL )
	{
		// skip whitespace
		i = 0;
		while( buffer[i] && buffer[i] == ' ' )
			i++;
		
		if( !buffer[i] )
			continue;

		if( buffer[i] == '/' || !isalpha( buffer[i] ) )
			continue;

		// get sentence name
		j = i;
		while( buffer[j] && buffer[j] != ' ' )
			j++;

		if( !buffer[j] )
			continue;

		if( gcallsentences >= CVOXFILESENTENCEMAX )
		{
			ALERT( at_error, "Too many sentences in sentences.txt! >%d\n", gcallsentences );
			break;
		}

		// null-terminate name and save in sentences array
		buffer[j] = 0;
		const char *pString = buffer + i;

		if( strlen( pString ) >= CBSENTENCENAME_MAX )
			ALERT( at_warning, "Sentence %s longer than %d letters\n", pString, CBSENTENCENAME_MAX - 1 );

		strcpy( gszallsentencenames[gcallsentences++], pString );

		j--;
		if( j <= i )
			continue;
		if( !isdigit( buffer[j] ) )
			continue;

		// cut out suffix numbers
		while( j > i && isdigit( buffer[j] ) )
			j--;

		if( j <= i )
			continue;

		buffer[j + 1] = 0;

		// if new name doesn't match previous group name, 
		// make a new group.
		if( strcmp( szgroup, &( buffer[i] ) ) )
		{
			// name doesn't match with prev name,
			// copy name into group, init count to 1
			isentencegs++;
			if( isentencegs >= CSENTENCEG_MAX )
			{
				ALERT( at_error, "Too many sentence groups in sentences.txt!\n" );
				break;
			}

			strcpy( rgsentenceg[isentencegs].szgroupname, &( buffer[i] ) );
			rgsentenceg[isentencegs].count = 1;

			strcpy( szgroup, &( buffer[i] ) );

			continue;
		}
		else
		{
			//name matches with previous, increment group count
			if( isentencegs >= 0 )
				rgsentenceg[isentencegs].count++;
		}
	}

	g_engfuncs.pfnFreeFile( pMemFile );

	fSentencesInit = TRUE;

	// init lru lists

	i = 0;

	while( rgsentenceg[i].count && i < CSENTENCEG_MAX )
	{
		USENTENCEG_InitLRU( &( rgsentenceg[i].rgblru[0] ), rgsentenceg[i].count );
		i++;
	}
}

// convert sentence (sample) name to !sentencenum, return !sentencenum

int SENTENCEG_Lookup( const char *sample, char *sentencenum )
{
	int i;

	// this is a sentence name; lookup sentence number
	// and give to engine as string.
	for( i = 0; i < gcallsentences; i++ )
		if( !stricmp( gszallsentencenames[i], sample + 1 ) )
		{
			if( sentencenum )
			{
				sprintf(sentencenum, "!%d", i);
			}
			return i;
		}
	// sentence name not found!
	return -1;
}

void EMIT_SOUND_DYN( edict_t *entity, int channel, const char *sample, float volume, float attenuation, int flags, int pitch )
{
	if( sample && *sample == '!' )
	{
		char name[32];
		if( SENTENCEG_Lookup( sample, name ) >= 0 )
			EMIT_SOUND_DYN2( entity, channel, name, volume, attenuation, flags, pitch );
		else
			ALERT( at_aiconsole, "Unable to find %s in sentences.txt\n", sample );
	}
	else
		EMIT_SOUND_DYN2( entity, channel, sample, volume, attenuation, flags, pitch );
}

// play a specific sentence over the HEV suit speaker - just pass player entity, and !sentencename

void EMIT_SOUND_SUIT( edict_t *entity, const char *sample )
{
	float fvol;
	int pitch = PITCH_NORM;

	fvol = CVAR_GET_FLOAT( "suitvolume" );
	if( RANDOM_LONG( 0, 1 ) )
		pitch = RANDOM_LONG( 0, 6 ) + 98;

	if( fvol > 0.05f )
		EMIT_SOUND_DYN( entity, CHAN_STATIC, sample, fvol, ATTN_NORM, 0, pitch );
}

// play a sentence, randomly selected from the passed in group id, over the HEV suit speaker

void EMIT_GROUPID_SUIT( edict_t *entity, int isentenceg )
{
	float fvol;
	int pitch = PITCH_NORM;

	fvol = CVAR_GET_FLOAT( "suitvolume" );
	if( RANDOM_LONG( 0, 1 ) )
		pitch = RANDOM_LONG( 0, 6 ) + 98;

	if( fvol > 0.05f )
		SENTENCEG_PlayRndI( entity, isentenceg, fvol, ATTN_NORM, 0, pitch );
}

// play a sentence, randomly selected from the passed in groupname

void EMIT_GROUPNAME_SUIT( edict_t *entity, const char *groupname )
{
	float fvol;
	int pitch = PITCH_NORM;

	fvol = CVAR_GET_FLOAT( "suitvolume" );
	if( RANDOM_LONG( 0, 1 ) )
		pitch = RANDOM_LONG( 0, 6 ) + 98;

	if( fvol > 0.05f )
		SENTENCEG_PlayRndSz( entity, groupname, fvol, ATTN_NORM, 0, pitch );
}

// ===================== MATERIAL TYPE DETECTION, MAIN ROUTINES ========================
// 
// Used to detect the texture the player is standing on, map the
// texture name to a material type.  Play footstep sound based
// on material type.

// open materials.txt,  get size, alloc space, 
// save in array.  Only works first time called, 
// ignored on subsequent calls.

static char *memfgets( byte *pMemFile, int fileSize, int &filePos, char *pBuffer, int bufferSize )
{
	// Bullet-proofing
	if( !pMemFile || !pBuffer )
		return NULL;

	if( filePos >= fileSize )
		return NULL;

	int i = filePos;
	int last = fileSize;

	// fgets always NULL terminates, so only read bufferSize-1 characters
	if( last - filePos > ( bufferSize - 1 ) )
		last = filePos + ( bufferSize - 1 );

	int stop = 0;

	// Stop at the next newline (inclusive) or end of buffer
	while( i < last && !stop )
	{
		if( pMemFile[i] == '\n' )
			stop = 1;
		i++;
	}

	// If we actually advanced the pointer, copy it over
	if( i != filePos )
	{
		// We read in size bytes
		int size = i - filePos;
		// copy it out
		memcpy( pBuffer, pMemFile + filePos, sizeof(byte) * size );

		// If the buffer isn't full, terminate (this is always true)
		if( size < bufferSize )
			pBuffer[size] = 0;

		// Update file pointer
		filePos = i;
		return pBuffer;
	}

	// No data read, bail
	return NULL;
}

// given texture name, find texture type
// if not found, return type 'concrete'

// NOTE: this routine should ONLY be called if the 
// current texture under the player changes!

extern "C" char PM_FindTextureType( char *name );

char TEXTURETYPE_Find( char *name )
{
	return PM_FindTextureType(name);
}

// play a strike sound based on the texture that was hit by the attack traceline.  VecSrc/VecEnd are the
// original traceline endpoints used by the attacker, iBulletType is the type of bullet that hit the texture.
// returns volume of strike instrument (crowbar) to play

float TEXTURETYPE_PlaySound( TraceResult *ptr,  Vector vecSrc, Vector vecEnd, int iBulletType )
{
	// hit the world, try to play sound based on texture material type
	char chTextureType;
	float fvol;
	float fvolbar;
	char szbuffer[64];
	const char *pTextureName;
	float rgfl1[3];
	float rgfl2[3];
	const char *rgsz[4];
	int cnt;
	float fattn = ATTN_NORM;

	if( !g_pGameRules->PlayTextureSounds() )
		return 0.0f;

	CBaseEntity *pEntity = CBaseEntity::Instance( ptr->pHit );

	chTextureType = 0;

	if( pEntity && pEntity->Classify() != CLASS_NONE && pEntity->Classify() != CLASS_MACHINE )
		// hit body
		chTextureType = CHAR_TEX_FLESH;
	else
	{
		// hit world

		// find texture under strike, get material type

		// copy trace vector into array for trace_texture

		vecSrc.CopyToArray( rgfl1 );
		vecEnd.CopyToArray( rgfl2 );

		// get texture from entity or world (world is ent(0))
		if( pEntity )
			pTextureName = TRACE_TEXTURE( ENT( pEntity->pev ), rgfl1, rgfl2 );
		else
			pTextureName = TRACE_TEXTURE( ENT( 0 ), rgfl1, rgfl2 );

		if( pTextureName )
		{
			// strip leading '-0' or '+0~' or '{' or '!'
			if( *pTextureName == '-' || *pTextureName == '+' )
				pTextureName += 2;

			if( *pTextureName == '{' || *pTextureName == '!' || *pTextureName == '~' || *pTextureName == ' ' )
				pTextureName++;
			// '}}'
			strcpy( szbuffer, pTextureName );
			szbuffer[CBTEXTURENAMEMAX - 1] = 0;
	
			// ALERT( at_console, "texture hit: %s\n", szbuffer );

			// get texture type
			chTextureType = TEXTURETYPE_Find( szbuffer );
		}
	}

	switch( chTextureType )
	{
	default:
	case CHAR_TEX_CONCRETE:
		fvol = 0.9f;
		fvolbar = 0.6f;
		rgsz[0] = "player/pl_step1.wav";
		rgsz[1] = "player/pl_step2.wav";
		cnt = 2;
		break;
	case CHAR_TEX_METAL:
		fvol = 0.9f;
		fvolbar = 0.3f;
		rgsz[0] = "player/pl_metal1.wav";
		rgsz[1] = "player/pl_metal2.wav";
		cnt = 2;
		break;
	case CHAR_TEX_DIRT:
		fvol = 0.9f;
		fvolbar = 0.1f;
		rgsz[0] = "player/pl_dirt1.wav";
		rgsz[1] = "player/pl_dirt2.wav";
		rgsz[2] = "player/pl_dirt3.wav";
		cnt = 3;
		break;
	case CHAR_TEX_VENT:
		fvol = 0.5f;
		fvolbar = 0.3f;
		rgsz[0] = "player/pl_duct1.wav";
		rgsz[1] = "player/pl_duct1.wav";
		cnt = 2;
		break;
	case CHAR_TEX_GRATE:
		fvol = 0.9f;
		fvolbar = 0.5f;
		rgsz[0] = "player/pl_grate1.wav";
		rgsz[1] = "player/pl_grate4.wav";
		cnt = 2;
		break;
	case CHAR_TEX_TILE:
		fvol = 0.8f;
		fvolbar = 0.2f;
		rgsz[0] = "player/pl_tile1.wav";
		rgsz[1] = "player/pl_tile3.wav";
		rgsz[2] = "player/pl_tile2.wav";
		rgsz[3] = "player/pl_tile4.wav";
		cnt = 4;
		break;
	case CHAR_TEX_SLOSH:
		fvol = 0.9f;
		fvolbar = 0.0f;
		rgsz[0] = "player/pl_slosh1.wav";
		rgsz[1] = "player/pl_slosh3.wav";
		rgsz[2] = "player/pl_slosh2.wav";
		rgsz[3] = "player/pl_slosh4.wav";
		cnt = 4;
		break;
	case CHAR_TEX_WOOD:
		fvol = 0.9f;
		fvolbar = 0.2f;
		rgsz[0] = "debris/wood1.wav";
		rgsz[1] = "debris/wood2.wav";
		rgsz[2] = "debris/wood3.wav";
		cnt = 3;
		break;
	case CHAR_TEX_GLASS:
	case CHAR_TEX_COMPUTER:
		fvol = 0.8f;
		fvolbar = 0.2f;
		rgsz[0] = "debris/glass1.wav";
		rgsz[1] = "debris/glass2.wav";
		rgsz[2] = "debris/glass3.wav";
		cnt = 3;
		break;
	case CHAR_TEX_FLESH:
		if( iBulletType == BULLET_PLAYER_CROWBAR )
			return 0.0f; // crowbar already makes this sound
		fvol = 1.0f;
		fvolbar = 0.2f;
		rgsz[0] = "weapons/bullet_hit1.wav";
		rgsz[1] = "weapons/bullet_hit2.wav";
		fattn = 1.0f;
		cnt = 2;
		break;
	}

	// did we hit a breakable?
	if( pEntity && FClassnameIs( pEntity->pev, "func_breakable" ) )
	{
		// drop volumes, the object will already play a damaged sound
		fvol /= 1.5f;
		fvolbar /= 2.0f;
	}
	else if( chTextureType == CHAR_TEX_COMPUTER )
	{
		// play random spark if computer
		if( ptr->flFraction != 1.0f && RANDOM_LONG( 0, 1 ) )
		{
			UTIL_Sparks( ptr->vecEndPos );

			float flVolume = RANDOM_FLOAT( 0.7f, 1.0f );//random volume range
			switch( RANDOM_LONG( 0, 1 ) )
			{
				case 0:
					UTIL_EmitAmbientSound( ENT( 0 ), ptr->vecEndPos, "buttons/spark5.wav", flVolume, ATTN_NORM, 0, 100 );
					break;
				case 1:
					UTIL_EmitAmbientSound( ENT( 0 ), ptr->vecEndPos, "buttons/spark6.wav", flVolume, ATTN_NORM, 0, 100 );
					break;
				/*case 0:
					EMIT_SOUND( ENT( pev ), CHAN_VOICE, "buttons/spark5.wav", flVolume, ATTN_NORM );
					break;
				 case 1:
					EMIT_SOUND( ENT( pev ), CHAN_VOICE, "buttons/spark6.wav", flVolume, ATTN_NORM );
					break;*/
			}
		}
	}

	// play material hit sound
	UTIL_EmitAmbientSound( ENT( 0 ), ptr->vecEndPos, rgsz[RANDOM_LONG( 0, cnt - 1 )], fvol, fattn, 0, 96 + RANDOM_LONG( 0, 0xf ) );
	//EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_WEAPON, rgsz[RANDOM_LONG( 0, cnt - 1 )], fvol, ATTN_NORM, 0, 96 + RANDOM_LONG( 0, 0xf ) );

	return fvolbar;
}

// ===================================================================================
//
// Speaker class. Used for announcements per level, for door lock/unlock spoken voice. 
//
class CSpeaker : public CBaseEntity
{
public:
	void KeyValue( KeyValueData *pkvd );
	void Spawn( void );
	void Precache( void );
	void EXPORT ToggleUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
	void EXPORT SpeakerThink( void );

	virtual int Save( CSave &save );
	virtual int Restore( CRestore &restore );
	static TYPEDESCRIPTION m_SaveData[];

	virtual int ObjectCaps( void ) { return ( CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION ); }

	int m_preset;			// preset number
};

LINK_ENTITY_TO_CLASS( speaker, CSpeaker )

TYPEDESCRIPTION	CSpeaker::m_SaveData[] =
{
	DEFINE_FIELD( CSpeaker, m_preset, FIELD_INTEGER ),
};

IMPLEMENT_SAVERESTORE( CSpeaker, CBaseEntity )

//
// ambient_generic - general-purpose user-defined static sound
//
void CSpeaker::Spawn( void )
{
	const char *szSoundFile = STRING( pev->message );

	if( !m_preset && ( FStringNull( pev->message ) || szSoundFile[0] == '\0' ) )
	{
		ALERT( at_error, "SPEAKER with no Level/Sentence! at: %f, %f, %f\n", (double)pev->origin.x, (double)pev->origin.y, (double)pev->origin.z );
		pev->nextthink = gpGlobals->time + 0.1f;
		SetThink( &CBaseEntity::SUB_Remove );
		return;
	}
	pev->solid = SOLID_NOT;
	pev->movetype = MOVETYPE_NONE;

	SetThink( &CSpeaker::SpeakerThink );
	pev->nextthink = 0.0f;

	// allow on/off switching via 'use' function.
	SetUse( &CSpeaker::ToggleUse );

	Precache();
}

#define ANNOUNCE_MINUTES_MIN	0.25f
#define ANNOUNCE_MINUTES_MAX	2.25f

void CSpeaker::Precache( void )
{
	if( !FBitSet( pev->spawnflags, SPEAKER_START_SILENT ) )
		// set first announcement time for random n second
		pev->nextthink = gpGlobals->time + RANDOM_FLOAT( 5.0f, 15.0f );
}
void CSpeaker::SpeakerThink( void )
{
	const char* szSoundFile = "";
	float flvolume = pev->health * 0.1f;
	float flattenuation = 0.3f;
	int flags = 0;
	int pitch = 100;

	// Wait for the talkmonster to finish first.
	if( gpGlobals->time <= CTalkMonster::g_talkWaitTime )
	{
		pev->nextthink = CTalkMonster::g_talkWaitTime + RANDOM_FLOAT( 5.0f, 10.0f );
		return;
	}

	if( m_preset )
	{
		// go lookup preset text, assign szSoundFile
		switch( m_preset )
		{
		case 1:
			szSoundFile =  "C1A0_";
			break;
		case 2:
			szSoundFile =  "C1A1_";
			break;
		case 3:
			szSoundFile =  "C1A2_";
			break;
		case 4:
			szSoundFile =  "C1A3_";
			break;
		case 5:
			szSoundFile =  "C1A4_";
			break; 
		case 6:
			szSoundFile =  "C2A1_";
			break;
		case 7:
			szSoundFile =  "C2A2_";
			break;
		case 8:
			szSoundFile =  "C2A3_";
			break;
		case 9:
			szSoundFile =  "C2A4_";
			break;
		case 10:
			szSoundFile = "C2A5_";
			break;
		case 11:
			szSoundFile = "C3A1_";
			break;
		case 12:
			szSoundFile = "C3A2_";
			break;
		}
	}
	else
		szSoundFile = STRING( pev->message );

	if( szSoundFile[0] == '!' )
	{
		// play single sentence, one shot
		UTIL_EmitAmbientSound( ENT( pev ), pev->origin, szSoundFile,
			flvolume, flattenuation, flags, pitch );

		// shut off and reset
		pev->nextthink = 0.0f;
	}
	else
	{
		// make random announcement from sentence group
		if( SENTENCEG_PlayRndSz( ENT( pev ), szSoundFile, flvolume, flattenuation, flags, pitch ) < 0 )
			ALERT( at_console, "Level Design Error!\nSPEAKER has bad sentence group name: %s\n",szSoundFile ); 

		// set next announcement time for random 5 to 10 minute delay
		pev->nextthink = gpGlobals->time + RANDOM_FLOAT( ANNOUNCE_MINUTES_MIN * 60.0f, ANNOUNCE_MINUTES_MAX * 60.0f );

		CTalkMonster::g_talkWaitTime = gpGlobals->time + 5.0f;		// time delay until it's ok to speak: used so that two NPCs don't talk at once
	}

	return;
}

//
// ToggleUse - if an announcement is pending, cancel it.  If no announcement is pending, start one.
//
void CSpeaker::ToggleUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
	int fActive = ( pev->nextthink > 0.0f );

	// fActive is TRUE only if an announcement is pending

	if( useType != USE_TOGGLE )
	{
		// ignore if we're just turning something on that's already on, or
		// turning something off that's already off.
		if( ( fActive && useType == USE_ON ) || ( !fActive && useType == USE_OFF ) )
			return;
	}

	if( useType == USE_ON )
	{
		// turn on announcements
		pev->nextthink = gpGlobals->time + 0.1f;
		return;
	}

	if( useType == USE_OFF )
	{
		// turn off announcements
		pev->nextthink = 0.0f;
		return;
	}

	// Toggle announcements
	if( fActive )
	{
		// turn off announcements
		pev->nextthink = 0.0f;
	}
	else 
	{
		// turn on announcements
		pev->nextthink = gpGlobals->time + 0.1f;
	}
}

// KeyValue - load keyvalue pairs into member data
// NOTE: called BEFORE spawn!

void CSpeaker::KeyValue( KeyValueData *pkvd )
{
	// preset
	if( FStrEq( pkvd->szKeyName, "preset" ) )
	{
		m_preset = atoi( pkvd->szValue );
		pkvd->fHandled = TRUE;
	}
	else
		CBaseEntity::KeyValue( pkvd );
}