/*** * * 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. * ****/ #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "soundent.h" LINK_ENTITY_TO_CLASS( soundent, CSoundEnt ) CSoundEnt *pSoundEnt; //========================================================= // CSound - Clear - zeros all fields for a sound //========================================================= void CSound::Clear( void ) { m_vecOrigin = g_vecZero; m_iType = 0; m_iVolume = 0; m_flExpireTime = 0; m_iNext = SOUNDLIST_EMPTY; m_iNextAudible = 0; } //========================================================= // Reset - clears the volume, origin, and type for a sound, // but doesn't expire or unlink it. //========================================================= void CSound::Reset( void ) { m_vecOrigin = g_vecZero; m_iType = 0; m_iVolume = 0; m_iNext = SOUNDLIST_EMPTY; } //========================================================= // FIsSound - returns TRUE if the sound is an Audible sound //========================================================= BOOL CSound::FIsSound( void ) { if( m_iType & ( bits_SOUND_COMBAT | bits_SOUND_WORLD | bits_SOUND_PLAYER | bits_SOUND_DANGER ) ) { return TRUE; } return FALSE; } //========================================================= // FIsScent - returns TRUE if the sound is actually a scent //========================================================= BOOL CSound::FIsScent( void ) { if( m_iType & ( bits_SOUND_CARCASS | bits_SOUND_MEAT | bits_SOUND_GARBAGE ) ) { return TRUE; } return FALSE; } //========================================================= // Spawn //========================================================= void CSoundEnt::Spawn( void ) { pev->solid = SOLID_NOT; Initialize(); SetNextThink( 1.0f ); } //========================================================= // Think - at interval, the entire active sound list is checked // for sounds that have ExpireTimes less than or equal // to the current world time, and these sounds are deallocated. //========================================================= void CSoundEnt::Think( void ) { int iSound; int iPreviousSound; SetNextThink( 0.3f );// how often to check the sound list. iPreviousSound = SOUNDLIST_EMPTY; iSound = m_iActiveSound; while( iSound != SOUNDLIST_EMPTY ) { if( m_SoundPool[ iSound ].m_flExpireTime <= gpGlobals->time && m_SoundPool[ iSound ].m_flExpireTime != SOUND_NEVER_EXPIRE ) { int iNext = m_SoundPool[ iSound ].m_iNext; // move this sound back into the free list FreeSound( iSound, iPreviousSound ); iSound = iNext; } else { iPreviousSound = iSound; iSound = m_SoundPool[ iSound ].m_iNext; } } if( m_fShowReport ) { ALERT( at_aiconsole, "Soundlist: %d / %d (%d)\n", ISoundsInList( SOUNDLISTTYPE_ACTIVE ),ISoundsInList( SOUNDLISTTYPE_FREE ), ISoundsInList( SOUNDLISTTYPE_ACTIVE ) - m_cLastActiveSounds ); m_cLastActiveSounds = ISoundsInList( SOUNDLISTTYPE_ACTIVE ); } } //========================================================= // Precache - dummy function //========================================================= void CSoundEnt::Precache( void ) { } //========================================================= // FreeSound - clears the passed active sound and moves it // to the top of the free list. TAKE CARE to only call this // function for sounds in the Active list!! //========================================================= void CSoundEnt::FreeSound( int iSound, int iPrevious ) { if( !pSoundEnt ) { // no sound ent! return; } if( iPrevious != SOUNDLIST_EMPTY ) { // iSound is not the head of the active list, so // must fix the index for the Previous sound //pSoundEnt->m_SoundPool[iPrevious].m_iNext = m_SoundPool[iSound].m_iNext; pSoundEnt->m_SoundPool[iPrevious].m_iNext = pSoundEnt->m_SoundPool[iSound].m_iNext; } else { // the sound we're freeing IS the head of the active list. pSoundEnt->m_iActiveSound = pSoundEnt->m_SoundPool[iSound].m_iNext; } // make iSound the head of the Free list. pSoundEnt->m_SoundPool[iSound].m_iNext = pSoundEnt->m_iFreeSound; pSoundEnt->m_iFreeSound = iSound; } //========================================================= // IAllocSound - moves a sound from the Free list to the // Active list returns the index of the alloc'd sound //========================================================= int CSoundEnt::IAllocSound( void ) { int iNewSound; if( m_iFreeSound == SOUNDLIST_EMPTY ) { // no free sound! ALERT( at_console, "Free Sound List is full!\n" ); return SOUNDLIST_EMPTY; } // there is at least one sound available, so move it to the // Active sound list, and return its SoundPool index. iNewSound = m_iFreeSound;// copy the index of the next free sound m_iFreeSound = m_SoundPool[m_iFreeSound].m_iNext;// move the index down into the free list. m_SoundPool[iNewSound].m_iNext = m_iActiveSound;// point the new sound at the top of the active list. m_iActiveSound = iNewSound;// now make the new sound the top of the active list. You're done. return iNewSound; } //========================================================= // InsertSound - Allocates a free sound and fills it with // sound info. //========================================================= void CSoundEnt::InsertSound( int iType, const Vector &vecOrigin, int iVolume, float flDuration ) { int iThisSound; if( !pSoundEnt ) { // no sound ent! return; } iThisSound = pSoundEnt->IAllocSound(); if( iThisSound == SOUNDLIST_EMPTY ) { ALERT( at_console, "Could not AllocSound() for InsertSound() (DLL)\n" ); return; } pSoundEnt->m_SoundPool[iThisSound].m_vecOrigin = vecOrigin; pSoundEnt->m_SoundPool[iThisSound].m_iType = iType; pSoundEnt->m_SoundPool[iThisSound].m_iVolume = iVolume; pSoundEnt->m_SoundPool[iThisSound].m_flExpireTime = gpGlobals->time + flDuration; } //========================================================= // Initialize - clears all sounds and moves them into the // free sound list. //========================================================= void CSoundEnt::Initialize( void ) { int i; int iSound; m_cLastActiveSounds = 0; m_iFreeSound = 0; m_iActiveSound = SOUNDLIST_EMPTY; for( i = 0; i < MAX_WORLD_SOUNDS; i++ ) { // clear all sounds, and link them into the free sound list. m_SoundPool[i].Clear(); m_SoundPool[i].m_iNext = i + 1; } m_SoundPool[i - 1].m_iNext = SOUNDLIST_EMPTY;// terminate the list here. // now reserve enough sounds for each client for( i = 0; i < gpGlobals->maxClients; i++ ) { iSound = pSoundEnt->IAllocSound(); if( iSound == SOUNDLIST_EMPTY ) { ALERT( at_console, "Could not AllocSound() for Client Reserve! (DLL)\n" ); return; } pSoundEnt->m_SoundPool[iSound].m_flExpireTime = SOUND_NEVER_EXPIRE; } if( CVAR_GET_FLOAT( "displaysoundlist" ) == 1 ) { m_fShowReport = TRUE; } else { m_fShowReport = FALSE; } } //========================================================= // ISoundsInList - returns the number of sounds in the desired // sound list. //========================================================= int CSoundEnt::ISoundsInList( int iListType ) { int i; int iThisSound = 0; if( iListType == SOUNDLISTTYPE_FREE ) { iThisSound = m_iFreeSound; } else if( iListType == SOUNDLISTTYPE_ACTIVE ) { iThisSound = m_iActiveSound; } else { ALERT( at_console, "Unknown Sound List Type!\n" ); } if( iThisSound == SOUNDLIST_EMPTY ) { return 0; } i = 0; while( iThisSound != SOUNDLIST_EMPTY ) { i++; iThisSound = m_SoundPool[iThisSound].m_iNext; } return i; } //========================================================= // ActiveList - returns the head of the active sound list //========================================================= int CSoundEnt::ActiveList( void ) { if( !pSoundEnt ) { return SOUNDLIST_EMPTY; } return pSoundEnt->m_iActiveSound; } //========================================================= // FreeList - returns the head of the free sound list //========================================================= int CSoundEnt::FreeList( void ) { if( !pSoundEnt ) { return SOUNDLIST_EMPTY; } return pSoundEnt->m_iFreeSound; } //========================================================= // SoundPointerForIndex - returns a pointer to the instance // of CSound at index's position in the sound pool. //========================================================= CSound *CSoundEnt::SoundPointerForIndex( int iIndex ) { if( !pSoundEnt ) { return NULL; } if( iIndex > ( MAX_WORLD_SOUNDS - 1 ) ) { ALERT( at_console, "SoundPointerForIndex() - Index too large!\n" ); return NULL; } if( iIndex < 0 ) { ALERT( at_console, "SoundPointerForIndex() - Index < 0!\n" ); return NULL; } return &pSoundEnt->m_SoundPool[iIndex]; } //========================================================= // Clients are numbered from 1 to MAXCLIENTS, but the client // reserved sounds in the soundlist are from 0 to MAXCLIENTS - 1, // so this function ensures that a client gets the proper index // to his reserved sound in the soundlist. //========================================================= int CSoundEnt::ClientSoundIndex( edict_t *pClient ) { int iReturn = ENTINDEX( pClient ) - 1; #ifdef _DEBUG if( iReturn < 0 || iReturn > gpGlobals->maxClients ) { ALERT( at_console, "** ClientSoundIndex returning a bogus value! **\n" ); } #endif // _DEBUG return iReturn; }