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97 lines
3.9 KiB
97 lines
3.9 KiB
/*** |
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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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#pragma once |
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#if !defined(SOUNDENT_H) |
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#define SOUNDENT_H |
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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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#endif // SOUNDENT_H
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