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