You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
387 lines
9.8 KiB
387 lines
9.8 KiB
/*** |
|
* |
|
* 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(); |
|
|
|
pev->nextthink = gpGlobals->time + 1; |
|
} |
|
|
|
//========================================================= |
|
// 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; |
|
|
|
pev->nextthink = gpGlobals->time + 0.3;// 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; |
|
} |
|
|
|
void GGM_CleanSoundEnt( void ) |
|
{ |
|
if( !pSoundEnt ) |
|
return; |
|
pSoundEnt->pev->flags |= FL_KILLME; |
|
pSoundEnt = NULL; |
|
} |
|
|
|
|