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265 lines
8.2 KiB
265 lines
8.2 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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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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#ifndef SOUNDENT_H
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#define SOUNDENT_H
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#ifdef _WIN32
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#pragma once
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#endif
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enum
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{
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MAX_WORLD_SOUNDS_SP = 64, // Maximum number of sounds handled by the world at one time in single player.
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// This is also the number of entries saved in a savegame file (for b/w compatibility).
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MAX_WORLD_SOUNDS_MP = 128 // The sound array size is set this large but we'll only use gpGlobals->maxPlayers+32 entries in mp.
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};
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enum
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{
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SOUND_NONE = 0,
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SOUND_COMBAT = 0x00000001,
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SOUND_WORLD = 0x00000002,
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SOUND_PLAYER = 0x00000004,
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SOUND_DANGER = 0x00000008,
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SOUND_BULLET_IMPACT = 0x00000010,
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SOUND_CARCASS = 0x00000020,
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SOUND_MEAT = 0x00000040,
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SOUND_GARBAGE = 0x00000080,
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SOUND_THUMPER = 0x00000100, // keeps certain creatures at bay
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SOUND_BUGBAIT = 0x00000200, // gets the antlion's attention
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SOUND_PHYSICS_DANGER = 0x00000400,
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SOUND_DANGER_SNIPERONLY = 0x00000800, // only scares the sniper NPC.
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SOUND_MOVE_AWAY = 0x00001000,
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SOUND_PLAYER_VEHICLE = 0x00002000,
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SOUND_READINESS_LOW = 0x00004000, // Changes listener's readiness (Player Companion only)
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SOUND_READINESS_MEDIUM = 0x00008000,
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SOUND_READINESS_HIGH = 0x00010000,
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// Contexts begin here.
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SOUND_CONTEXT_FROM_SNIPER = 0x00100000, // additional context for SOUND_DANGER
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SOUND_CONTEXT_GUNFIRE = 0x00200000, // Added to SOUND_COMBAT
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SOUND_CONTEXT_MORTAR = 0x00400000, // Explosion going to happen here.
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SOUND_CONTEXT_COMBINE_ONLY = 0x00800000, // Only combine can hear sounds marked this way
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SOUND_CONTEXT_REACT_TO_SOURCE = 0x01000000, // React to sound source's origin, not sound's location
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SOUND_CONTEXT_EXPLOSION = 0x02000000, // Context added to SOUND_COMBAT, usually.
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SOUND_CONTEXT_EXCLUDE_COMBINE = 0x04000000, // Combine do NOT hear this
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SOUND_CONTEXT_DANGER_APPROACH = 0x08000000, // Treat as a normal danger sound if you see the source, otherwise turn to face source.
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SOUND_CONTEXT_ALLIES_ONLY = 0x10000000, // Only player allies can hear this sound
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SOUND_CONTEXT_PLAYER_VEHICLE = 0x20000000, // HACK: need this because we're not treating the SOUND_xxx values as true bit values! See switch in OnListened.
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ALL_CONTEXTS = 0xFFF00000,
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ALL_SCENTS = SOUND_CARCASS | SOUND_MEAT | SOUND_GARBAGE,
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ALL_SOUNDS = 0x000FFFFF & ~ALL_SCENTS,
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};
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// Make as many of these as you want.
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enum
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{
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SOUNDENT_CHANNEL_UNSPECIFIED = 0,
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SOUNDENT_CHANNEL_REPEATING,
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SOUNDENT_CHANNEL_REPEATED_DANGER, // for things that make danger sounds frequently.
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SOUNDENT_CHANNEL_REPEATED_PHYSICS_DANGER,
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SOUNDENT_CHANNEL_WEAPON,
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SOUNDENT_CHANNEL_INJURY,
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SOUNDENT_CHANNEL_BULLET_IMPACT,
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SOUNDENT_CHANNEL_NPC_FOOTSTEP,
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SOUNDENT_CHANNEL_SPOOKY_NOISE, // made by zombies in darkness
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SOUNDENT_CHANNEL_ZOMBINE_GRENADE,
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};
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enum
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{
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SOUNDLIST_EMPTY = -1
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};
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#define SOUNDENT_VOLUME_MACHINEGUN 1500.0
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#define SOUNDENT_VOLUME_SHOTGUN 1500.0
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#define SOUNDENT_VOLUME_PISTOL 1500.0
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#define SOUNDENT_VOLUME_EMPTY 500.0 // volume of the "CLICK" when you have no bullets
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enum
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{
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SOUND_PRIORITY_VERY_LOW = -2,
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SOUND_PRIORITY_LOW,
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SOUND_PRIORITY_NORMAL = 0,
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SOUND_PRIORITY_HIGH,
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SOUND_PRIORITY_VERY_HIGH,
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SOUND_PRIORITY_HIGHEST,
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};
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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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DECLARE_SIMPLE_DATADESC();
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public:
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bool DoesSoundExpire() const;
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float SoundExpirationTime() const;
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void SetSoundOrigin( const Vector &vecOrigin ) { m_vecOrigin = vecOrigin; }
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const Vector& GetSoundOrigin( void ) { return m_vecOrigin; }
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const Vector& GetSoundReactOrigin( void );
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bool FIsSound( void );
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bool FIsScent( void );
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bool IsSoundType( int nSoundFlags ) const;
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int SoundType( ) const;
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int SoundContext() const;
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int SoundTypeNoContext( ) const;
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int Volume( ) const;
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float OccludedVolume() { return m_iVolume * m_flOcclusionScale; }
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int NextSound() const;
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void Reset ( void );
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int SoundChannel( void ) const;
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bool ValidateOwner() const;
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EHANDLE m_hOwner; // sound's owner
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EHANDLE m_hTarget; // Sounds's target - an odd concept. For a gunfire sound, the target is the entity being fired at
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int m_iVolume; // how loud the sound is
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float m_flOcclusionScale; // How loud the sound is when occluded by the world. (volume * occlusionscale)
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int m_iType; // what type of sound this is
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int m_iNextAudible; // temporary link that NPCs use to build a list of audible sounds
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private:
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void Clear ( void );
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float m_flExpireTime; // when the sound should be purged from the list
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short m_iNext; // index of next sound in this list ( Active or Free )
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bool m_bNoExpirationTime;
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int m_ownerChannelIndex;
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Vector m_vecOrigin; // sound's location in space
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bool m_bHasOwner; // Lets us know if this sound was created with an owner. In case the owner goes null.
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#ifdef DEBUG
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int m_iMyIndex; // debugging
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#endif
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friend class CSoundEnt;
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};
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inline bool CSound::DoesSoundExpire() const
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{
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return m_bNoExpirationTime == false;
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}
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inline float CSound::SoundExpirationTime() const
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{
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return m_bNoExpirationTime ? FLT_MAX : m_flExpireTime;
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}
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inline bool CSound::IsSoundType( int nSoundFlags ) const
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{
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return (m_iType & nSoundFlags) != 0;
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}
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inline int CSound::SoundType( ) const
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{
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return m_iType;
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}
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inline int CSound::SoundContext( ) const
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{
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return m_iType & ALL_CONTEXTS;
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}
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inline int CSound::SoundTypeNoContext( ) const
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{
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return m_iType & ~ALL_CONTEXTS;
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}
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inline int CSound::Volume( ) const
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{
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return m_iVolume;
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}
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inline int CSound::NextSound() const
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{
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return m_iNext;
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}
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inline int CSound::SoundChannel( void ) const
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{
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return m_ownerChannelIndex;
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}
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// The owner is considered valid if:
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// -The sound never had an assigned owner (quite common)
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// -The sound was assigned an owner and that owner still exists
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inline bool CSound::ValidateOwner( void ) const
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{
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return ( !m_bHasOwner || (m_hOwner.Get() != NULL) );
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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 CPointEntity
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{
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DECLARE_DATADESC();
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public:
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DECLARE_CLASS( CSoundEnt, CPointEntity );
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// Construction, destruction
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static bool InitSoundEnt();
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static void ShutdownSoundEnt();
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CSoundEnt();
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virtual ~CSoundEnt();
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virtual void OnRestore();
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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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int ObjectCaps( void ) { return BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
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static void InsertSound ( int iType, const Vector &vecOrigin, int iVolume, float flDuration, CBaseEntity *pOwner = NULL, int soundChannelIndex = SOUNDENT_CHANNEL_UNSPECIFIED, CBaseEntity *pSoundTarget = NULL );
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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 CSound* GetLoudestSoundOfType( int iType, const Vector &vecEarPosition );
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static int ClientSoundIndex ( edict_t *pClient );
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bool IsEmpty( void );
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int ISoundsInList ( int iListType );
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int IAllocSound ( void );
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int FindOrAllocateSound( CBaseEntity *pOwner, int soundChannelIndex );
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private:
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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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CSound m_SoundPool[ MAX_WORLD_SOUNDS_MP ];
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};
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//-----------------------------------------------------------------------------
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// Inline methods
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//-----------------------------------------------------------------------------
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inline bool CSoundEnt::IsEmpty( void )
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{
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return m_iActiveSound == SOUNDLIST_EMPTY;
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}
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#endif //SOUNDENT_H
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