//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //===========================================================================// #include "cbase.h" #include "soundscape.h" #include "datamap.h" #include "soundscape_system.h" #include "triggers.h" #include "saverestore_utlvector.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" ConVar soundscape_debug( "soundscape_debug", "0", FCVAR_CHEAT, "When on, draws lines to all env_soundscape entities. Green lines show the active soundscape, red lines show soundscapes that aren't in range, and white lines show soundscapes that are in range, but not the active soundscape." ); // ----------------------------------------------------------------------------- // // CEnvSoundscapeProxy stuff. // ----------------------------------------------------------------------------- // LINK_ENTITY_TO_CLASS( env_soundscape_proxy, CEnvSoundscapeProxy ); BEGIN_DATADESC( CEnvSoundscapeProxy ) DEFINE_KEYFIELD( m_MainSoundscapeName, FIELD_STRING, "MainSoundscapeName" ) END_DATADESC() CEnvSoundscapeProxy::CEnvSoundscapeProxy() { m_MainSoundscapeName = NULL_STRING; } void CEnvSoundscapeProxy::Activate() { if ( m_MainSoundscapeName != NULL_STRING ) { CBaseEntity *pEntity = gEntList.FindEntityByName( NULL, m_MainSoundscapeName ); if ( pEntity ) { m_hProxySoundscape = dynamic_cast< CEnvSoundscape* >( pEntity ); } } if ( m_hProxySoundscape ) { // Copy the relevant parameters from our main soundscape. m_soundscapeIndex = m_hProxySoundscape->m_soundscapeIndex; for ( int i=0; i < ARRAYSIZE( m_positionNames ); i++ ) m_positionNames[i] = m_hProxySoundscape->m_positionNames[i]; } else { Warning( "env_soundscape_proxy can't find target soundscape: '%s'\n", STRING( m_MainSoundscapeName ) ); } BaseClass::Activate(); } // ----------------------------------------------------------------------------- // // CEnvSoundscape stuff. // ----------------------------------------------------------------------------- // LINK_ENTITY_TO_CLASS( env_soundscape, CEnvSoundscape ); BEGIN_DATADESC( CEnvSoundscape ) DEFINE_KEYFIELD( m_flRadius, FIELD_FLOAT, "radius" ), // don't save, recomputed on load //DEFINE_FIELD( m_soundscapeIndex, FIELD_INTEGER ), DEFINE_FIELD( m_soundscapeName, FIELD_STRING ), DEFINE_FIELD( m_hProxySoundscape, FIELD_EHANDLE ), // Silence, Classcheck! // DEFINE_ARRAY( m_positionNames, FIELD_STRING, 4 ), DEFINE_KEYFIELD( m_positionNames[0], FIELD_STRING, "position0" ), DEFINE_KEYFIELD( m_positionNames[1], FIELD_STRING, "position1" ), DEFINE_KEYFIELD( m_positionNames[2], FIELD_STRING, "position2" ), DEFINE_KEYFIELD( m_positionNames[3], FIELD_STRING, "position3" ), DEFINE_KEYFIELD( m_positionNames[4], FIELD_STRING, "position4" ), DEFINE_KEYFIELD( m_positionNames[5], FIELD_STRING, "position5" ), DEFINE_KEYFIELD( m_positionNames[6], FIELD_STRING, "position6" ), DEFINE_KEYFIELD( m_positionNames[7], FIELD_STRING, "position7" ), DEFINE_KEYFIELD( m_bDisabled, FIELD_BOOLEAN, "StartDisabled" ), DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ), DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ), DEFINE_INPUTFUNC( FIELD_VOID, "ToggleEnabled", InputToggleEnabled ), DEFINE_OUTPUT( m_OnPlay, "OnPlay" ), END_DATADESC() CEnvSoundscape::CEnvSoundscape() { m_soundscapeName = NULL_STRING; m_soundscapeIndex = -1; m_soundscapeEntityId = -1; m_bDisabled = false; g_SoundscapeSystem.AddSoundscapeEntity( this ); } CEnvSoundscape::~CEnvSoundscape() { g_SoundscapeSystem.RemoveSoundscapeEntity( this ); } void CEnvSoundscape::InputEnable( inputdata_t &inputdata ) { if (!IsEnabled()) { Enable(); } } void CEnvSoundscape::InputDisable( inputdata_t &inputdata ) { if (IsEnabled()) { Disable(); } } void CEnvSoundscape::InputToggleEnabled( inputdata_t &inputdata ) { if ( IsEnabled() ) { Disable(); } else { Enable(); } } //----------------------------------------------------------------------------- // Purpose: Returns whether the laser is currently active. //----------------------------------------------------------------------------- bool CEnvSoundscape::IsEnabled( void ) const { return !m_bDisabled; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CEnvSoundscape::Disable( void ) { m_bDisabled = true; // Reset if we are the currently active soundscape } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CEnvSoundscape::Enable( void ) { m_bDisabled = false; // Force the player to recheck soundscapes } bool CEnvSoundscape::KeyValue( const char *szKeyName, const char *szValue ) { if (FStrEq(szKeyName, "soundscape")) { m_soundscapeName = AllocPooledString( szValue ); } else return BaseClass::KeyValue( szKeyName, szValue ); return true; } // returns true if the given sound entity is in range // and can see the given player entity (pTarget) bool CEnvSoundscape::InRangeOfPlayer( CBasePlayer *pTarget ) { Vector vecSpot1 = EarPosition(); Vector vecSpot2 = pTarget->EarPosition(); // calc range from sound entity to player Vector vecRange = vecSpot2 - vecSpot1; float range = vecRange.Length(); if ( m_flRadius > range || m_flRadius == -1 ) { trace_t tr; UTIL_TraceLine( vecSpot1, vecSpot2, MASK_SOLID_BRUSHONLY|MASK_WATER, pTarget, COLLISION_GROUP_NONE, &tr ); if ( tr.fraction == 1 && !tr.startsolid ) { return true; } } return false; } int CEnvSoundscape::UpdateTransmitState() { // Always transmit all soundscapes to the player. return SetTransmitState( FL_EDICT_ALWAYS ); } void CEnvSoundscape::WriteAudioParamsTo( audioparams_t &audio ) { audio.ent.Set( this ); audio.soundscapeIndex = m_soundscapeIndex; audio.localBits = 0; for ( int i = 0; i < ARRAYSIZE(m_positionNames); i++ ) { if ( m_positionNames[i] != NULL_STRING ) { // We are a valid entity for a sound position CBaseEntity *pEntity = gEntList.FindEntityByName( NULL, m_positionNames[i], this, this ); if ( pEntity ) { audio.localBits |= 1<GetAbsOrigin() ); } } } m_OnPlay.FireOutput( this, this ); } // // A client that is visible and in range of a sound entity will // have its soundscape set by that sound entity. If two or more // sound entities are contending for a client, then the nearest // sound entity to the client will set the client's soundscape. // A client's soundscape will remain set to its prior value until // a new in-range, visible sound entity resets a new soundscape. // // CONSIDER: if player in water state, autoset and underwater soundscape? void CEnvSoundscape::UpdateForPlayer( ss_update_t &update ) { if ( !IsEnabled() ) { if ( update.pCurrentSoundscape == this ) { update.pCurrentSoundscape = NULL; update.currentDistance = 0; update.bInRange = false; } return; } // calc range from sound entity to player Vector target = EarPosition(); float range = (update.playerPosition - target).Length(); if ( update.pCurrentSoundscape == this ) { update.currentDistance = range; update.bInRange = false; if ( m_flRadius > range || m_flRadius == -1 ) { trace_t tr; update.traceCount++; UTIL_TraceLine( target, update.playerPosition, MASK_SOLID_BRUSHONLY|MASK_WATER, update.pPlayer, COLLISION_GROUP_NONE, &tr ); if ( tr.fraction == 1 && !tr.startsolid ) { update.bInRange = true; } } } else { if ( (!update.bInRange || range < update.currentDistance ) && (m_flRadius > range || m_flRadius == -1) ) { trace_t tr; update.traceCount++; UTIL_TraceLine( target, update.playerPosition, MASK_SOLID_BRUSHONLY|MASK_WATER, update.pPlayer, COLLISION_GROUP_NONE, &tr ); if ( tr.fraction == 1 && !tr.startsolid ) { audioparams_t &audio = update.pPlayer->GetAudioParams(); WriteAudioParamsTo( audio ); update.pCurrentSoundscape = this; update.bInRange = true; update.currentDistance = range; } } } if ( soundscape_debug.GetBool() ) { // draw myself NDebugOverlay::Box(GetAbsOrigin(), Vector(-10,-10,-10), Vector(10,10,10), 255, 0, 255, 64, NDEBUG_PERSIST_TILL_NEXT_SERVER ); if ( update.pPlayer ) { audioparams_t &audio = update.pPlayer->GetAudioParams(); if ( audio.ent.Get() != this ) { if ( InRangeOfPlayer( update.pPlayer ) ) { NDebugOverlay::Line( GetAbsOrigin(), update.pPlayer->WorldSpaceCenter(), 255, 255, 255, true, NDEBUG_PERSIST_TILL_NEXT_SERVER ); } else { NDebugOverlay::Line( GetAbsOrigin(), update.pPlayer->WorldSpaceCenter(), 255, 0, 0, true, NDEBUG_PERSIST_TILL_NEXT_SERVER ); } } else { if ( InRangeOfPlayer( update.pPlayer ) ) { NDebugOverlay::Line( GetAbsOrigin(), update.pPlayer->WorldSpaceCenter(), 0, 255, 0, true, NDEBUG_PERSIST_TILL_NEXT_SERVER ); } else { NDebugOverlay::Line( GetAbsOrigin(), update.pPlayer->WorldSpaceCenter(), 255, 170, 0, true, NDEBUG_PERSIST_TILL_NEXT_SERVER ); } // also draw lines to each sound position. // we don't store the number of local sound positions, just a bitvector of which ones are on. unsigned int soundbits = audio.localBits.Get(); float periodic = 2.0f * sin((fmod(gpGlobals->curtime,2.0f) - 1.0f) * M_PI); // = -4f .. 4f for (int ii = 0 ; ii < NUM_AUDIO_LOCAL_SOUNDS ; ++ii ) { if ( soundbits & (1 << ii) ) { const Vector &soundLoc = audio.localSound.Get(ii); NDebugOverlay::Line( GetAbsOrigin(), soundLoc, 0, 32 , 255 , false, NDEBUG_PERSIST_TILL_NEXT_SERVER ); NDebugOverlay::Cross3D( soundLoc, 16.0f + periodic, 0, 0, 255, false, NDEBUG_PERSIST_TILL_NEXT_SERVER ); } } } } NDebugOverlay::EntityTextAtPosition( GetAbsOrigin(), 0, STRING(m_soundscapeName), NDEBUG_PERSIST_TILL_NEXT_SERVER ); } } // // env_soundscape - spawn a sound entity that will set player soundscape // when player moves in range and sight. // // void CEnvSoundscape::Spawn( ) { Precache(); // Because the soundscape has no model, need to make sure it doesn't get culled from the PVS for this reason and therefore // never exist on the client, etc. AddEFlags( EFL_FORCE_CHECK_TRANSMIT ); } void CEnvSoundscape::Precache() { if ( m_soundscapeName == NULL_STRING ) { DevMsg("Found soundscape entity with no soundscape name.\n" ); return; } m_soundscapeIndex = g_SoundscapeSystem.GetSoundscapeIndex( STRING(m_soundscapeName) ); if ( IsX360()) { g_SoundscapeSystem.PrecacheSounds( m_soundscapeIndex ); } if ( !g_SoundscapeSystem.IsValidIndex( m_soundscapeIndex ) ) { DevWarning("Can't find soundscape: %s\n", STRING(m_soundscapeName) ); } } void CEnvSoundscape::DrawDebugGeometryOverlays( void ) { if ( m_debugOverlays & (OVERLAY_BBOX_BIT|OVERLAY_PIVOT_BIT|OVERLAY_ABSBOX_BIT) ) { CBasePlayer *pPlayer = UTIL_PlayerByIndex(1); if ( pPlayer ) { audioparams_t &audio = pPlayer->GetAudioParams(); if ( audio.ent.Get() != this ) { CBaseEntity *pEnt = pPlayer; // ->GetSoundscapeListener(); if ( pEnt ) { NDebugOverlay::Line(GetAbsOrigin(), pEnt->WorldSpaceCenter(), 255, 0, 255, false, 0 ); } } } } BaseClass::DrawDebugGeometryOverlays(); } // ---------------------------------------------------------------------------------------------------- // // CEnvSoundscapeTriggerable // ---------------------------------------------------------------------------------------------------- // LINK_ENTITY_TO_CLASS( env_soundscape_triggerable, CEnvSoundscapeTriggerable ); BEGIN_DATADESC( CEnvSoundscapeTriggerable ) END_DATADESC() CEnvSoundscapeTriggerable::CEnvSoundscapeTriggerable() { } void CEnvSoundscapeTriggerable::DelegateStartTouch( CBaseEntity *pEnt ) { CBasePlayer *pPlayer = dynamic_cast< CBasePlayer* >( pEnt ); if ( !pPlayer ) return; // Just in case.. we shouldn't already be in the player's list because it should have // called DelegateEndTouch, but this seems to happen when they're noclipping. pPlayer->m_hTriggerSoundscapeList.FindAndRemove( this ); // Add us to the player's list of soundscapes and pPlayer->m_hTriggerSoundscapeList.AddToHead( this ); WriteAudioParamsTo( pPlayer->GetAudioParams() ); } void CEnvSoundscapeTriggerable::DelegateEndTouch( CBaseEntity *pEnt ) { CBasePlayer *pPlayer = dynamic_cast< CBasePlayer* >( pEnt ); if ( !pPlayer ) return; // Remove us from the ent's list of soundscapes. pPlayer->m_hTriggerSoundscapeList.FindAndRemove( this ); while ( pPlayer->m_hTriggerSoundscapeList.Count() > 0 ) { CEnvSoundscapeTriggerable *pSS = dynamic_cast< CEnvSoundscapeTriggerable* >( pPlayer->m_hTriggerSoundscapeList[0].Get() ); if ( pSS ) { // Make this one current. pSS->WriteAudioParamsTo( pPlayer->GetAudioParams() ); return; } else { pPlayer->m_hTriggerSoundscapeList.Remove( 0 ); } } // No soundscapes left. pPlayer->GetAudioParams().ent = NULL; } void CEnvSoundscapeTriggerable::Think() { // Overrides the base class's think and prevents it from running at all. } // ---------------------------------------------------------------------------------------------------- // // CTriggerSoundscape // ---------------------------------------------------------------------------------------------------- // class CTriggerSoundscape : public CBaseTrigger { public: DECLARE_CLASS( CTriggerSoundscape, CBaseTrigger ); DECLARE_DATADESC(); CTriggerSoundscape(); virtual void StartTouch( CBaseEntity *pOther ); virtual void EndTouch( CBaseEntity *pOther ); virtual void Spawn(); virtual void Activate(); void PlayerUpdateThink(); private: CHandle m_hSoundscape; string_t m_SoundscapeName; CUtlVector m_spectators; // spectators in our volume }; LINK_ENTITY_TO_CLASS( trigger_soundscape, CTriggerSoundscape ); BEGIN_DATADESC( CTriggerSoundscape ) DEFINE_THINKFUNC( PlayerUpdateThink ), DEFINE_KEYFIELD( m_SoundscapeName, FIELD_STRING, "soundscape" ), DEFINE_FIELD( m_hSoundscape, FIELD_EHANDLE ), DEFINE_UTLVECTOR( m_spectators, FIELD_EHANDLE ), END_DATADESC() CTriggerSoundscape::CTriggerSoundscape() { } void CTriggerSoundscape::StartTouch( CBaseEntity *pOther ) { if ( m_hSoundscape ) m_hSoundscape->DelegateStartTouch( pOther ); BaseClass::StartTouch( pOther ); } void CTriggerSoundscape::EndTouch( CBaseEntity *pOther ) { if ( m_hSoundscape ) m_hSoundscape->DelegateEndTouch( pOther ); BaseClass::EndTouch( pOther ); } void CTriggerSoundscape::Spawn() { BaseClass::Spawn(); InitTrigger(); SetThink( &CTriggerSoundscape::PlayerUpdateThink ); SetNextThink( gpGlobals->curtime + 0.2 ); } void CTriggerSoundscape::Activate() { m_hSoundscape = dynamic_cast< CEnvSoundscapeTriggerable* >( gEntList.FindEntityByName( NULL, m_SoundscapeName ) ); BaseClass::Activate(); } // look for dead/spectating players in our volume, to call touch on void CTriggerSoundscape::PlayerUpdateThink() { int i; SetNextThink( gpGlobals->curtime + 0.2 ); CUtlVector oldSpectators; oldSpectators = m_spectators; m_spectators.RemoveAll(); for ( i=1; i <= gpGlobals->maxClients; ++i ) { CBasePlayer *player = UTIL_PlayerByIndex( i ); if ( !player ) continue; if ( player->IsAlive() ) continue; // if the spectator is intersecting the trigger, track it, and start a touch if it is just starting to touch if ( Intersects( player ) ) { if ( !oldSpectators.HasElement( player ) ) { StartTouch( player ); } m_spectators.AddToTail( player ); } } // check for spectators who are no longer intersecting for ( i=0; i