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//===== Copyright � 1996-2005, 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"
#include "gamerules.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_soundscapeEntityId, 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 && g_pGameRules->AllowSoundscapes(); }
//-----------------------------------------------------------------------------
// 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 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; }
void CEnvSoundscape::WriteAudioParamsTo( audioparams_t &audio ) { if ( !g_SoundscapeSystem.IsValidIndex( m_soundscapeIndex ) ) { Warning("Setting invalid soundscape, %s, as the active soundscape. There is probably no script entry matching this name. BUG THIS!\n", STRING(m_soundscapeName) ); }
audio.entIndex = m_soundscapeEntityId; 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<<i; audio.localSound.Set( i, pEntity->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.entIndex != m_soundscapeEntityId ) { 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(); }
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 ( IsGameConsole()) { 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_GetListenServerHost(); if ( pPlayer ) { audioparams_t &audio = pPlayer->GetAudioParams(); if ( audio.entIndex != m_soundscapeEntityId ) { 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().entIndex = 0; }
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<CEnvSoundscapeTriggerable> m_hSoundscape; string_t m_SoundscapeName;
CUtlVector<CBasePlayerHandle> 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<CBasePlayerHandle> 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<oldSpectators.Count(); ++i ) { CBasePlayer *player = oldSpectators[i];
if ( !player ) continue;
if ( !m_spectators.HasElement( player ) ) { EndTouch( player ); } } }
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