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.
268 lines
8.3 KiB
268 lines
8.3 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
// $NoKeywords: $
|
|
//
|
|
//=============================================================================//
|
|
// Soundent.h - the entity that spawns when the world
|
|
// spawns, and handles the world's active and free sound
|
|
// lists.
|
|
|
|
#ifndef SOUNDENT_H
|
|
#define SOUNDENT_H
|
|
|
|
#ifdef _WIN32
|
|
#pragma once
|
|
#endif
|
|
|
|
enum
|
|
{
|
|
MAX_WORLD_SOUNDS_SP = 64, // Maximum number of sounds handled by the world at one time in single player.
|
|
// This is also the number of entries saved in a savegame file (for b/w compatibility).
|
|
|
|
MAX_WORLD_SOUNDS_MP = 128 // The sound array size is set this large but we'll only use gpGlobals->maxPlayers+32 entries in mp.
|
|
};
|
|
|
|
enum
|
|
{
|
|
SOUND_NONE = 0,
|
|
SOUND_COMBAT = 0x00000001,
|
|
SOUND_WORLD = 0x00000002,
|
|
SOUND_PLAYER = 0x00000004,
|
|
SOUND_DANGER = 0x00000008,
|
|
SOUND_BULLET_IMPACT = 0x00000010,
|
|
SOUND_CARCASS = 0x00000020,
|
|
SOUND_MEAT = 0x00000040,
|
|
SOUND_GARBAGE = 0x00000080,
|
|
SOUND_THUMPER = 0x00000100, // keeps certain creatures at bay
|
|
SOUND_BUGBAIT = 0x00000200, // gets the antlion's attention
|
|
SOUND_PHYSICS_DANGER = 0x00000400,
|
|
SOUND_DANGER_SNIPERONLY = 0x00000800, // only scares the sniper NPC.
|
|
SOUND_MOVE_AWAY = 0x00001000,
|
|
SOUND_PLAYER_VEHICLE = 0x00002000,
|
|
SOUND_READINESS_LOW = 0x00004000, // Changes listener's readiness (Player Companion only)
|
|
SOUND_READINESS_MEDIUM = 0x00008000,
|
|
SOUND_READINESS_HIGH = 0x00010000,
|
|
|
|
// Contexts begin here.
|
|
SOUND_CONTEXT_FROM_SNIPER = 0x00100000, // additional context for SOUND_DANGER
|
|
SOUND_CONTEXT_GUNFIRE = 0x00200000, // Added to SOUND_COMBAT
|
|
SOUND_CONTEXT_MORTAR = 0x00400000, // Explosion going to happen here.
|
|
SOUND_CONTEXT_COMBINE_ONLY = 0x00800000, // Only combine can hear sounds marked this way
|
|
SOUND_CONTEXT_REACT_TO_SOURCE = 0x01000000, // React to sound source's origin, not sound's location
|
|
SOUND_CONTEXT_EXPLOSION = 0x02000000, // Context added to SOUND_COMBAT, usually.
|
|
SOUND_CONTEXT_EXCLUDE_COMBINE = 0x04000000, // Combine do NOT hear this
|
|
SOUND_CONTEXT_DANGER_APPROACH = 0x08000000, // Treat as a normal danger sound if you see the source, otherwise turn to face source.
|
|
SOUND_CONTEXT_ALLIES_ONLY = 0x10000000, // Only player allies can hear this sound
|
|
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.
|
|
SOUND_CONTEXT_FROM_FIRE = 0x40000000, // A fire is nearby
|
|
SOUND_CONTEXT_FOLLOW_OWNER = 0x80000000, // The sound origin is at the owner
|
|
|
|
ALL_CONTEXTS = 0xFFF00000,
|
|
|
|
ALL_SCENTS = SOUND_CARCASS | SOUND_MEAT | SOUND_GARBAGE,
|
|
|
|
ALL_SOUNDS = 0x000FFFFF & ~ALL_SCENTS,
|
|
|
|
};
|
|
|
|
// Make as many of these as you want.
|
|
enum
|
|
{
|
|
SOUNDENT_CHANNEL_UNSPECIFIED = 0,
|
|
SOUNDENT_CHANNEL_REPEATING,
|
|
SOUNDENT_CHANNEL_REPEATED_DANGER, // for things that make danger sounds frequently.
|
|
SOUNDENT_CHANNEL_REPEATED_PHYSICS_DANGER,
|
|
SOUNDENT_CHANNEL_WEAPON,
|
|
SOUNDENT_CHANNEL_INJURY,
|
|
SOUNDENT_CHANNEL_BULLET_IMPACT,
|
|
SOUNDENT_CHANNEL_NPC_FOOTSTEP,
|
|
SOUNDENT_CHANNEL_SPOOKY_NOISE, // made by zombies in darkness
|
|
SOUNDENT_CHANNEL_ZOMBINE_GRENADE,
|
|
};
|
|
|
|
enum
|
|
{
|
|
SOUNDLIST_EMPTY = -1
|
|
};
|
|
|
|
#define SOUNDENT_VOLUME_MACHINEGUN 1500.0
|
|
#define SOUNDENT_VOLUME_SHOTGUN 1500.0
|
|
#define SOUNDENT_VOLUME_PISTOL 1500.0
|
|
#define SOUNDENT_VOLUME_EMPTY 500.0 // volume of the "CLICK" when you have no bullets
|
|
|
|
enum
|
|
{
|
|
SOUND_PRIORITY_VERY_LOW = -2,
|
|
SOUND_PRIORITY_LOW,
|
|
SOUND_PRIORITY_NORMAL = 0,
|
|
SOUND_PRIORITY_HIGH,
|
|
SOUND_PRIORITY_VERY_HIGH,
|
|
SOUND_PRIORITY_HIGHEST,
|
|
};
|
|
|
|
//=========================================================
|
|
// CSound - an instance of a sound in the world.
|
|
//=========================================================
|
|
class CSound
|
|
{
|
|
DECLARE_SIMPLE_DATADESC();
|
|
|
|
public:
|
|
bool DoesSoundExpire() const;
|
|
float SoundExpirationTime() const;
|
|
void SetSoundOrigin( const Vector &vecOrigin ) { m_vecOrigin = vecOrigin; }
|
|
const Vector& GetSoundOrigin( void );
|
|
const Vector& GetSoundReactOrigin( void );
|
|
bool FIsSound( void );
|
|
bool FIsScent( void );
|
|
bool IsSoundType( int nSoundFlags ) const;
|
|
int SoundType( ) const;
|
|
int SoundContext() const;
|
|
int SoundTypeNoContext( ) const;
|
|
int Volume( ) const;
|
|
float OccludedVolume() { return m_iVolume * m_flOcclusionScale; }
|
|
int NextSound() const;
|
|
void Reset ( void );
|
|
int SoundChannel( void ) const;
|
|
bool ValidateOwner() const;
|
|
|
|
EHANDLE m_hOwner; // sound's owner
|
|
EHANDLE m_hTarget; // Sounds's target - an odd concept. For a gunfire sound, the target is the entity being fired at
|
|
int m_iVolume; // how loud the sound is
|
|
float m_flOcclusionScale; // How loud the sound is when occluded by the world. (volume * occlusionscale)
|
|
int m_iType; // what type of sound this is
|
|
int m_iNextAudible; // temporary link that NPCs use to build a list of audible sounds
|
|
|
|
private:
|
|
void Clear ( void );
|
|
|
|
float m_flExpireTime; // when the sound should be purged from the list
|
|
short m_iNext; // index of next sound in this list ( Active or Free )
|
|
bool m_bNoExpirationTime;
|
|
int m_ownerChannelIndex;
|
|
|
|
Vector m_vecOrigin; // sound's location in space
|
|
|
|
bool m_bHasOwner; // Lets us know if this sound was created with an owner. In case the owner goes null.
|
|
|
|
#ifdef DEBUG
|
|
int m_iMyIndex; // debugging
|
|
#endif
|
|
|
|
friend class CSoundEnt;
|
|
};
|
|
|
|
inline bool CSound::DoesSoundExpire() const
|
|
{
|
|
return m_bNoExpirationTime == false;
|
|
}
|
|
|
|
inline float CSound::SoundExpirationTime() const
|
|
{
|
|
return m_bNoExpirationTime ? FLT_MAX : m_flExpireTime;
|
|
}
|
|
|
|
inline bool CSound::IsSoundType( int nSoundFlags ) const
|
|
{
|
|
return (m_iType & nSoundFlags) != 0;
|
|
}
|
|
|
|
inline int CSound::SoundType( ) const
|
|
{
|
|
return m_iType;
|
|
}
|
|
|
|
inline int CSound::SoundContext( ) const
|
|
{
|
|
return m_iType & ALL_CONTEXTS;
|
|
}
|
|
|
|
inline int CSound::SoundTypeNoContext( ) const
|
|
{
|
|
return m_iType & ~ALL_CONTEXTS;
|
|
}
|
|
|
|
inline int CSound::Volume( ) const
|
|
{
|
|
return m_iVolume;
|
|
}
|
|
|
|
inline int CSound::NextSound() const
|
|
{
|
|
return m_iNext;
|
|
}
|
|
|
|
inline int CSound::SoundChannel( void ) const
|
|
{
|
|
return m_ownerChannelIndex;
|
|
}
|
|
|
|
// The owner is considered valid if:
|
|
// -The sound never had an assigned owner (quite common)
|
|
// -The sound was assigned an owner and that owner still exists
|
|
inline bool CSound::ValidateOwner( void ) const
|
|
{
|
|
return ( !m_bHasOwner || (m_hOwner.Get() != NULL) );
|
|
}
|
|
|
|
//=========================================================
|
|
// CSoundEnt - a single instance of this entity spawns when
|
|
// the world spawns. The SoundEnt's job is to update the
|
|
// world's Free and Active sound lists.
|
|
//=========================================================
|
|
class CSoundEnt : public CPointEntity
|
|
{
|
|
DECLARE_DATADESC();
|
|
|
|
public:
|
|
DECLARE_CLASS( CSoundEnt, CPointEntity );
|
|
|
|
// Construction, destruction
|
|
static bool InitSoundEnt();
|
|
static void ShutdownSoundEnt();
|
|
|
|
CSoundEnt();
|
|
virtual ~CSoundEnt();
|
|
|
|
virtual void OnRestore();
|
|
void Precache ( void );
|
|
void Spawn( void );
|
|
void Think( void );
|
|
void Initialize ( void );
|
|
int ObjectCaps( void ) { return BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
|
|
|
|
static int InsertSound ( int iType, const Vector &vecOrigin, int iVolume, float flDuration, CBaseEntity *pOwner = NULL, int soundChannelIndex = SOUNDENT_CHANNEL_UNSPECIFIED, CBaseEntity *pSoundTarget = NULL );
|
|
static int ActiveList( void );// return the head of the active list
|
|
static CSound* SoundPointerForIndex( int iIndex );// return a pointer for this index in the sound list
|
|
static CSound* GetLoudestSoundOfType( int iType, const Vector &vecEarPosition );
|
|
static int ClientSoundIndex ( edict_t *pClient );
|
|
static void FreeSound( int iSound );
|
|
|
|
bool IsEmpty( void );
|
|
int ISoundsInList ( int iListType );
|
|
int IAllocSound ( void );
|
|
int FindOrAllocateSound( CBaseEntity *pOwner, int soundChannelIndex );
|
|
|
|
private:
|
|
static void FreeSound ( int iSound, int iPrevious );
|
|
static int FreeList( void );// return the head of the free list
|
|
|
|
int m_iFreeSound; // index of the first sound in the free sound list
|
|
int m_iActiveSound; // indes of the first sound in the active sound list
|
|
int m_cLastActiveSounds; // keeps track of the number of active sounds at the last update. (for diagnostic work)
|
|
CSound m_SoundPool[ MAX_WORLD_SOUNDS_MP ];
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Inline methods
|
|
//-----------------------------------------------------------------------------
|
|
inline bool CSoundEnt::IsEmpty( void )
|
|
{
|
|
return m_iActiveSound == SOUNDLIST_EMPTY;
|
|
}
|
|
|
|
|
|
#endif //SOUNDENT_H
|