Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#include "cbase.h"
#include "ModelSoundsCache.h"
#include "studio.h"
#include "eventlist.h"
#include "scriptevent.h"
extern ISoundEmitterSystemBase *soundemitterbase;
CStudioHdr *ModelSoundsCache_LoadModel( char const *filename );
void ModelSoundsCache_PrecacheScriptSound( const char *soundname );
void ModelSoundsCache_FinishModel( CStudioHdr *hdr );
//-----------------------------------------------------------------------------
// Purpose:
// Input : *hdr -
// Output : static void
//-----------------------------------------------------------------------------
void VerifySequenceIndex( CStudioHdr *pstudiohdr );
// HACK: This must match the #define in cl_animevent.h in the client .dll code!!!
#define CL_EVENT_SOUND 5004
#define CL_EVENT_FOOTSTEP_LEFT 6004
#define CL_EVENT_FOOTSTEP_RIGHT 6005
#define CL_EVENT_MFOOTSTEP_LEFT 6006
#define CL_EVENT_MFOOTSTEP_RIGHT 6007
extern ISoundEmitterSystemBase *soundemitterbase;
CModelSoundsCache::CModelSoundsCache()
{
}
CModelSoundsCache::CModelSoundsCache( const CModelSoundsCache& src )
{
sounds = src.sounds;
}
char const *CModelSoundsCache::GetSoundName( int index )
{
return soundemitterbase->GetSoundName( sounds[ index ] );
}
void CModelSoundsCache::Save( CUtlBuffer& buf )
{
buf.PutShort( sounds.Count() );
for ( int i = 0; i < sounds.Count(); ++i )
{
buf.PutString( GetSoundName( i ) );
}
}
void CModelSoundsCache::Restore( CUtlBuffer& buf )
{
MEM_ALLOC_CREDIT();
unsigned short c;
c = (unsigned short)buf.GetShort();
for ( int i = 0; i < c; ++i )
{
char soundname[ 512 ];
buf.GetString( soundname );
int idx = soundemitterbase->GetSoundIndex( soundname );
if ( idx != -1 )
{
Assert( idx <= 65535 );
if ( sounds.Find( idx ) == sounds.InvalidIndex() )
{
sounds.AddToTail( (unsigned short)idx );
}
}
}
}
void CModelSoundsCache::Rebuild( char const *filename )
{
sounds.RemoveAll();
CStudioHdr *hdr = ModelSoundsCache_LoadModel( filename );
if ( hdr )
{
// Precache all sounds referenced in animation events
BuildAnimationEventSoundList( hdr, sounds );
ModelSoundsCache_FinishModel( hdr );
}
}
void CModelSoundsCache::PrecacheSoundList()
{
for ( int i = 0; i < sounds.Count(); ++i )
{
ModelSoundsCache_PrecacheScriptSound( GetSoundName( i ) );
}
}
//-----------------------------------------------------------------------------
// Purpose: Static method
// Input : sounds -
// *soundname -
//-----------------------------------------------------------------------------
void CModelSoundsCache::FindOrAddScriptSound( CUtlVector< unsigned short >& sounds, char const *soundname )
{
int soundindex = soundemitterbase->GetSoundIndex( soundname );
if ( soundindex != -1 )
{
// Only add it once per model...
if ( sounds.Find( soundindex ) == sounds.InvalidIndex() )
{
MEM_ALLOC_CREDIT();
sounds.AddToTail( soundindex );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Static method
// Input : *hdr -
// sounds -
//-----------------------------------------------------------------------------
void CModelSoundsCache::BuildAnimationEventSoundList( CStudioHdr *hdr, CUtlVector< unsigned short >& sounds )
{
Assert( hdr );
// force animation event resolution!!!
VerifySequenceIndex( hdr );
// Find all animation events which fire off sound script entries...
for ( int iSeq=0; iSeq < hdr->GetNumSeq(); iSeq++ )
{
mstudioseqdesc_t *pSeq = &hdr->pSeqdesc( iSeq );
// Now read out all the sound events with their timing
for ( int iEvent=0; iEvent < (int)pSeq->numevents; iEvent++ )
{
mstudioevent_t *pEvent = pSeq->pEvent( iEvent );
switch ( pEvent->event )
{
default:
{
if ( pEvent->type & AE_TYPE_NEWEVENTSYSTEM )
{
if ( pEvent->event == AE_SV_PLAYSOUND )
{
FindOrAddScriptSound( sounds, pEvent->pszOptions() );
}
}
}
break;
// Old-style client .dll animation event
case CL_EVENT_SOUND:
{
FindOrAddScriptSound( sounds, pEvent->pszOptions() );
}
break;
case CL_EVENT_FOOTSTEP_LEFT:
case CL_EVENT_FOOTSTEP_RIGHT:
{
char soundname[256];
char const *options = pEvent->pszOptions();
if ( !options || !options[0] )
{
options = "NPC_CombineS";
}
Q_snprintf( soundname, 256, "%s.RunFootstepLeft", options );
FindOrAddScriptSound( sounds, soundname );
Q_snprintf( soundname, 256, "%s.RunFootstepRight", options );
FindOrAddScriptSound( sounds, soundname );
Q_snprintf( soundname, 256, "%s.FootstepLeft", options );
FindOrAddScriptSound( sounds, soundname );
Q_snprintf( soundname, 256, "%s.FootstepRight", options );
FindOrAddScriptSound( sounds, soundname );
}
break;
case AE_CL_PLAYSOUND:
{
if ( !( pEvent->type & AE_TYPE_CLIENT ) )
break;
if ( pEvent->pszOptions()[0] )
{
FindOrAddScriptSound( sounds, pEvent->pszOptions() );
}
else
{
Warning( "-- Error --: empty soundname, .qc error on AE_CL_PLAYSOUND in model %s, sequence %s, animevent # %i\n",
hdr->pszName(), pSeq->pszLabel(), iEvent+1 );
}
}
break;
case SCRIPT_EVENT_SOUND:
{
FindOrAddScriptSound( sounds, pEvent->pszOptions() );
}
break;
case SCRIPT_EVENT_SOUND_VOICE:
{
FindOrAddScriptSound( sounds, pEvent->pszOptions() );
}
break;
}
}
}
}