halflife-photomode/dlls/soundent.h

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/***
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*
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#pragma once
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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
// lists.
//=========================================================
#define MAX_WORLD_SOUNDS 64 // maximum number of sounds handled by the world at one time.
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#define bits_SOUND_NONE 0
#define bits_SOUND_COMBAT (1 << 0) // gunshots, explosions
#define bits_SOUND_WORLD (1 << 1) // door opening/closing, glass breaking
#define bits_SOUND_PLAYER (1 << 2) // all noises generated by player. walking, shooting, falling, splashing
#define bits_SOUND_CARCASS (1 << 3) // dead body
#define bits_SOUND_MEAT (1 << 4) // gib or pork chop
#define bits_SOUND_DANGER (1 << 5) // pending danger. Grenade that is about to explode, explosive barrel that is damaged, falling crate
#define bits_SOUND_GARBAGE (1 << 6) // trash cans, banana peels, old fast food bags.
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#define bits_ALL_SOUNDS 0xFFFFFFFF
#define SOUNDLIST_EMPTY -1
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#define SOUNDLISTTYPE_FREE 1 // identifiers passed to functions that can operate on either list, to indicate which list to operate on.
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#define SOUNDLISTTYPE_ACTIVE 2
#define SOUND_NEVER_EXPIRE -1 // with this set as a sound's ExpireTime, the sound will never expire.
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//=========================================================
// CSound - an instance of a sound in the world.
//=========================================================
class CSound
{
public:
void Clear();
void Reset();
Vector m_vecOrigin; // sound's location in space
int m_iType; // what type of sound this is
int m_iVolume; // how loud the sound is
float m_flExpireTime; // when the sound should be purged from the list
int m_iNext; // index of next sound in this list ( Active or Free )
int m_iNextAudible; // temporary link that monsters use to build a list of audible sounds
bool FIsSound();
bool FIsScent();
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};
//=========================================================
// CSoundEnt - a single instance of this entity spawns when
// the world spawns. The SoundEnt's job is to update the
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// world's Free and Active sound lists.
//=========================================================
class CSoundEnt : public CBaseEntity
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{
public:
void Precache() override;
void Spawn() override;
void Think() override;
void Initialize();
static void InsertSound(int iType, const Vector& vecOrigin, int iVolume, float flDuration);
static void FreeSound(int iSound, int iPrevious);
static int ActiveList(); // return the head of the active list
static int FreeList(); // return the head of the free list
static CSound* SoundPointerForIndex(int iIndex); // return a pointer for this index in the sound list
static int ClientSoundIndex(edict_t* pClient);
bool IsEmpty() { return m_iActiveSound == SOUNDLIST_EMPTY; }
int ISoundsInList(int iListType);
int IAllocSound();
int ObjectCaps() override { return FCAP_DONT_SAVE; }
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)
bool m_fShowReport; // if true, dump information about free/active sounds.
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private:
CSound m_SoundPool[MAX_WORLD_SOUNDS];
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};
inline CSoundEnt* pSoundEnt;