/*** * * 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 //========================================================= // Soundent.h - the entity that spawns when the world // 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. #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. #define bits_ALL_SOUNDS 0xFFFFFFFF #define SOUNDLIST_EMPTY -1 #define SOUNDLISTTYPE_FREE 1 // identifiers passed to functions that can operate on either list, to indicate which list to operate on. #define SOUNDLISTTYPE_ACTIVE 2 #define SOUND_NEVER_EXPIRE -1 // with this set as a sound's ExpireTime, the sound will never expire. //========================================================= // 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(); }; //========================================================= // 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 CBaseEntity { 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. private: CSound m_SoundPool[MAX_WORLD_SOUNDS]; }; inline CSoundEnt* pSoundEnt;