halflife-photomode/dlls/soundent.cpp

367 lines
9.5 KiB
C++

/***
*
* 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.
*
****/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "soundent.h"
LINK_ENTITY_TO_CLASS(soundent, CSoundEnt);
//=========================================================
// CSound - Clear - zeros all fields for a sound
//=========================================================
void CSound::Clear()
{
m_vecOrigin = g_vecZero;
m_iType = 0;
m_iVolume = 0;
m_flExpireTime = 0;
m_iNext = SOUNDLIST_EMPTY;
m_iNextAudible = 0;
}
//=========================================================
// Reset - clears the volume, origin, and type for a sound,
// but doesn't expire or unlink it.
//=========================================================
void CSound::Reset()
{
m_vecOrigin = g_vecZero;
m_iType = 0;
m_iVolume = 0;
m_iNext = SOUNDLIST_EMPTY;
}
//=========================================================
// FIsSound - returns true if the sound is an Audible sound
//=========================================================
bool CSound::FIsSound()
{
if ((m_iType & (bits_SOUND_COMBAT | bits_SOUND_WORLD | bits_SOUND_PLAYER | bits_SOUND_DANGER)) != 0)
{
return true;
}
return false;
}
//=========================================================
// FIsScent - returns true if the sound is actually a scent
//=========================================================
bool CSound::FIsScent()
{
if ((m_iType & (bits_SOUND_CARCASS | bits_SOUND_MEAT | bits_SOUND_GARBAGE)) != 0)
{
return true;
}
return false;
}
//=========================================================
// Spawn
//=========================================================
void CSoundEnt::Spawn()
{
pev->solid = SOLID_NOT;
Initialize();
pev->nextthink = gpGlobals->time + 1;
}
//=========================================================
// Think - at interval, the entire active sound list is checked
// for sounds that have ExpireTimes less than or equal
// to the current world time, and these sounds are deallocated.
//=========================================================
void CSoundEnt::Think()
{
int iSound;
int iPreviousSound;
pev->nextthink = gpGlobals->time + 0.3; // how often to check the sound list.
iPreviousSound = SOUNDLIST_EMPTY;
iSound = m_iActiveSound;
while (iSound != SOUNDLIST_EMPTY)
{
if (m_SoundPool[iSound].m_flExpireTime <= gpGlobals->time && m_SoundPool[iSound].m_flExpireTime != SOUND_NEVER_EXPIRE)
{
int iNext = m_SoundPool[iSound].m_iNext;
// move this sound back into the free list
FreeSound(iSound, iPreviousSound);
iSound = iNext;
}
else
{
iPreviousSound = iSound;
iSound = m_SoundPool[iSound].m_iNext;
}
}
if (m_fShowReport)
{
ALERT(at_aiconsole, "Soundlist: %d / %d (%d)\n", ISoundsInList(SOUNDLISTTYPE_ACTIVE), ISoundsInList(SOUNDLISTTYPE_FREE), ISoundsInList(SOUNDLISTTYPE_ACTIVE) - m_cLastActiveSounds);
m_cLastActiveSounds = ISoundsInList(SOUNDLISTTYPE_ACTIVE);
}
}
//=========================================================
// Precache - dummy function
//=========================================================
void CSoundEnt::Precache()
{
}
//=========================================================
// FreeSound - clears the passed active sound and moves it
// to the top of the free list. TAKE CARE to only call this
// function for sounds in the Active list!!
//=========================================================
void CSoundEnt::FreeSound(int iSound, int iPrevious)
{
if (!pSoundEnt)
{
// no sound ent!
return;
}
if (iPrevious != SOUNDLIST_EMPTY)
{
// iSound is not the head of the active list, so
// must fix the index for the Previous sound
// pSoundEnt->m_SoundPool[ iPrevious ].m_iNext = m_SoundPool[ iSound ].m_iNext;
pSoundEnt->m_SoundPool[iPrevious].m_iNext = pSoundEnt->m_SoundPool[iSound].m_iNext;
}
else
{
// the sound we're freeing IS the head of the active list.
pSoundEnt->m_iActiveSound = pSoundEnt->m_SoundPool[iSound].m_iNext;
}
// make iSound the head of the Free list.
pSoundEnt->m_SoundPool[iSound].m_iNext = pSoundEnt->m_iFreeSound;
pSoundEnt->m_iFreeSound = iSound;
}
//=========================================================
// IAllocSound - moves a sound from the Free list to the
// Active list returns the index of the alloc'd sound
//=========================================================
int CSoundEnt::IAllocSound()
{
int iNewSound;
if (m_iFreeSound == SOUNDLIST_EMPTY)
{
// no free sound!
ALERT(at_console, "Free Sound List is full!\n");
return SOUNDLIST_EMPTY;
}
// there is at least one sound available, so move it to the
// Active sound list, and return its SoundPool index.
iNewSound = m_iFreeSound; // copy the index of the next free sound
m_iFreeSound = m_SoundPool[m_iFreeSound].m_iNext; // move the index down into the free list.
m_SoundPool[iNewSound].m_iNext = m_iActiveSound; // point the new sound at the top of the active list.
m_iActiveSound = iNewSound; // now make the new sound the top of the active list. You're done.
return iNewSound;
}
//=========================================================
// InsertSound - Allocates a free sound and fills it with
// sound info.
//=========================================================
void CSoundEnt::InsertSound(int iType, const Vector& vecOrigin, int iVolume, float flDuration)
{
int iThisSound;
if (!pSoundEnt)
{
// no sound ent!
return;
}
iThisSound = pSoundEnt->IAllocSound();
if (iThisSound == SOUNDLIST_EMPTY)
{
ALERT(at_console, "Could not AllocSound() for InsertSound() (DLL)\n");
return;
}
pSoundEnt->m_SoundPool[iThisSound].m_vecOrigin = vecOrigin;
pSoundEnt->m_SoundPool[iThisSound].m_iType = iType;
pSoundEnt->m_SoundPool[iThisSound].m_iVolume = iVolume;
pSoundEnt->m_SoundPool[iThisSound].m_flExpireTime = gpGlobals->time + flDuration;
}
//=========================================================
// Initialize - clears all sounds and moves them into the
// free sound list.
//=========================================================
void CSoundEnt::Initialize()
{
int i;
int iSound;
m_cLastActiveSounds;
m_iFreeSound = 0;
m_iActiveSound = SOUNDLIST_EMPTY;
for (i = 0; i < MAX_WORLD_SOUNDS; i++)
{ // clear all sounds, and link them into the free sound list.
m_SoundPool[i].Clear();
m_SoundPool[i].m_iNext = i + 1;
}
m_SoundPool[i - 1].m_iNext = SOUNDLIST_EMPTY; // terminate the list here.
// now reserve enough sounds for each client
for (i = 0; i < gpGlobals->maxClients; i++)
{
iSound = pSoundEnt->IAllocSound();
if (iSound == SOUNDLIST_EMPTY)
{
ALERT(at_console, "Could not AllocSound() for Client Reserve! (DLL)\n");
return;
}
pSoundEnt->m_SoundPool[iSound].m_flExpireTime = SOUND_NEVER_EXPIRE;
}
if (CVAR_GET_FLOAT("displaysoundlist") == 1)
{
m_fShowReport = true;
}
else
{
m_fShowReport = false;
}
}
//=========================================================
// ISoundsInList - returns the number of sounds in the desired
// sound list.
//=========================================================
int CSoundEnt::ISoundsInList(int iListType)
{
int iThisSound = [=]()
{
switch (iListType)
{
case SOUNDLISTTYPE_FREE: return m_iFreeSound;
case SOUNDLISTTYPE_ACTIVE: return m_iActiveSound;
default:
ALERT(at_console, "Unknown Sound List Type!\n");
return SOUNDLIST_EMPTY;
}
}();
int i = 0;
while (iThisSound != SOUNDLIST_EMPTY)
{
i++;
iThisSound = m_SoundPool[iThisSound].m_iNext;
}
return i;
}
//=========================================================
// ActiveList - returns the head of the active sound list
//=========================================================
int CSoundEnt::ActiveList()
{
if (!pSoundEnt)
{
return SOUNDLIST_EMPTY;
}
return pSoundEnt->m_iActiveSound;
}
//=========================================================
// FreeList - returns the head of the free sound list
//=========================================================
int CSoundEnt::FreeList()
{
if (!pSoundEnt)
{
return SOUNDLIST_EMPTY;
}
return pSoundEnt->m_iFreeSound;
}
//=========================================================
// SoundPointerForIndex - returns a pointer to the instance
// of CSound at index's position in the sound pool.
//=========================================================
CSound* CSoundEnt::SoundPointerForIndex(int iIndex)
{
if (!pSoundEnt)
{
return NULL;
}
if (iIndex > (MAX_WORLD_SOUNDS - 1))
{
ALERT(at_console, "SoundPointerForIndex() - Index too large!\n");
return NULL;
}
if (iIndex < 0)
{
ALERT(at_console, "SoundPointerForIndex() - Index < 0!\n");
return NULL;
}
return &pSoundEnt->m_SoundPool[iIndex];
}
//=========================================================
// Clients are numbered from 1 to MAXCLIENTS, but the client
// reserved sounds in the soundlist are from 0 to MAXCLIENTS - 1,
// so this function ensures that a client gets the proper index
// to his reserved sound in the soundlist.
//=========================================================
int CSoundEnt::ClientSoundIndex(edict_t* pClient)
{
int iReturn = ENTINDEX(pClient) - 1;
#ifdef _DEBUG
if (iReturn < 0 || iReturn > gpGlobals->maxClients)
{
ALERT(at_console, "** ClientSoundIndex returning a bogus value! **\n");
}
#endif // _DEBUG
return iReturn;
}