/* * * This program is free software; you can redistribute it and/or modify it * under the terms of the GNU General Public License as published by the * Free Software Foundation; either version 2 of the License, or (at * your option) any later version. * * This program is distributed in the hope that it will be useful, but * WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * In addition, as a special exception, the author gives permission to * link the code of this program with the Half-Life Game Engine ("HL * Engine") and Modified Game Libraries ("MODs") developed by Valve, * L.L.C ("Valve"). You must obey the GNU General Public License in all * respects for all of the code used other than the HL Engine and MODs * from Valve. If you modify this file, you may extend this exception * to your version of the file, but you are not obligated to do so. If * you do not wish to do so, delete this exception statement from your * version. * */ #ifndef SOUNDENT_H #define SOUNDENT_H #ifdef _WIN32 #pragma once #endif // 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(); BOOL FIsSound(); BOOL FIsScent(); public: 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 }; // 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: virtual void Spawn(); virtual void Precache(); virtual int ObjectCaps() { return FCAP_DONT_SAVE; } virtual void Think(); #ifdef HOOK_GAMEDLL void Spawn_(); void Precache_(); void Think_(); #endif public: void Initialize(); static void InsertSound(int iType, const Vector &vecOrigin, int iVolume, float flDuration); static void FreeSound(int iSound, int iPrevious); // return the head of the active list static int ActiveList(); // return the head of the free list static int FreeList(); // return a pointer for this index in the sound list static CSound *SoundPointerForIndex(int iIndex); static int ClientSoundIndex(edict_t *pClient); BOOL IsEmpty() const { return m_iActiveSound == SOUNDLIST_EMPTY; } int ISoundsInList(int iListType); int IAllocSound(); public: 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 ]; }; extern CSoundEnt *pSoundEnt; #endif // SOUNDENT_H