ReGameDLL_CS/regamedll/dlls/soundent.cpp
2017-11-23 00:43:30 +07:00

335 lines
7.6 KiB
C++

#include "precompiled.h"
CSoundEnt *pSoundEnt = nullptr;
// The entity that spawns when the world spawns,
// and handles the world's active and free sound lists.
LINK_ENTITY_TO_CLASS(soundent, CSoundEnt, CCSSoundEnt)
// 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_iNext = SOUNDLIST_EMPTY;
m_iType = 0;
m_iVolume = 0;
}
// FIsSound - returns TRUE if the sound is an Audible sound
NOXREF BOOL CSound::FIsSound()
{
if (m_iType & (bits_SOUND_COMBAT | bits_SOUND_WORLD | bits_SOUND_PLAYER | bits_SOUND_DANGER))
{
return TRUE;
}
return FALSE;
}
// FIsScent - returns TRUE if the sound is actually a scent
NOXREF BOOL CSound::FIsScent()
{
if (m_iType & (bits_SOUND_CARCASS | bits_SOUND_MEAT | bits_SOUND_GARBAGE))
{
return TRUE;
}
return FALSE;
}
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;
// how often to check the sound list.
pev->nextthink = gpGlobals->time + 0.3;
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.
// copy the index of the next free sound
iNewSound = m_iFreeSound;
// move the index down into the free list.
m_iFreeSound = m_SoundPool[iNewSound].m_iNext;
// point the new sound at the top of the active list.
m_SoundPool[iNewSound].m_iNext = m_iActiveSound;
// now make the new sound the top of the active list. You're done.
m_iActiveSound = iNewSound;
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 = 0;
m_iFreeSound = 0;
m_iActiveSound = SOUNDLIST_EMPTY;
// clear all sounds, and link them into the free sound list.
for (i = 0; i < MAX_WORLD_SOUNDS; i++)
{
m_SoundPool[i].Clear();
m_SoundPool[i].m_iNext = i + 1;
}
// terminate the list here.
m_SoundPool[i - 1].m_iNext = SOUNDLIST_EMPTY;
// 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 i;
int iThisSound;
if (iListType == SOUNDLISTTYPE_FREE)
{
iThisSound = m_iFreeSound;
}
else if (iListType == SOUNDLISTTYPE_ACTIVE)
{
iThisSound = m_iActiveSound;
}
else
{
ALERT(at_console, "Unknown Sound List Type!\n");
}
if (iThisSound == SOUNDLIST_EMPTY)
{
return 0;
}
i = 0;
while (iThisSound != SOUNDLIST_EMPTY)
{
i++;
iThisSound = m_SoundPool[iThisSound].m_iNext;
}
return i;
}
// ActiveList - returns the head of the active sound list
NOXREF int CSoundEnt::ActiveList()
{
if (!pSoundEnt)
{
return SOUNDLIST_EMPTY;
}
return pSoundEnt->m_iActiveSound;
}
// FreeList - returns the head of the free sound list
NOXREF 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 nullptr;
}
if (iIndex > (MAX_WORLD_SOUNDS - 1))
{
ALERT(at_console, "SoundPointerForIndex() - Index too large!\n");
return nullptr;
}
if (iIndex < 0)
{
ALERT(at_console, "SoundPointerForIndex() - Index < 0!\n");
return nullptr;
}
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
return iReturn;
}