ReGameDLL_CS/regamedll/dlls/soundent.h
2019-09-23 04:09:58 +07:00

112 lines
4.1 KiB
C++

/*
*
* 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.
*
*/
#pragma once
#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 BIT(0) // gunshots, explosions
#define bits_SOUND_WORLD BIT(1) // door opening/closing, glass breaking
#define bits_SOUND_PLAYER BIT(2) // all noises generated by player. walking, shooting, falling, splashing
#define bits_SOUND_CARCASS BIT(3) // dead body
#define bits_SOUND_MEAT BIT(4) // gib or pork chop
#define bits_SOUND_DANGER BIT(5) // pending danger. Grenade that is about to explode, explosive barrel that is damaged, falling crate
#define bits_SOUND_GARBAGE BIT(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.
// 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
};
// 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();
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;