#include "precompiled.h" /* * Globals initialization */ #ifndef HOOK_GAMEDLL CSoundEnt *pSoundEnt = NULL; #endif 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::__MAKE_VHOOK(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::__MAKE_VHOOK(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::__MAKE_VHOOK(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 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; #if defined(_DEBUG) && !defined(HOOK_GAMEDLL) if (iReturn < 0 || iReturn > gpGlobals->maxClients) { ALERT(at_console, "** ClientSoundIndex returning a bogus value! **\n"); } #endif return iReturn; }