/* * * 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 CSENTENCEG_MAX 200 // max number of sentence groups #define CSENTENCE_LRU_MAX 32 // max number of elements per sentence group #define CDPVPRESETMAX 27 // spawnflags #define AMBIENT_SOUND_STATIC 0 // medium radius attenuation #define AMBIENT_SOUND_EVERYWHERE 1 #define AMBIENT_SOUND_SMALLRADIUS 2 #define AMBIENT_SOUND_MEDIUMRADIUS 4 #define AMBIENT_SOUND_LARGERADIUS 8 #define AMBIENT_SOUND_START_SILENT 16 #define AMBIENT_SOUND_NOT_LOOPING 32 #define ANNOUNCE_MINUTES_MIN 0.25 #define ANNOUNCE_MINUTES_MAX 2.25 #define SPEAKER_START_SILENT 1 // wait for trigger 'on' to start announcements #define LFO_SQUARE 1 // square #define LFO_TRIANGLE 2 // triangle #define LFO_RANDOM 3 // random // group of related sentences struct sentenceg { char szgroupname[16]; int count; unsigned char rgblru[ CSENTENCE_LRU_MAX ]; }; // runtime pitch shift and volume fadein/out structure // NOTE: IF YOU CHANGE THIS STRUCT YOU MUST CHANGE THE SAVE/RESTORE VERSION NUMBER // SEE BELOW (in the typedescription for the class) typedef struct dynpitchvol { // NOTE: do not change the order of these parameters // NOTE: unless you also change order of rgdpvpreset array elements! int preset; int pitchrun; // pitch shift % when sound is running 0 - 255 int pitchstart; // pitch shift % when sound stops or starts 0 - 255 int spinup; // spinup time 0 - 100 int spindown; // spindown time 0 - 100 int volrun; // volume change % when sound is running 0 - 10 int volstart; // volume change % when sound stops or starts 0 - 10 int fadein; // volume fade in time 0 - 100 int fadeout; // volume fade out time 0 - 100 // Low Frequency Oscillator int lfotype; // 0) off 1) square 2) triangle 3) random int lforate; // 0 - 1000, how fast lfo osciallates int lfomodpitch; // 0-100 mod of current pitch. 0 is off. int lfomodvol; // 0-100 mod of current volume. 0 is off. int cspinup; // each trigger hit increments counter and spinup pitch int cspincount; int pitch; int spinupsav; int spindownsav; int pitchfrac; int vol; int fadeinsav; int fadeoutsav; int volfrac; int lfofrac; int lfomult; } dynpitchvol_t; class CAmbientGeneric: public CBaseEntity { public: virtual void Spawn() = 0; virtual void Precache() = 0; virtual void Restart() = 0; virtual void KeyValue(KeyValueData *pkvd) = 0; virtual int Save(CSave &save) = 0; virtual int Restore(CRestore &restore) = 0; virtual int ObjectCaps() = 0; public: float m_flAttenuation; // attenuation value dynpitchvol_t m_dpv; BOOL m_fActive; // only TRUE when the entity is playing a looping sound BOOL m_fLooping; // TRUE when the sound played will loop }; class CEnvSound: public CPointEntity { public: virtual void Spawn() = 0; virtual void KeyValue(KeyValueData *pkvd) = 0; virtual int Save(CSave &save) = 0; virtual int Restore(CRestore &restore) = 0; virtual void Think() = 0; public: float m_flRadius; float m_flRoomtype; }; class CSpeaker: public CBaseEntity { public: virtual void Spawn() = 0; virtual void Precache() = 0; virtual void KeyValue(KeyValueData *pkvd) = 0; virtual int Save(CSave &save) = 0; virtual int Restore(CRestore &restore) = 0; virtual int ObjectCaps() = 0; public: int m_preset; // preset number };