/*** * * Copyright (c) 1999, 2000 Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * Use, distribution, and modification of this source code and/or resulting * object code is restricted to non-commercial enhancements to products from * Valve LLC. All other use, distribution, or modification is prohibited * without written permission from Valve LLC. * ****/ #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "soundent.h" LINK_ENTITY_TO_CLASS( soundent, CSoundEnt ); CSoundEnt *pSoundEnt; //========================================================= // CSound - Clear - zeros all fields for a sound //========================================================= void CSound :: Clear ( void ) { 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 ( void ) { m_vecOrigin = g_vecZero; m_iType = 0; m_iVolume = 0; m_iNext = SOUNDLIST_EMPTY; } //========================================================= // FIsSound - returns TRUE if the sound is an Audible sound //========================================================= BOOL CSound :: FIsSound ( void ) { 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 //========================================================= BOOL CSound :: FIsScent ( void ) { if ( m_iType & ( bits_SOUND_CARCASS | bits_SOUND_MEAT | bits_SOUND_GARBAGE ) ) { return TRUE; } return FALSE; } //========================================================= // Spawn //========================================================= void CSoundEnt :: Spawn( void ) { 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 ( void ) { int iSound; int iPreviousSound; pev->nextthink = gpGlobals->time + 0.3;// how often to check the sound list. 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 ( void ) { } //========================================================= // 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( void ) { 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. iNewSound = m_iFreeSound;// copy the index of the next free sound m_iFreeSound = m_SoundPool[ m_iFreeSound ].m_iNext;// move the index down into the free list. m_SoundPool[ iNewSound ].m_iNext = m_iActiveSound;// point the new sound at the top of the active list. m_iActiveSound = iNewSound;// now make the new sound the top of the active list. You're done. 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 ( void ) { int i; int iSound; m_cLastActiveSounds; m_iFreeSound = 0; m_iActiveSound = SOUNDLIST_EMPTY; for ( i = 0 ; i < MAX_WORLD_SOUNDS ; i++ ) {// clear all sounds, and link them into the free sound list. m_SoundPool[ i ].Clear(); m_SoundPool[ i ].m_iNext = i + 1; } m_SoundPool[ i - 1 ].m_iNext = SOUNDLIST_EMPTY;// terminate the list here. // 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 //========================================================= int CSoundEnt :: ActiveList ( void ) { if ( !pSoundEnt ) { return SOUNDLIST_EMPTY; } return pSoundEnt->m_iActiveSound; } //========================================================= // FreeList - returns the head of the free sound list //========================================================= int CSoundEnt :: FreeList ( void ) { 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; #ifdef _DEBUG if ( iReturn < 0 || iReturn > gpGlobals->maxClients ) { ALERT ( at_console, "** ClientSoundIndex returning a bogus value! **\n" ); } #endif // _DEBUG return iReturn; }
# | Change | User | Description | Committed | |
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#1 | 937 | Sam Stafford |
Renaming my guest directory to the more conventional sam_stafford. |
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//guest/samwise/p4hl/src/dlls/soundent.cpp | |||||
#1 | 936 | Sam Stafford |
Adding P4HL to the public depot. See relnotes.txt for installation instructions; all relevant files are under p4hl/dist. Source code is under p4hl/src in the form of a VC++ project. |