hlsdk-xash3d/dlls/sound.cpp

1978 lines
51 KiB
C++

/***
*
* Copyright (c) 1996-2002, 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.
*
****/
//=========================================================
// sound.cpp
//=========================================================
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "weapons.h"
#include "player.h"
#include "talkmonster.h"
#include "gamerules.h"
static char *memfgets( byte *pMemFile, int fileSize, int &filePos, char *pBuffer, int bufferSize );
// ==================== GENERIC AMBIENT SOUND ======================================
// 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;
#define CDPVPRESETMAX 27
// presets for runtime pitch and vol modulation of ambient sounds
dynpitchvol_t rgdpvpreset[CDPVPRESETMAX] =
{
// pitch pstart spinup spindwn volrun volstrt fadein fadeout lfotype lforate modptch modvol cspnup
{1, 255, 75, 95, 95, 10, 1, 50, 95, 0, 0, 0, 0, 0, 0,0,0,0,0,0,0,0,0,0},
{2, 255, 85, 70, 88, 10, 1, 20, 88, 0, 0, 0, 0, 0, 0,0,0,0,0,0,0,0,0,0},
{3, 255, 100, 50, 75, 10, 1, 10, 75, 0, 0, 0, 0, 0, 0,0,0,0,0,0,0,0,0,0},
{4, 100, 100, 0, 0, 10, 1, 90, 90, 0, 0, 0, 0, 0, 0,0,0,0,0,0,0,0,0,0},
{5, 100, 100, 0, 0, 10, 1, 80, 80, 0, 0, 0, 0, 0, 0,0,0,0,0,0,0,0,0,0},
{6, 100, 100, 0, 0, 10, 1, 50, 70, 0, 0, 0, 0, 0, 0,0,0,0,0,0,0,0,0,0},
{7, 100, 100, 0, 0, 5, 1, 40, 50, 1, 50, 0, 10, 0, 0,0,0,0,0,0,0,0,0,0},
{8, 100, 100, 0, 0, 5, 1, 40, 50, 1, 150, 0, 10, 0, 0,0,0,0,0,0,0,0,0,0},
{9, 100, 100, 0, 0, 5, 1, 40, 50, 1, 750, 0, 10, 0, 0,0,0,0,0,0,0,0,0,0},
{10,128, 100, 50, 75, 10, 1, 30, 40, 2, 8, 20, 0, 0, 0,0,0,0,0,0,0,0,0,0},
{11,128, 100, 50, 75, 10, 1, 30, 40, 2, 25, 20, 0, 0, 0,0,0,0,0,0,0,0,0,0},
{12,128, 100, 50, 75, 10, 1, 30, 40, 2, 70, 20, 0, 0, 0,0,0,0,0,0,0,0,0,0},
{13,50, 50, 0, 0, 10, 1, 20, 50, 0, 0, 0, 0, 0, 0,0,0,0,0,0,0,0,0,0},
{14,70, 70, 0, 0, 10, 1, 20, 50, 0, 0, 0, 0, 0, 0,0,0,0,0,0,0,0,0,0},
{15,90, 90, 0, 0, 10, 1, 20, 50, 0, 0, 0, 0, 0, 0,0,0,0,0,0,0,0,0,0},
{16,120, 120, 0, 0, 10, 1, 20, 50, 0, 0, 0, 0, 0, 0,0,0,0,0,0,0,0,0,0},
{17,180, 180, 0, 0, 10, 1, 20, 50, 0, 0, 0, 0, 0, 0,0,0,0,0,0,0,0,0,0},
{18,255, 255, 0, 0, 10, 1, 20, 50, 0, 0, 0, 0, 0, 0,0,0,0,0,0,0,0,0,0},
{19,200, 75, 90, 90, 10, 1, 50, 90, 2, 100, 20, 0, 0, 0,0,0,0,0,0,0,0,0,0},
{20,255, 75, 97, 90, 10, 1, 50, 90, 1, 40, 50, 0, 0, 0,0,0,0,0,0,0,0,0,0},
{21,100, 100, 0, 0, 10, 1, 30, 50, 3, 15, 20, 0, 0, 0,0,0,0,0,0,0,0,0,0},
{22,160, 160, 0, 0, 10, 1, 50, 50, 3, 500, 25, 0, 0, 0,0,0,0,0,0,0,0,0,0},
{23,255, 75, 88, 0, 10, 1, 40, 0, 0, 0, 0, 0, 5, 0,0,0,0,0,0,0,0,0,0},
{24,200, 20, 95, 70, 10, 1, 70, 70, 3, 20, 50, 0, 0, 0,0,0,0,0,0,0,0,0,0},
{25,180, 100, 50, 60, 10, 1, 40, 60, 2, 90, 100, 100, 0, 0,0,0,0,0,0,0,0,0,0},
{26,60, 60, 0, 0, 10, 1, 40, 70, 3, 80, 20, 50, 0, 0,0,0,0,0,0,0,0,0,0},
{27,128, 90, 10, 10, 10, 1, 20, 40, 1, 5, 10, 20, 0, 0,0,0,0,0,0,0,0,0,0}
};
class CAmbientGeneric : public CBaseEntity
{
public:
void KeyValue( KeyValueData* pkvd);
void Spawn( void );
void Precache( void );
void EXPORT ToggleUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void EXPORT RampThink( void );
void InitModulationParms(void);
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
virtual int ObjectCaps( void ) { return (CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION); }
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
};
LINK_ENTITY_TO_CLASS( ambient_generic, CAmbientGeneric );
TYPEDESCRIPTION CAmbientGeneric::m_SaveData[] =
{
DEFINE_FIELD( CAmbientGeneric, m_flAttenuation, FIELD_FLOAT ),
DEFINE_FIELD( CAmbientGeneric, m_fActive, FIELD_BOOLEAN ),
DEFINE_FIELD( CAmbientGeneric, m_fLooping, FIELD_BOOLEAN ),
// HACKHACK - This is not really in the spirit of the save/restore design, but save this
// out as a binary data block. If the dynpitchvol_t is changed, old saved games will NOT
// load these correctly, so bump the save/restore version if you change the size of the struct
// The right way to do this is to split the input parms (read in keyvalue) into members and re-init this
// struct in Precache(), but it's unlikely that the struct will change, so it's not worth the time right now.
DEFINE_ARRAY( CAmbientGeneric, m_dpv, FIELD_CHARACTER, sizeof(dynpitchvol_t) ),
};
IMPLEMENT_SAVERESTORE( CAmbientGeneric, CBaseEntity );
//
// ambient_generic - general-purpose user-defined static sound
//
void CAmbientGeneric :: Spawn( void )
{
/*
-1 : "Default"
0 : "Everywhere"
200 : "Small Radius"
125 : "Medium Radius"
80 : "Large Radius"
*/
if ( FBitSet ( pev->spawnflags, AMBIENT_SOUND_EVERYWHERE) )
{
m_flAttenuation = ATTN_NONE;
}
else if ( FBitSet ( pev->spawnflags, AMBIENT_SOUND_SMALLRADIUS) )
{
m_flAttenuation = ATTN_IDLE;
}
else if ( FBitSet ( pev->spawnflags, AMBIENT_SOUND_MEDIUMRADIUS) )
{
m_flAttenuation = ATTN_STATIC;
}
else if ( FBitSet ( pev->spawnflags, AMBIENT_SOUND_LARGERADIUS) )
{
m_flAttenuation = ATTN_NORM;
}
else
{// if the designer didn't set a sound attenuation, default to one.
m_flAttenuation = ATTN_STATIC;
}
char* szSoundFile = (char*) STRING(pev->message);
if ( FStringNull( pev->message ) || strlen( szSoundFile ) < 1 )
{
ALERT( at_error, "EMPTY AMBIENT AT: %f, %f, %f\n", pev->origin.x, pev->origin.y, pev->origin.z );
pev->nextthink = gpGlobals->time + 0.1;
SetThink( SUB_Remove );
return;
}
pev->solid = SOLID_NOT;
pev->movetype = MOVETYPE_NONE;
// Set up think function for dynamic modification
// of ambient sound's pitch or volume. Don't
// start thinking yet.
SetThink(RampThink);
pev->nextthink = 0;
// allow on/off switching via 'use' function.
SetUse ( ToggleUse );
m_fActive = FALSE;
if ( FBitSet ( pev->spawnflags, AMBIENT_SOUND_NOT_LOOPING ) )
m_fLooping = FALSE;
else
m_fLooping = TRUE;
Precache( );
}
void CAmbientGeneric :: Precache( void )
{
char* szSoundFile = (char*) STRING(pev->message);
if ( !FStringNull( pev->message ) && strlen( szSoundFile ) > 1 )
{
if (*szSoundFile != '!')
PRECACHE_SOUND(szSoundFile);
}
// init all dynamic modulation parms
InitModulationParms();
if ( !FBitSet (pev->spawnflags, AMBIENT_SOUND_START_SILENT ) )
{
// start the sound ASAP
if (m_fLooping)
m_fActive = TRUE;
}
if ( m_fActive )
{
UTIL_EmitAmbientSound ( ENT(pev), pev->origin, szSoundFile,
(m_dpv.vol * 0.01), m_flAttenuation, SND_SPAWNING, m_dpv.pitch);
pev->nextthink = gpGlobals->time + 0.1;
}
}
// RampThink - Think at 5hz if we are dynamically modifying
// pitch or volume of the playing sound. This function will
// ramp pitch and/or volume up or down, modify pitch/volume
// with lfo if active.
void CAmbientGeneric :: RampThink( void )
{
char* szSoundFile = (char*) STRING(pev->message);
int pitch = m_dpv.pitch;
int vol = m_dpv.vol;
int flags = 0;
int fChanged = 0; // FALSE if pitch and vol remain unchanged this round
int prev;
if (!m_dpv.spinup && !m_dpv.spindown && !m_dpv.fadein && !m_dpv.fadeout && !m_dpv.lfotype)
return; // no ramps or lfo, stop thinking
// ==============
// pitch envelope
// ==============
if (m_dpv.spinup || m_dpv.spindown)
{
prev = m_dpv.pitchfrac >> 8;
if (m_dpv.spinup > 0)
m_dpv.pitchfrac += m_dpv.spinup;
else if (m_dpv.spindown > 0)
m_dpv.pitchfrac -= m_dpv.spindown;
pitch = m_dpv.pitchfrac >> 8;
if (pitch > m_dpv.pitchrun)
{
pitch = m_dpv.pitchrun;
m_dpv.spinup = 0; // done with ramp up
}
if (pitch < m_dpv.pitchstart)
{
pitch = m_dpv.pitchstart;
m_dpv.spindown = 0; // done with ramp down
// shut sound off
UTIL_EmitAmbientSound(ENT(pev), pev->origin, szSoundFile,
0, 0, SND_STOP, 0);
// return without setting nextthink
return;
}
if (pitch > 255) pitch = 255;
if (pitch < 1) pitch = 1;
m_dpv.pitch = pitch;
fChanged |= (prev != pitch);
flags |= SND_CHANGE_PITCH;
}
// ==================
// amplitude envelope
// ==================
if (m_dpv.fadein || m_dpv.fadeout)
{
prev = m_dpv.volfrac >> 8;
if (m_dpv.fadein > 0)
m_dpv.volfrac += m_dpv.fadein;
else if (m_dpv.fadeout > 0)
m_dpv.volfrac -= m_dpv.fadeout;
vol = m_dpv.volfrac >> 8;
if (vol > m_dpv.volrun)
{
vol = m_dpv.volrun;
m_dpv.fadein = 0; // done with ramp up
}
if (vol < m_dpv.volstart)
{
vol = m_dpv.volstart;
m_dpv.fadeout = 0; // done with ramp down
// shut sound off
UTIL_EmitAmbientSound(ENT(pev), pev->origin, szSoundFile,
0, 0, SND_STOP, 0);
// return without setting nextthink
return;
}
if (vol > 100) vol = 100;
if (vol < 1) vol = 1;
m_dpv.vol = vol;
fChanged |= (prev != vol);
flags |= SND_CHANGE_VOL;
}
// ===================
// pitch/amplitude LFO
// ===================
if (m_dpv.lfotype)
{
int pos;
if (m_dpv.lfofrac > 0x6fffffff)
m_dpv.lfofrac = 0;
// update lfo, lfofrac/255 makes a triangle wave 0-255
m_dpv.lfofrac += m_dpv.lforate;
pos = m_dpv.lfofrac >> 8;
if (m_dpv.lfofrac < 0)
{
m_dpv.lfofrac = 0;
m_dpv.lforate = abs(m_dpv.lforate);
pos = 0;
}
else if (pos > 255)
{
pos = 255;
m_dpv.lfofrac = (255 << 8);
m_dpv.lforate = -abs(m_dpv.lforate);
}
switch(m_dpv.lfotype)
{
case LFO_SQUARE:
if (pos < 128)
m_dpv.lfomult = 255;
else
m_dpv.lfomult = 0;
break;
case LFO_RANDOM:
if (pos == 255)
m_dpv.lfomult = RANDOM_LONG(0, 255);
break;
case LFO_TRIANGLE:
default:
m_dpv.lfomult = pos;
break;
}
if (m_dpv.lfomodpitch)
{
prev = pitch;
// pitch 0-255
pitch += ((m_dpv.lfomult - 128) * m_dpv.lfomodpitch) / 100;
if (pitch > 255) pitch = 255;
if (pitch < 1) pitch = 1;
fChanged |= (prev != pitch);
flags |= SND_CHANGE_PITCH;
}
if (m_dpv.lfomodvol)
{
// vol 0-100
prev = vol;
vol += ((m_dpv.lfomult - 128) * m_dpv.lfomodvol) / 100;
if (vol > 100) vol = 100;
if (vol < 0) vol = 0;
fChanged |= (prev != vol);
flags |= SND_CHANGE_VOL;
}
}
// Send update to playing sound only if we actually changed
// pitch or volume in this routine.
if (flags && fChanged)
{
if (pitch == PITCH_NORM)
pitch = PITCH_NORM + 1; // don't send 'no pitch' !
UTIL_EmitAmbientSound(ENT(pev), pev->origin, szSoundFile,
(vol * 0.01), m_flAttenuation, flags, pitch);
}
// update ramps at 5hz
pev->nextthink = gpGlobals->time + 0.2;
return;
}
// Init all ramp params in preparation to
// play a new sound
void CAmbientGeneric :: InitModulationParms(void)
{
int pitchinc;
m_dpv.volrun = pev->health * 10; // 0 - 100
if (m_dpv.volrun > 100) m_dpv.volrun = 100;
if (m_dpv.volrun < 0) m_dpv.volrun = 0;
// get presets
if (m_dpv.preset != 0 && m_dpv.preset <= CDPVPRESETMAX)
{
// load preset values
m_dpv = rgdpvpreset[m_dpv.preset - 1];
// fixup preset values, just like
// fixups in KeyValue routine.
if (m_dpv.spindown > 0)
m_dpv.spindown = (101 - m_dpv.spindown) * 64;
if (m_dpv.spinup > 0)
m_dpv.spinup = (101 - m_dpv.spinup) * 64;
m_dpv.volstart *= 10;
m_dpv.volrun *= 10;
if (m_dpv.fadein > 0)
m_dpv.fadein = (101 - m_dpv.fadein) * 64;
if (m_dpv.fadeout > 0)
m_dpv.fadeout = (101 - m_dpv.fadeout) * 64;
m_dpv.lforate *= 256;
m_dpv.fadeinsav = m_dpv.fadein;
m_dpv.fadeoutsav = m_dpv.fadeout;
m_dpv.spinupsav = m_dpv.spinup;
m_dpv.spindownsav = m_dpv.spindown;
}
m_dpv.fadein = m_dpv.fadeinsav;
m_dpv.fadeout = 0;
if (m_dpv.fadein)
m_dpv.vol = m_dpv.volstart;
else
m_dpv.vol = m_dpv.volrun;
m_dpv.spinup = m_dpv.spinupsav;
m_dpv.spindown = 0;
if (m_dpv.spinup)
m_dpv.pitch = m_dpv.pitchstart;
else
m_dpv.pitch = m_dpv.pitchrun;
if (m_dpv.pitch == 0)
m_dpv.pitch = PITCH_NORM;
m_dpv.pitchfrac = m_dpv.pitch << 8;
m_dpv.volfrac = m_dpv.vol << 8;
m_dpv.lfofrac = 0;
m_dpv.lforate = abs(m_dpv.lforate);
m_dpv.cspincount = 1;
if (m_dpv.cspinup)
{
pitchinc = (255 - m_dpv.pitchstart) / m_dpv.cspinup;
m_dpv.pitchrun = m_dpv.pitchstart + pitchinc;
if (m_dpv.pitchrun > 255) m_dpv.pitchrun = 255;
}
if ((m_dpv.spinupsav || m_dpv.spindownsav || (m_dpv.lfotype && m_dpv.lfomodpitch))
&& (m_dpv.pitch == PITCH_NORM))
m_dpv.pitch = PITCH_NORM + 1; // must never send 'no pitch' as first pitch
// if we intend to pitch shift later!
}
//
// ToggleUse - turns an ambient sound on or off. If the
// ambient is a looping sound, mark sound as active (m_fActive)
// if it's playing, innactive if not. If the sound is not
// a looping sound, never mark it as active.
//
void CAmbientGeneric :: ToggleUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
char* szSoundFile = (char*) STRING(pev->message);
float fraction;
if ( useType != USE_TOGGLE )
{
if ( (m_fActive && useType == USE_ON) || (!m_fActive && useType == USE_OFF) )
return;
}
// Directly change pitch if arg passed. Only works if sound is already playing.
if (useType == USE_SET && m_fActive) // Momentary buttons will pass down a float in here
{
fraction = value;
if ( fraction > 1.0 )
fraction = 1.0;
if (fraction < 0.0)
fraction = 0.01;
m_dpv.pitch = fraction * 255;
UTIL_EmitAmbientSound(ENT(pev), pev->origin, szSoundFile,
0, 0, SND_CHANGE_PITCH, m_dpv.pitch);
return;
}
// Toggle
// m_fActive is TRUE only if a looping sound is playing.
if ( m_fActive )
{// turn sound off
if (m_dpv.cspinup)
{
// Don't actually shut off. Each toggle causes
// incremental spinup to max pitch
if (m_dpv.cspincount <= m_dpv.cspinup)
{
int pitchinc;
// start a new spinup
m_dpv.cspincount++;
pitchinc = (255 - m_dpv.pitchstart) / m_dpv.cspinup;
m_dpv.spinup = m_dpv.spinupsav;
m_dpv.spindown = 0;
m_dpv.pitchrun = m_dpv.pitchstart + pitchinc * m_dpv.cspincount;
if (m_dpv.pitchrun > 255) m_dpv.pitchrun = 255;
pev->nextthink = gpGlobals->time + 0.1;
}
}
else
{
m_fActive = FALSE;
// HACKHACK - this makes the code in Precache() work properly after a save/restore
pev->spawnflags |= AMBIENT_SOUND_START_SILENT;
if (m_dpv.spindownsav || m_dpv.fadeoutsav)
{
// spin it down (or fade it) before shutoff if spindown is set
m_dpv.spindown = m_dpv.spindownsav;
m_dpv.spinup = 0;
m_dpv.fadeout = m_dpv.fadeoutsav;
m_dpv.fadein = 0;
pev->nextthink = gpGlobals->time + 0.1;
}
else
UTIL_EmitAmbientSound(ENT(pev), pev->origin, szSoundFile,
0, 0, SND_STOP, 0);
}
}
else
{// turn sound on
// only toggle if this is a looping sound. If not looping, each
// trigger will cause the sound to play. If the sound is still
// playing from a previous trigger press, it will be shut off
// and then restarted.
if (m_fLooping)
m_fActive = TRUE;
else
// shut sound off now - may be interrupting a long non-looping sound
UTIL_EmitAmbientSound(ENT(pev), pev->origin, szSoundFile,
0, 0, SND_STOP, 0);
// init all ramp params for startup
InitModulationParms();
UTIL_EmitAmbientSound(ENT(pev), pev->origin, szSoundFile,
(m_dpv.vol * 0.01), m_flAttenuation, 0, m_dpv.pitch);
pev->nextthink = gpGlobals->time + 0.1;
}
}
// KeyValue - load keyvalue pairs into member data of the
// ambient generic. NOTE: called BEFORE spawn!
void CAmbientGeneric :: KeyValue( KeyValueData *pkvd )
{
// NOTE: changing any of the modifiers in this code
// NOTE: also requires changing InitModulationParms code.
// preset
if (FStrEq(pkvd->szKeyName, "preset"))
{
m_dpv.preset = atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
// pitchrun
else if (FStrEq(pkvd->szKeyName, "pitch"))
{
m_dpv.pitchrun = atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
if (m_dpv.pitchrun > 255) m_dpv.pitchrun = 255;
if (m_dpv.pitchrun < 0) m_dpv.pitchrun = 0;
}
// pitchstart
else if (FStrEq(pkvd->szKeyName, "pitchstart"))
{
m_dpv.pitchstart = atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
if (m_dpv.pitchstart > 255) m_dpv.pitchstart = 255;
if (m_dpv.pitchstart < 0) m_dpv.pitchstart = 0;
}
// spinup
else if (FStrEq(pkvd->szKeyName, "spinup"))
{
m_dpv.spinup = atoi(pkvd->szValue);
if (m_dpv.spinup > 100) m_dpv.spinup = 100;
if (m_dpv.spinup < 0) m_dpv.spinup = 0;
if (m_dpv.spinup > 0)
m_dpv.spinup = (101 - m_dpv.spinup) * 64;
m_dpv.spinupsav = m_dpv.spinup;
pkvd->fHandled = TRUE;
}
// spindown
else if (FStrEq(pkvd->szKeyName, "spindown"))
{
m_dpv.spindown = atoi(pkvd->szValue);
if (m_dpv.spindown > 100) m_dpv.spindown = 100;
if (m_dpv.spindown < 0) m_dpv.spindown = 0;
if (m_dpv.spindown > 0)
m_dpv.spindown = (101 - m_dpv.spindown) * 64;
m_dpv.spindownsav = m_dpv.spindown;
pkvd->fHandled = TRUE;
}
// volstart
else if (FStrEq(pkvd->szKeyName, "volstart"))
{
m_dpv.volstart = atoi(pkvd->szValue);
if (m_dpv.volstart > 10) m_dpv.volstart = 10;
if (m_dpv.volstart < 0) m_dpv.volstart = 0;
m_dpv.volstart *= 10; // 0 - 100
pkvd->fHandled = TRUE;
}
// fadein
else if (FStrEq(pkvd->szKeyName, "fadein"))
{
m_dpv.fadein = atoi(pkvd->szValue);
if (m_dpv.fadein > 100) m_dpv.fadein = 100;
if (m_dpv.fadein < 0) m_dpv.fadein = 0;
if (m_dpv.fadein > 0)
m_dpv.fadein = (101 - m_dpv.fadein) * 64;
m_dpv.fadeinsav = m_dpv.fadein;
pkvd->fHandled = TRUE;
}
// fadeout
else if (FStrEq(pkvd->szKeyName, "fadeout"))
{
m_dpv.fadeout = atoi(pkvd->szValue);
if (m_dpv.fadeout > 100) m_dpv.fadeout = 100;
if (m_dpv.fadeout < 0) m_dpv.fadeout = 0;
if (m_dpv.fadeout > 0)
m_dpv.fadeout = (101 - m_dpv.fadeout) * 64;
m_dpv.fadeoutsav = m_dpv.fadeout;
pkvd->fHandled = TRUE;
}
// lfotype
else if (FStrEq(pkvd->szKeyName, "lfotype"))
{
m_dpv.lfotype = atoi(pkvd->szValue);
if (m_dpv.lfotype > 4) m_dpv.lfotype = LFO_TRIANGLE;
pkvd->fHandled = TRUE;
}
// lforate
else if (FStrEq(pkvd->szKeyName, "lforate"))
{
m_dpv.lforate = atoi(pkvd->szValue);
if (m_dpv.lforate > 1000) m_dpv.lforate = 1000;
if (m_dpv.lforate < 0) m_dpv.lforate = 0;
m_dpv.lforate *= 256;
pkvd->fHandled = TRUE;
}
// lfomodpitch
else if (FStrEq(pkvd->szKeyName, "lfomodpitch"))
{
m_dpv.lfomodpitch = atoi(pkvd->szValue);
if (m_dpv.lfomodpitch > 100) m_dpv.lfomodpitch = 100;
if (m_dpv.lfomodpitch < 0) m_dpv.lfomodpitch = 0;
pkvd->fHandled = TRUE;
}
// lfomodvol
else if (FStrEq(pkvd->szKeyName, "lfomodvol"))
{
m_dpv.lfomodvol = atoi(pkvd->szValue);
if (m_dpv.lfomodvol > 100) m_dpv.lfomodvol = 100;
if (m_dpv.lfomodvol < 0) m_dpv.lfomodvol = 0;
pkvd->fHandled = TRUE;
}
// cspinup
else if (FStrEq(pkvd->szKeyName, "cspinup"))
{
m_dpv.cspinup = atoi(pkvd->szValue);
if (m_dpv.cspinup > 100) m_dpv.cspinup = 100;
if (m_dpv.cspinup < 0) m_dpv.cspinup = 0;
pkvd->fHandled = TRUE;
}
else
CBaseEntity::KeyValue( pkvd );
}
// =================== ROOM SOUND FX ==========================================
class CEnvSound : public CPointEntity
{
public:
void KeyValue( KeyValueData* pkvd);
void Spawn( void );
void Think( void );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
float m_flRadius;
float m_flRoomtype;
};
LINK_ENTITY_TO_CLASS( env_sound, CEnvSound );
TYPEDESCRIPTION CEnvSound::m_SaveData[] =
{
DEFINE_FIELD( CEnvSound, m_flRadius, FIELD_FLOAT ),
DEFINE_FIELD( CEnvSound, m_flRoomtype, FIELD_FLOAT ),
};
IMPLEMENT_SAVERESTORE( CEnvSound, CBaseEntity );
void CEnvSound :: KeyValue( KeyValueData *pkvd )
{
if (FStrEq(pkvd->szKeyName, "radius"))
{
m_flRadius = atof(pkvd->szValue);
pkvd->fHandled = TRUE;
}
if (FStrEq(pkvd->szKeyName, "roomtype"))
{
m_flRoomtype = atof(pkvd->szValue);
pkvd->fHandled = TRUE;
}
}
// returns TRUE if the given sound entity (pev) is in range
// and can see the given player entity (pevTarget)
BOOL FEnvSoundInRange(entvars_t *pev, entvars_t *pevTarget, float *pflRange)
{
CEnvSound *pSound = GetClassPtr( (CEnvSound *)pev );
Vector vecSpot1 = pev->origin + pev->view_ofs;
Vector vecSpot2 = pevTarget->origin + pevTarget->view_ofs;
Vector vecRange;
float flRange;
TraceResult tr;
UTIL_TraceLine(vecSpot1, vecSpot2, ignore_monsters, ENT(pev), &tr);
// check if line of sight crosses water boundary, or is blocked
if ((tr.fInOpen && tr.fInWater) || tr.flFraction != 1)
return FALSE;
// calc range from sound entity to player
vecRange = tr.vecEndPos - vecSpot1;
flRange = vecRange.Length();
if (pSound->m_flRadius < flRange)
return FALSE;
if (pflRange)
*pflRange = flRange;
return TRUE;
}
//
// A client that is visible and in range of a sound entity will
// have its room_type set by that sound entity. If two or more
// sound entities are contending for a client, then the nearest
// sound entity to the client will set the client's room_type.
// A client's room_type will remain set to its prior value until
// a new in-range, visible sound entity resets a new room_type.
//
// CONSIDER: if player in water state, autoset roomtype to 14,15 or 16.
void CEnvSound :: Think( void )
{
// get pointer to client if visible; FIND_CLIENT_IN_PVS will
// cycle through visible clients on consecutive calls.
edict_t *pentPlayer = FIND_CLIENT_IN_PVS(edict());
CBasePlayer *pPlayer = NULL;
if (FNullEnt(pentPlayer))
goto env_sound_Think_slow; // no player in pvs of sound entity, slow it down
pPlayer = GetClassPtr( (CBasePlayer *)VARS(pentPlayer));
float flRange;
// check to see if this is the sound entity that is
// currently affecting this player
if(!FNullEnt(pPlayer->m_pentSndLast) && (pPlayer->m_pentSndLast == ENT(pev))) {
// this is the entity currently affecting player, check
// for validity
if (pPlayer->m_flSndRoomtype != 0 && pPlayer->m_flSndRange != 0) {
// we're looking at a valid sound entity affecting
// player, make sure it's still valid, update range
if (FEnvSoundInRange(pev, VARS(pentPlayer), &flRange)) {
pPlayer->m_flSndRange = flRange;
goto env_sound_Think_fast;
} else {
// current sound entity affecting player is no longer valid,
// flag this state by clearing room_type and range.
// NOTE: we do not actually change the player's room_type
// NOTE: until we have a new valid room_type to change it to.
pPlayer->m_flSndRange = 0;
pPlayer->m_flSndRoomtype = 0;
goto env_sound_Think_slow;
}
} else {
// entity is affecting player but is out of range,
// wait passively for another entity to usurp it...
goto env_sound_Think_slow;
}
}
// if we got this far, we're looking at an entity that is contending
// for current player sound. the closest entity to player wins.
if (FEnvSoundInRange(pev, VARS(pentPlayer), &flRange))
{
if (flRange < pPlayer->m_flSndRange || pPlayer->m_flSndRange == 0)
{
// new entity is closer to player, so it wins.
pPlayer->m_pentSndLast = ENT(pev);
pPlayer->m_flSndRoomtype = m_flRoomtype;
pPlayer->m_flSndRange = flRange;
// send room_type command to player's server.
// this should be a rare event - once per change of room_type
// only!
//CLIENT_COMMAND(pentPlayer, "room_type %f", m_flRoomtype);
MESSAGE_BEGIN( MSG_ONE, SVC_ROOMTYPE, NULL, pentPlayer ); // use the magic #1 for "one client"
WRITE_SHORT( (short)m_flRoomtype ); // sequence number
MESSAGE_END();
// crank up nextthink rate for new active sound entity
// by falling through to think_fast...
}
// player is not closer to the contending sound entity,
// just fall through to think_fast. this effectively
// cranks up the think_rate of entities near the player.
}
// player is in pvs of sound entity, but either not visible or
// not in range. do nothing, fall through to think_fast...
env_sound_Think_fast:
pev->nextthink = gpGlobals->time + 0.25;
return;
env_sound_Think_slow:
pev->nextthink = gpGlobals->time + 0.75;
return;
}
//
// env_sound - spawn a sound entity that will set player roomtype
// when player moves in range and sight.
//
//
void CEnvSound :: Spawn( )
{
// spread think times
pev->nextthink = gpGlobals->time + RANDOM_FLOAT(0.0, 0.5);
}
// ==================== SENTENCE GROUPS, UTILITY FUNCTIONS ======================================
#define CSENTENCE_LRU_MAX 32 // max number of elements per sentence group
// group of related sentences
typedef struct sentenceg
{
char szgroupname[CBSENTENCENAME_MAX];
int count;
unsigned char rgblru[CSENTENCE_LRU_MAX];
} SENTENCEG;
#define CSENTENCEG_MAX 200 // max number of sentence groups
// globals
SENTENCEG rgsentenceg[CSENTENCEG_MAX];
int fSentencesInit = FALSE;
char gszallsentencenames[CVOXFILESENTENCEMAX][CBSENTENCENAME_MAX];
int gcallsentences = 0;
// randomize list of sentence name indices
void USENTENCEG_InitLRU(unsigned char *plru, int count)
{
int i, j, k;
unsigned char temp;
if (!fSentencesInit)
return;
if (count > CSENTENCE_LRU_MAX)
count = CSENTENCE_LRU_MAX;
for (i = 0; i < count; i++)
plru[i] = (unsigned char) i;
// randomize array
for (i = 0; i < (count * 4); i++)
{
j = RANDOM_LONG(0,count-1);
k = RANDOM_LONG(0,count-1);
temp = plru[j];
plru[j] = plru[k];
plru[k] = temp;
}
}
// ignore lru. pick next sentence from sentence group. Go in order until we hit the last sentence,
// then repeat list if freset is true. If freset is false, then repeat last sentence.
// ipick is passed in as the requested sentence ordinal.
// ipick 'next' is returned.
// return of -1 indicates an error.
int USENTENCEG_PickSequential(int isentenceg, char *szfound, int ipick, int freset)
{
char *szgroupname;
unsigned char count;
char sznum[8];
if (!fSentencesInit)
return -1;
if (isentenceg < 0)
return -1;
szgroupname = rgsentenceg[isentenceg].szgroupname;
count = rgsentenceg[isentenceg].count;
if (count == 0)
return -1;
if (ipick >= count)
ipick = count-1;
strcpy(szfound, "!");
strcat(szfound, szgroupname);
sprintf(sznum, "%d", ipick);
strcat(szfound, sznum);
if (ipick >= count)
{
if (freset)
// reset at end of list
return 0;
else
return count;
}
return ipick + 1;
}
// pick a random sentence from rootname0 to rootnameX.
// picks from the rgsentenceg[isentenceg] least
// recently used, modifies lru array. returns the sentencename.
// note, lru must be seeded with 0-n randomized sentence numbers, with the
// rest of the lru filled with -1. The first integer in the lru is
// actually the size of the list. Returns ipick, the ordinal
// of the picked sentence within the group.
int USENTENCEG_Pick(int isentenceg, char *szfound)
{
char *szgroupname;
unsigned char *plru;
unsigned char i;
unsigned char count;
char sznum[8];
unsigned char ipick;
int ffound = FALSE;
if (!fSentencesInit)
return -1;
if (isentenceg < 0)
return -1;
szgroupname = rgsentenceg[isentenceg].szgroupname;
count = rgsentenceg[isentenceg].count;
plru = rgsentenceg[isentenceg].rgblru;
while (!ffound)
{
for (i = 0; i < count; i++)
if (plru[i] != 0xFF)
{
ipick = plru[i];
plru[i] = 0xFF;
ffound = TRUE;
break;
}
if (!ffound)
USENTENCEG_InitLRU(plru, count);
else
{
strcpy(szfound, "!");
strcat(szfound, szgroupname);
sprintf(sznum, "%d", ipick);
strcat(szfound, sznum);
return ipick;
}
}
return -1;
}
// ===================== SENTENCE GROUPS, MAIN ROUTINES ========================
// Given sentence group rootname (name without number suffix),
// get sentence group index (isentenceg). Returns -1 if no such name.
int SENTENCEG_GetIndex(const char *szgroupname)
{
int i;
if (!fSentencesInit || !szgroupname)
return -1;
// search rgsentenceg for match on szgroupname
i = 0;
while (rgsentenceg[i].count)
{
if (!strcmp(szgroupname, rgsentenceg[i].szgroupname))
return i;
i++;
}
return -1;
}
// given sentence group index, play random sentence for given entity.
// returns ipick - which sentence was picked to
// play from the group. Ipick is only needed if you plan on stopping
// the sound before playback is done (see SENTENCEG_Stop).
int SENTENCEG_PlayRndI(edict_t *entity, int isentenceg,
float volume, float attenuation, int flags, int pitch)
{
char name[64];
int ipick;
if (!fSentencesInit)
return -1;
name[0] = 0;
ipick = USENTENCEG_Pick(isentenceg, name);
if (ipick > 0 && name)
EMIT_SOUND_DYN(entity, CHAN_VOICE, name, volume, attenuation, flags, pitch);
return ipick;
}
// same as above, but takes sentence group name instead of index
int SENTENCEG_PlayRndSz(edict_t *entity, const char *szgroupname,
float volume, float attenuation, int flags, int pitch)
{
char name[64];
int ipick;
int isentenceg;
if (!fSentencesInit)
return -1;
name[0] = 0;
isentenceg = SENTENCEG_GetIndex(szgroupname);
if (isentenceg < 0)
{
ALERT( at_console, "No such sentence group %s\n", szgroupname );
return -1;
}
ipick = USENTENCEG_Pick(isentenceg, name);
if (ipick >= 0 && name[0])
EMIT_SOUND_DYN(entity, CHAN_VOICE, name, volume, attenuation, flags, pitch);
return ipick;
}
// play sentences in sequential order from sentence group. Reset after last sentence.
int SENTENCEG_PlaySequentialSz(edict_t *entity, const char *szgroupname,
float volume, float attenuation, int flags, int pitch, int ipick, int freset)
{
char name[64];
int ipicknext;
int isentenceg;
if (!fSentencesInit)
return -1;
name[0] = 0;
isentenceg = SENTENCEG_GetIndex(szgroupname);
if (isentenceg < 0)
return -1;
ipicknext = USENTENCEG_PickSequential(isentenceg, name, ipick, freset);
if (ipicknext >= 0 && name[0])
EMIT_SOUND_DYN(entity, CHAN_VOICE, name, volume, attenuation, flags, pitch);
return ipicknext;
}
// for this entity, for the given sentence within the sentence group, stop
// the sentence.
void SENTENCEG_Stop(edict_t *entity, int isentenceg, int ipick)
{
char buffer[64];
char sznum[8];
if (!fSentencesInit)
return;
if (isentenceg < 0 || ipick < 0)
return;
strcpy(buffer, "!");
strcat(buffer, rgsentenceg[isentenceg].szgroupname);
sprintf(sznum, "%d", ipick);
strcat(buffer, sznum);
STOP_SOUND(entity, CHAN_VOICE, buffer);
}
// open sentences.txt, scan for groups, build rgsentenceg
// Should be called from world spawn, only works on the
// first call and is ignored subsequently.
void SENTENCEG_Init()
{
char buffer[512];
char szgroup[64];
int i, j;
int isentencegs;
if (fSentencesInit)
return;
memset(gszallsentencenames, 0, CVOXFILESENTENCEMAX * CBSENTENCENAME_MAX);
gcallsentences = 0;
memset(rgsentenceg, 0, CSENTENCEG_MAX * sizeof(SENTENCEG));
memset(buffer, 0, 512);
memset(szgroup, 0, 64);
isentencegs = -1;
int filePos = 0, fileSize;
byte *pMemFile = g_engfuncs.pfnLoadFileForMe( "sound/sentences.txt", &fileSize );
if ( !pMemFile )
return;
// for each line in the file...
while ( memfgets(pMemFile, fileSize, filePos, buffer, 511) != NULL )
{
// skip whitespace
i = 0;
while(buffer[i] && buffer[i] == ' ')
i++;
if (!buffer[i])
continue;
if (buffer[i] == '/' || !isalpha(buffer[i]))
continue;
// get sentence name
j = i;
while (buffer[j] && buffer[j] != ' ')
j++;
if (!buffer[j])
continue;
if (gcallsentences > CVOXFILESENTENCEMAX)
{
ALERT (at_error, "Too many sentences in sentences.txt!\n");
break;
}
// null-terminate name and save in sentences array
buffer[j] = 0;
const char *pString = buffer + i;
if ( strlen( pString ) >= CBSENTENCENAME_MAX )
ALERT( at_warning, "Sentence %s longer than %d letters\n", pString, CBSENTENCENAME_MAX-1 );
strcpy( gszallsentencenames[gcallsentences++], pString );
j--;
if (j <= i)
continue;
if (!isdigit(buffer[j]))
continue;
// cut out suffix numbers
while (j > i && isdigit(buffer[j]))
j--;
if (j <= i)
continue;
buffer[j+1] = 0;
// if new name doesn't match previous group name,
// make a new group.
if (strcmp(szgroup, &(buffer[i])))
{
// name doesn't match with prev name,
// copy name into group, init count to 1
isentencegs++;
if (isentencegs >= CSENTENCEG_MAX)
{
ALERT (at_error, "Too many sentence groups in sentences.txt!\n");
break;
}
strcpy(rgsentenceg[isentencegs].szgroupname, &(buffer[i]));
rgsentenceg[isentencegs].count = 1;
strcpy(szgroup, &(buffer[i]));
continue;
}
else
{
//name matches with previous, increment group count
if (isentencegs >= 0)
rgsentenceg[isentencegs].count++;
}
}
g_engfuncs.pfnFreeFile( pMemFile );
fSentencesInit = TRUE;
// init lru lists
i = 0;
while (rgsentenceg[i].count && i < CSENTENCEG_MAX)
{
USENTENCEG_InitLRU(&(rgsentenceg[i].rgblru[0]), rgsentenceg[i].count);
i++;
}
}
// convert sentence (sample) name to !sentencenum, return !sentencenum
int SENTENCEG_Lookup(const char *sample, char *sentencenum)
{
char sznum[8];
int i;
// this is a sentence name; lookup sentence number
// and give to engine as string.
for (i = 0; i < gcallsentences; i++)
if (!stricmp(gszallsentencenames[i], sample+1))
{
if (sentencenum)
{
strcpy(sentencenum, "!");
sprintf(sznum, "%d", i);
strcat(sentencenum, sznum);
}
return i;
}
// sentence name not found!
return -1;
}
void EMIT_SOUND_DYN(edict_t *entity, int channel, const char *sample, float volume, float attenuation,
int flags, int pitch)
{
if (sample && *sample == '!')
{
char name[32];
if (SENTENCEG_Lookup(sample, name) >= 0)
EMIT_SOUND_DYN2(entity, channel, name, volume, attenuation, flags, pitch);
else
ALERT( at_aiconsole, "Unable to find %s in sentences.txt\n", sample );
}
else
EMIT_SOUND_DYN2(entity, channel, sample, volume, attenuation, flags, pitch);
}
// play a specific sentence over the HEV suit speaker - just pass player entity, and !sentencename
void EMIT_SOUND_SUIT(edict_t *entity, const char *sample)
{
float fvol;
int pitch = PITCH_NORM;
fvol = CVAR_GET_FLOAT("suitvolume");
if (RANDOM_LONG(0,1))
pitch = RANDOM_LONG(0,6) + 98;
if (fvol > 0.05)
EMIT_SOUND_DYN(entity, CHAN_STATIC, sample, fvol, ATTN_NORM, 0, pitch);
}
// play a sentence, randomly selected from the passed in group id, over the HEV suit speaker
void EMIT_GROUPID_SUIT(edict_t *entity, int isentenceg)
{
float fvol;
int pitch = PITCH_NORM;
fvol = CVAR_GET_FLOAT("suitvolume");
if (RANDOM_LONG(0,1))
pitch = RANDOM_LONG(0,6) + 98;
if (fvol > 0.05)
SENTENCEG_PlayRndI(entity, isentenceg, fvol, ATTN_NORM, 0, pitch);
}
// play a sentence, randomly selected from the passed in groupname
void EMIT_GROUPNAME_SUIT(edict_t *entity, const char *groupname)
{
float fvol;
int pitch = PITCH_NORM;
fvol = CVAR_GET_FLOAT("suitvolume");
if (RANDOM_LONG(0,1))
pitch = RANDOM_LONG(0,6) + 98;
if (fvol > 0.05)
SENTENCEG_PlayRndSz(entity, groupname, fvol, ATTN_NORM, 0, pitch);
}
// ===================== MATERIAL TYPE DETECTION, MAIN ROUTINES ========================
//
// Used to detect the texture the player is standing on, map the
// texture name to a material type. Play footstep sound based
// on material type.
int fTextureTypeInit = FALSE;
#define CTEXTURESMAX 512 // max number of textures loaded
int gcTextures = 0;
char grgszTextureName[CTEXTURESMAX][CBTEXTURENAMEMAX]; // texture names
char grgchTextureType[CTEXTURESMAX]; // parallel array of texture types
// open materials.txt, get size, alloc space,
// save in array. Only works first time called,
// ignored on subsequent calls.
static char *memfgets( byte *pMemFile, int fileSize, int &filePos, char *pBuffer, int bufferSize )
{
// Bullet-proofing
if ( !pMemFile || !pBuffer )
return NULL;
if ( filePos >= fileSize )
return NULL;
int i = filePos;
int last = fileSize;
// fgets always NULL terminates, so only read bufferSize-1 characters
if ( last - filePos > (bufferSize-1) )
last = filePos + (bufferSize-1);
int stop = 0;
// Stop at the next newline (inclusive) or end of buffer
while ( i < last && !stop )
{
if ( pMemFile[i] == '\n' )
stop = 1;
i++;
}
// If we actually advanced the pointer, copy it over
if ( i != filePos )
{
// We read in size bytes
int size = i - filePos;
// copy it out
memcpy( pBuffer, pMemFile + filePos, sizeof(byte)*size );
// If the buffer isn't full, terminate (this is always true)
if ( size < bufferSize )
pBuffer[size] = 0;
// Update file pointer
filePos = i;
return pBuffer;
}
// No data read, bail
return NULL;
}
void TEXTURETYPE_Init()
{
char buffer[512];
int i, j;
byte *pMemFile;
int fileSize, filePos = 0;
if (fTextureTypeInit)
return;
memset(&(grgszTextureName[0][0]), 0, CTEXTURESMAX * CBTEXTURENAMEMAX);
memset(grgchTextureType, 0, CTEXTURESMAX);
gcTextures = 0;
memset(buffer, 0, 512);
pMemFile = g_engfuncs.pfnLoadFileForMe( "sound/materials.txt", &fileSize );
if ( !pMemFile )
return;
// for each line in the file...
while (memfgets(pMemFile, fileSize, filePos, buffer, 511) != NULL && (gcTextures < CTEXTURESMAX))
{
// skip whitespace
i = 0;
while(buffer[i] && isspace(buffer[i]))
i++;
if (!buffer[i])
continue;
// skip comment lines
if (buffer[i] == '/' || !isalpha(buffer[i]))
continue;
// get texture type
grgchTextureType[gcTextures] = toupper(buffer[i++]);
// skip whitespace
while(buffer[i] && isspace(buffer[i]))
i++;
if (!buffer[i])
continue;
// get sentence name
j = i;
while (buffer[j] && !isspace(buffer[j]))
j++;
if (!buffer[j])
continue;
// null-terminate name and save in sentences array
j = min (j, CBTEXTURENAMEMAX-1+i);
buffer[j] = 0;
strcpy(&(grgszTextureName[gcTextures++][0]), &(buffer[i]));
}
g_engfuncs.pfnFreeFile( pMemFile );
fTextureTypeInit = TRUE;
}
// given texture name, find texture type
// if not found, return type 'concrete'
// NOTE: this routine should ONLY be called if the
// current texture under the player changes!
char TEXTURETYPE_Find(char *name)
{
// CONSIDER: pre-sort texture names and perform faster binary search here
for (int i = 0; i < gcTextures; i++)
{
if (!strnicmp(name, &(grgszTextureName[i][0]), CBTEXTURENAMEMAX-1))
return (grgchTextureType[i]);
}
return CHAR_TEX_CONCRETE;
}
// play a strike sound based on the texture that was hit by the attack traceline. VecSrc/VecEnd are the
// original traceline endpoints used by the attacker, iBulletType is the type of bullet that hit the texture.
// returns volume of strike instrument (crowbar) to play
float TEXTURETYPE_PlaySound(TraceResult *ptr, Vector vecSrc, Vector vecEnd, int iBulletType)
{
// hit the world, try to play sound based on texture material type
char chTextureType;
float fvol;
float fvolbar;
char szbuffer[64];
const char *pTextureName;
float rgfl1[3];
float rgfl2[3];
char *rgsz[4];
int cnt;
float fattn = ATTN_NORM;
if ( !g_pGameRules->PlayTextureSounds() )
return 0.0;
CBaseEntity *pEntity = CBaseEntity::Instance(ptr->pHit);
chTextureType = 0;
if (pEntity && pEntity->Classify() != CLASS_NONE && pEntity->Classify() != CLASS_MACHINE)
// hit body
chTextureType = CHAR_TEX_FLESH;
else
{
// hit world
// find texture under strike, get material type
// copy trace vector into array for trace_texture
vecSrc.CopyToArray(rgfl1);
vecEnd.CopyToArray(rgfl2);
// get texture from entity or world (world is ent(0))
if (pEntity)
pTextureName = TRACE_TEXTURE( ENT(pEntity->pev), rgfl1, rgfl2 );
else
pTextureName = TRACE_TEXTURE( ENT(0), rgfl1, rgfl2 );
if ( pTextureName )
{
// strip leading '-0' or '+0~' or '{' or '!'
if (*pTextureName == '-' || *pTextureName == '+')
pTextureName += 2;
if (*pTextureName == '{' || *pTextureName == '!' || *pTextureName == '~' || *pTextureName == ' ')
pTextureName++;
// '}}'
strcpy(szbuffer, pTextureName);
szbuffer[CBTEXTURENAMEMAX - 1] = 0;
// ALERT ( at_console, "texture hit: %s\n", szbuffer);
// get texture type
chTextureType = TEXTURETYPE_Find(szbuffer);
}
}
switch (chTextureType)
{
default:
case CHAR_TEX_CONCRETE: fvol = 0.9; fvolbar = 0.6;
rgsz[0] = "player/pl_step1.wav";
rgsz[1] = "player/pl_step2.wav";
cnt = 2;
break;
case CHAR_TEX_METAL: fvol = 0.9; fvolbar = 0.3;
rgsz[0] = "player/pl_metal1.wav";
rgsz[1] = "player/pl_metal2.wav";
cnt = 2;
break;
case CHAR_TEX_DIRT: fvol = 0.9; fvolbar = 0.1;
rgsz[0] = "player/pl_dirt1.wav";
rgsz[1] = "player/pl_dirt2.wav";
rgsz[2] = "player/pl_dirt3.wav";
cnt = 3;
break;
case CHAR_TEX_VENT: fvol = 0.5; fvolbar = 0.3;
rgsz[0] = "player/pl_duct1.wav";
rgsz[1] = "player/pl_duct1.wav";
cnt = 2;
break;
case CHAR_TEX_GRATE: fvol = 0.9; fvolbar = 0.5;
rgsz[0] = "player/pl_grate1.wav";
rgsz[1] = "player/pl_grate4.wav";
cnt = 2;
break;
case CHAR_TEX_TILE: fvol = 0.8; fvolbar = 0.2;
rgsz[0] = "player/pl_tile1.wav";
rgsz[1] = "player/pl_tile3.wav";
rgsz[2] = "player/pl_tile2.wav";
rgsz[3] = "player/pl_tile4.wav";
cnt = 4;
break;
case CHAR_TEX_SLOSH: fvol = 0.9; fvolbar = 0.0;
rgsz[0] = "player/pl_slosh1.wav";
rgsz[1] = "player/pl_slosh3.wav";
rgsz[2] = "player/pl_slosh2.wav";
rgsz[3] = "player/pl_slosh4.wav";
cnt = 4;
break;
case CHAR_TEX_WOOD: fvol = 0.9; fvolbar = 0.2;
rgsz[0] = "debris/wood1.wav";
rgsz[1] = "debris/wood2.wav";
rgsz[2] = "debris/wood3.wav";
cnt = 3;
break;
case CHAR_TEX_GLASS:
case CHAR_TEX_COMPUTER:
fvol = 0.8; fvolbar = 0.2;
rgsz[0] = "debris/glass1.wav";
rgsz[1] = "debris/glass2.wav";
rgsz[2] = "debris/glass3.wav";
cnt = 3;
break;
case CHAR_TEX_FLESH:
if (iBulletType == BULLET_PLAYER_CROWBAR)
return 0.0; // crowbar already makes this sound
fvol = 1.0; fvolbar = 0.2;
rgsz[0] = "weapons/bullet_hit1.wav";
rgsz[1] = "weapons/bullet_hit2.wav";
fattn = 1.0;
cnt = 2;
break;
}
// did we hit a breakable?
if (pEntity && FClassnameIs(pEntity->pev, "func_breakable"))
{
// drop volumes, the object will already play a damaged sound
fvol /= 1.5;
fvolbar /= 2.0;
}
else if (chTextureType == CHAR_TEX_COMPUTER)
{
// play random spark if computer
if ( ptr->flFraction != 1.0 && RANDOM_LONG(0,1))
{
UTIL_Sparks( ptr->vecEndPos );
float flVolume = RANDOM_FLOAT ( 0.7 , 1.0 );//random volume range
switch ( RANDOM_LONG(0,1) )
{
case 0: UTIL_EmitAmbientSound(ENT(0), ptr->vecEndPos, "buttons/spark5.wav", flVolume, ATTN_NORM, 0, 100); break;
case 1: UTIL_EmitAmbientSound(ENT(0), ptr->vecEndPos, "buttons/spark6.wav", flVolume, ATTN_NORM, 0, 100); break;
// case 0: EMIT_SOUND(ENT(pev), CHAN_VOICE, "buttons/spark5.wav", flVolume, ATTN_NORM); break;
// case 1: EMIT_SOUND(ENT(pev), CHAN_VOICE, "buttons/spark6.wav", flVolume, ATTN_NORM); break;
}
}
}
// play material hit sound
UTIL_EmitAmbientSound(ENT(0), ptr->vecEndPos, rgsz[RANDOM_LONG(0,cnt-1)], fvol, fattn, 0, 96 + RANDOM_LONG(0,0xf));
//EMIT_SOUND_DYN( ENT(m_pPlayer->pev), CHAN_WEAPON, rgsz[RANDOM_LONG(0,cnt-1)], fvol, ATTN_NORM, 0, 96 + RANDOM_LONG(0,0xf));
return fvolbar;
}
// ===================================================================================
//
// Speaker class. Used for announcements per level, for door lock/unlock spoken voice.
//
class CSpeaker : public CBaseEntity
{
public:
void KeyValue( KeyValueData* pkvd);
void Spawn( void );
void Precache( void );
void EXPORT ToggleUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void EXPORT SpeakerThink( void );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
virtual int ObjectCaps( void ) { return (CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION); }
int m_preset; // preset number
};
LINK_ENTITY_TO_CLASS( speaker, CSpeaker );
TYPEDESCRIPTION CSpeaker::m_SaveData[] =
{
DEFINE_FIELD( CSpeaker, m_preset, FIELD_INTEGER ),
};
IMPLEMENT_SAVERESTORE( CSpeaker, CBaseEntity );
//
// ambient_generic - general-purpose user-defined static sound
//
void CSpeaker :: Spawn( void )
{
char* szSoundFile = (char*) STRING(pev->message);
if ( !m_preset && (FStringNull( pev->message ) || strlen( szSoundFile ) < 1 ))
{
ALERT( at_error, "SPEAKER with no Level/Sentence! at: %f, %f, %f\n", pev->origin.x, pev->origin.y, pev->origin.z );
pev->nextthink = gpGlobals->time + 0.1;
SetThink( SUB_Remove );
return;
}
pev->solid = SOLID_NOT;
pev->movetype = MOVETYPE_NONE;
SetThink(SpeakerThink);
pev->nextthink = 0.0;
// allow on/off switching via 'use' function.
SetUse ( ToggleUse );
Precache( );
}
#define ANNOUNCE_MINUTES_MIN 0.25
#define ANNOUNCE_MINUTES_MAX 2.25
void CSpeaker :: Precache( void )
{
if ( !FBitSet (pev->spawnflags, SPEAKER_START_SILENT ) )
// set first announcement time for random n second
pev->nextthink = gpGlobals->time + RANDOM_FLOAT(5.0, 15.0);
}
void CSpeaker :: SpeakerThink( void )
{
char* szSoundFile;
float flvolume = pev->health * 0.1;
float flattenuation = 0.3;
int flags = 0;
int pitch = 100;
// Wait for the talkmonster to finish first.
if (gpGlobals->time <= CTalkMonster::g_talkWaitTime)
{
pev->nextthink = CTalkMonster::g_talkWaitTime + RANDOM_FLOAT( 5, 10 );
return;
}
if (m_preset)
{
// go lookup preset text, assign szSoundFile
switch (m_preset)
{
case 1: szSoundFile = "C1A0_"; break;
case 2: szSoundFile = "C1A1_"; break;
case 3: szSoundFile = "C1A2_"; break;
case 4: szSoundFile = "C1A3_"; break;
case 5: szSoundFile = "C1A4_"; break;
case 6: szSoundFile = "C2A1_"; break;
case 7: szSoundFile = "C2A2_"; break;
case 8: szSoundFile = "C2A3_"; break;
case 9: szSoundFile = "C2A4_"; break;
case 10: szSoundFile = "C2A5_"; break;
case 11: szSoundFile = "C3A1_"; break;
case 12: szSoundFile = "C3A2_"; break;
}
} else
szSoundFile = (char*) STRING(pev->message);
if (szSoundFile[0] == '!')
{
// play single sentence, one shot
UTIL_EmitAmbientSound ( ENT(pev), pev->origin, szSoundFile,
flvolume, flattenuation, flags, pitch);
// shut off and reset
pev->nextthink = 0.0;
}
else
{
// make random announcement from sentence group
if (SENTENCEG_PlayRndSz(ENT(pev), szSoundFile, flvolume, flattenuation, flags, pitch) < 0)
ALERT(at_console, "Level Design Error!\nSPEAKER has bad sentence group name: %s\n",szSoundFile);
// set next announcement time for random 5 to 10 minute delay
pev->nextthink = gpGlobals->time +
RANDOM_FLOAT(ANNOUNCE_MINUTES_MIN * 60.0, ANNOUNCE_MINUTES_MAX * 60.0);
CTalkMonster::g_talkWaitTime = gpGlobals->time + 5; // time delay until it's ok to speak: used so that two NPCs don't talk at once
}
return;
}
//
// ToggleUse - if an announcement is pending, cancel it. If no announcement is pending, start one.
//
void CSpeaker :: ToggleUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
int fActive = (pev->nextthink > 0.0);
// fActive is TRUE only if an announcement is pending
if ( useType != USE_TOGGLE )
{
// ignore if we're just turning something on that's already on, or
// turning something off that's already off.
if ( (fActive && useType == USE_ON) || (!fActive && useType == USE_OFF) )
return;
}
if ( useType == USE_ON )
{
// turn on announcements
pev->nextthink = gpGlobals->time + 0.1;
return;
}
if ( useType == USE_OFF )
{
// turn off announcements
pev->nextthink = 0.0;
return;
}
// Toggle announcements
if ( fActive )
{
// turn off announcements
pev->nextthink = 0.0;
}
else
{
// turn on announcements
pev->nextthink = gpGlobals->time + 0.1;
}
}
// KeyValue - load keyvalue pairs into member data
// NOTE: called BEFORE spawn!
void CSpeaker :: KeyValue( KeyValueData *pkvd )
{
// preset
if (FStrEq(pkvd->szKeyName, "preset"))
{
m_preset = atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else
CBaseEntity::KeyValue( pkvd );
}