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https://github.com/ioquake/jedi-academy.git
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118 lines
No EOL
2.8 KiB
C++
118 lines
No EOL
2.8 KiB
C++
#ifndef __SND_AMBIENT__
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#define __SND_AMBIENT__
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// Includes
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#pragma warning ( disable : 4786 )
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#pragma warning ( disable : 4511 ) //copy constructor could not be gen
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#pragma warning ( disable : 4512 ) //assign constructor could not be gen
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//these don't work because stl re-sets them
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//#pragma warning ( disable : 4663 ) //spcialize class
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//#pragma warning ( disable : 4018 ) //signed/unsigned
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#pragma warning (disable:4503) // decorated name length xceeded, name was truncated
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#pragma warning (push, 3) //go back down to 3 for the stl include
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#include "../qcommon/sstring.h" // #include <string>
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#include <vector>
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#include <map>
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#pragma warning (pop)
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#pragma warning (disable:4503) // decorated name length xceeded, name was truncated
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using namespace std;
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// Defines
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#define AMBIENT_SET_FILENAME "sound/sound.txt"
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const int MAX_WAVES_PER_GROUP = 8;
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const int MAX_SET_NAME_LENGTH = 64;
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// Enums
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enum set_e
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{
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AS_SET_GENERAL, //General sets
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AS_SET_LOCAL, //Local sets (regional)
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AS_SET_BMODEL, //Brush model sets (doors, plats, etc.)
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NUM_AS_SETS
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};
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enum setKeyword_e
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{
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SET_KEYWORD_TIMEBETWEENWAVES,
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SET_KEYWORD_SUBWAVES,
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SET_KEYWORD_LOOPEDWAVE,
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SET_KEYWORD_VOLRANGE,
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SET_KEYWORD_RADIUS,
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SET_KEYWORD_TYPE,
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SET_KEYWORD_AMSDIR,
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SET_KEYWORD_OUTDIR,
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SET_KEYWORD_BASEDIR,
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NUM_AS_KEYWORDS,
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};
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// Structures
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//NOTENOTE: Was going to make this a class, but don't want to muck around
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typedef struct ambientSet_s
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{
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char name[MAX_SET_NAME_LENGTH];
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unsigned char loopedVolume;
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unsigned int time_start, time_end;
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unsigned int volRange_start, volRange_end;
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unsigned char numSubWaves;
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int subWaves[MAX_WAVES_PER_GROUP];
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int loopedWave;
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int radius; //NOTENOTE: -1 is global
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int masterVolume; //Used for fading ambient sets (not a byte to prevent wrapping)
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int id; //Used for easier referencing of sets
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int fadeTime; //When the fade was started on this set
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} ambientSet_t;
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typedef void (*parseFunc_t)( ambientSet_t & );
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// Classes
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//NOTENOTE: But this one should be a class because of all the mapping and internal data handling
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class CSetGroup
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{
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public:
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CSetGroup();
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~CSetGroup();
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void Init( void )
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{
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Free();
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}
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void Free( void );
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ambientSet_t *AddSet( const char *name );
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ambientSet_t *GetSet ( const char *name );
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ambientSet_t *GetSet ( int ID );
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protected:
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int m_numSets;
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vector < ambientSet_t * > *m_ambientSets;
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map < sstring_t, ambientSet_t * > *m_setMap;
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};
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// Prototypes
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extern void AS_Init( void );
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extern void AS_Free( void );
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extern void AS_ParseSets( void );
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extern void AS_AddPrecacheEntry( const char *name );
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extern void S_UpdateAmbientSet ( const char *name, vec3_t origin );
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extern int S_AddLocalSet( const char *name, vec3_t listener_origin, vec3_t origin, int entID, int time );
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extern sfxHandle_t AS_GetBModelSound( const char *name, int stage );
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#endif //__SND_AMBIENT__
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