ns/releases/3.1/source/mod/AvHSoundListManager.cpp

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//======== (C) Copyright 2002 Charles G. Cleveland All rights reserved. =========
//
// The copyright to the contents herein is the property of Charles G. Cleveland.
// The contents may be used and/or copied only with the written permission of
// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
// Purpose:
//
// $Workfile: AvHSoundListManager.cpp $
// $Date: 2002/11/22 21:28:17 $
//
//-------------------------------------------------------------------------------
// $Log: AvHSoundListManager.cpp,v $
// Revision 1.10 2002/11/22 21:28:17 Flayra
// - mp_consistency changes
//
// Revision 1.9 2002/09/09 20:06:56 Flayra
// - Added custom attention parameter
//
// Revision 1.8 2002/07/26 01:51:57 Flayra
// - Linux support for FindFirst/FindNext
//
// Revision 1.7 2002/07/25 16:58:00 flayra
// - Linux changes
//
// Revision 1.6 2002/07/01 21:48:10 Flayra
// - Added debug code, added document headers
//
//===============================================================================
#include "mod/AvHSoundListManager.h"
#include "dlls/extdll.h"
#include "dlls/util.h"
#include "dlls/cbase.h"
#include "mod/AvHConstants.h"
#include "util/STLUtil.h"
#define kMaxNumberLists 200
AvHSoundListManager::AvHSoundListManager()
{
// Needed so strings are allocated and moved around after being precached
this->mSoundList.resize(kMaxNumberLists);
}
bool AvHSoundListManager::BuildSoundList(const string& inDirName, CStringList& outList)
{
bool theSuccess = false;
string theBaseDirectoryName = string(getModDirectory()) + string("/") + string(kSoundDirectory) + string("/");
string theFullDirName = inDirName;
if(BuildFileList(theBaseDirectoryName, theFullDirName, "*.wav", outList))
{
theSuccess = true;
}
return theSuccess;
}
void AvHSoundListManager::Clear()
{
this->mSoundList.clear();
}
SoundListType::iterator AvHSoundListManager::GetSoundList(const string& inKey)
{
// TODO: lower case inDirName and save as theKey
string theKey = inKey;
// Check if we have a sound list with this name
SoundListType::iterator theIterator;
for(theIterator = this->mSoundList.begin(); theIterator != this->mSoundList.end(); theIterator++)
{
if(theIterator->first == theKey)
{
break;
}
}
return theIterator;
}
bool AvHSoundListManager::PrecacheSoundList(const string& inDirName)
{
bool theReturnValue = false;
// Check if we have a sound list with this name
SoundListType::iterator theIter = this->GetSoundList(inDirName);
// If so, return false
if(theIter == this->mSoundList.end())
{
// If not, read list of all sound files in this directory, add this to the list with theKey as a key
CStringList theNewSoundList;
if(this->BuildSoundList(inDirName, theNewSoundList))
{
// Save entry
this->mSoundList.push_back(make_pair(inDirName, theNewSoundList));
// NOW, precache each sound because it remembers the pointer, so it has to be the final version <sigh>
SoundListType::iterator theIter = this->GetSoundList(inDirName);
ASSERT(theIter != this->mSoundList.end());
// Get number of entries
CStringList& theList = theIter->second;
int theNumEntries = theList.size();
for(int i = 0; i < theNumEntries; i++)
{
CString& theSoundToPrecache = theIter->second[i];
int iString = ALLOC_STRING((char*)theSoundToPrecache);//voogru: We cant do "(char*)theSoundToPrecache" directly cause it causes some wierd problems.
PRECACHE_UNMODIFIED_SOUND((char*)STRING(iString));
// Success
theReturnValue = true;
}
}
else
{
int a = 0;
}
}
return theReturnValue;
}
bool AvHSoundListManager::PlaySoundInList(const string& inDirName, CBaseEntity* inEntity, int inChannel, float inVolume, float inAttenuation)
{
bool theReturnValue = false;
// Check if we have a sound list with this name
SoundListType::iterator theIter = this->GetSoundList(inDirName);
// If not, return false
if(theIter != this->mSoundList.end())
{
// Get number of entries
CStringList& theList = theIter->second;
int theNumEntries = theList.size();
if(theNumEntries > 0)
{
// Pick one at random
int theOneToPlay = RANDOM_LONG(0, theNumEntries - 1);
// Play it!
CString& theSoundToPlay = theIter->second[theOneToPlay];
char* theCStrToPlay = (char*)theSoundToPlay;
if(theCStrToPlay)
{
//UTIL_LogPrintf("AvHSoundListManager::Playing sound: %s\n", theCStrToPlay);
EMIT_SOUND(ENT(inEntity->pev), inChannel, theCStrToPlay, inVolume, inAttenuation);
//int theRandomChannel = RANDOM_LONG(0, 6);
//EMIT_SOUND_DYN(ENT(inEntity->pev), , (char*)theSoundToPlay, 1.0, ATTN_NORM, 0, 95);
theReturnValue = true;
}
else
{
int a = 0;
}
}
}
return theReturnValue;
}