/*** * * 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. * ****/ //========================================================= // sound.cpp //========================================================= #include "extdll.h" #include "util.h" #include "cbase.h" #include "weapons.h" #include "player.h" #include "talkmonster.h" #include "gamerules.h" #if !defined ( _WIN32 ) #include #endif 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( &CAmbientGeneric::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(&CAmbientGeneric::RampThink); pev->nextthink = 0; // allow on/off switching via 'use' function. SetUse ( &CAmbientGeneric::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); itoa(ipick, sznum, 10); 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); itoa(ipick, sznum, 10); 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); itoa(ipick, sznum, 10); 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]; //#ifdef GERMANY // return -1; // no constructed sentences in international versions //#endif // GERMANY 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, "!"); itoa(i, sznum, 10); 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 = 0; int 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( &CSpeaker::SUB_Remove ); return; } pev->solid = SOLID_NOT; pev->movetype = MOVETYPE_NONE; SetThink(&CSpeaker::SpeakerThink); pev->nextthink = 0.0; // allow on/off switching via 'use' function. SetUse ( &CSpeaker::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 ); }