//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "soundscape_system.h" #include "soundscape.h" #include "KeyValues.h" #include "filesystem.h" #include "game.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" #define SOUNDSCAPE_MANIFEST_FILE "scripts/soundscapes_manifest.txt" CON_COMMAND(soundscape_flush, "Flushes the server & client side soundscapes") { CBasePlayer *pPlayer = ToBasePlayer( UTIL_GetCommandClient() ); if ( engine->IsDedicatedServer() ) { // If it's a dedicated server, only the server console can run this. if ( pPlayer ) return; } else { // If it's a listen server, only the listen server host can run this. if ( !pPlayer || pPlayer != UTIL_GetListenServerHost() ) return; } g_SoundscapeSystem.FlushSoundscapes(); // don't bother forgetting about the entities g_SoundscapeSystem.Init(); if ( engine->IsDedicatedServer() ) { // If the ds console typed it, send it to everyone. for ( int i = 1; i <= gpGlobals->maxClients; i++ ) { CBasePlayer *pSendToPlayer = UTIL_PlayerByIndex( i ); if ( pSendToPlayer ) engine->ClientCommand( pSendToPlayer->edict(), "cl_soundscape_flush\n" ); } } else { engine->ClientCommand( pPlayer->edict(), "cl_soundscape_flush\n" ); } } CSoundscapeSystem g_SoundscapeSystem( "CSoundscapeSystem" ); extern ConVar soundscape_debug; void CSoundscapeSystem::AddSoundscapeFile( const char *filename ) { MEM_ALLOC_CREDIT(); // Open the soundscape data file, and abort if we can't KeyValues *pKeyValuesData = new KeyValues( filename ); if ( filesystem->LoadKeyValues( *pKeyValuesData, IFileSystem::TYPE_SOUNDSCAPE, filename, "GAME" ) ) { // parse out all of the top level sections and save their names KeyValues *pKeys = pKeyValuesData; while ( pKeys ) { if ( pKeys->GetFirstSubKey() ) { if ( g_pDeveloper->GetBool() ) { if ( strstr( pKeys->GetName(), "{" ) ) { Msg("Error parsing soundscape file %s after %s\n", filename, m_soundscapeCount>0 ?m_soundscapes.GetStringText( m_soundscapeCount-1 ) : "FIRST" ); } } m_soundscapes.AddString( pKeys->GetName(), m_soundscapeCount ); if ( IsX360() ) { AddSoundscapeSounds( pKeys, m_soundscapeCount ); } m_soundscapeCount++; } pKeys = pKeys->GetNextKey(); } } pKeyValuesData->deleteThis(); } CON_COMMAND( sv_soundscape_printdebuginfo, "print soundscapes" ) { if ( !UTIL_IsCommandIssuedByServerAdmin() ) return; g_SoundscapeSystem.PrintDebugInfo(); } void CSoundscapeSystem::PrintDebugInfo() { Msg( "\n------- SERVER SOUNDSCAPES -------\n" ); for ( int key=m_soundscapes.First(); key != m_soundscapes.InvalidIndex(); key = m_soundscapes.Next( key ) ) { int id = m_soundscapes.GetIDForKey( key ); const char *pName = m_soundscapes.GetStringForKey( key ); Msg( "- %d: %s\n", id, pName ); } Msg( "-------- SOUNDSCAPE ENTITIES -----\n" ); for( int entityIndex = 0; entityIndex < m_soundscapeEntities.Size(); ++entityIndex ) { CEnvSoundscape *currentSoundscape = m_soundscapeEntities[entityIndex]; Msg("- %d: %s x:%.4f y:%.4f z:%.4f\n", entityIndex, STRING(currentSoundscape->GetSoundscapeName()), currentSoundscape->GetAbsOrigin().x, currentSoundscape->GetAbsOrigin().y, currentSoundscape->GetAbsOrigin().z ); } Msg( "----------------------------------\n\n" ); } bool CSoundscapeSystem::Init() { m_soundscapeCount = 0; const char *mapname = STRING( gpGlobals->mapname ); const char *mapSoundscapeFilename = NULL; if ( mapname && *mapname ) { mapSoundscapeFilename = UTIL_VarArgs( "scripts/soundscapes_%s.txt", mapname ); } KeyValues *manifest = new KeyValues( SOUNDSCAPE_MANIFEST_FILE ); if ( filesystem->LoadKeyValues( *manifest, IFileSystem::TYPE_SOUNDSCAPE, SOUNDSCAPE_MANIFEST_FILE, "GAME" ) ) { for ( KeyValues *sub = manifest->GetFirstSubKey(); sub != NULL; sub = sub->GetNextKey() ) { if ( !Q_stricmp( sub->GetName(), "file" ) ) { // Add AddSoundscapeFile( sub->GetString() ); if ( mapSoundscapeFilename && FStrEq( sub->GetString(), mapSoundscapeFilename ) ) { mapSoundscapeFilename = NULL; // we've already loaded the map's soundscape } continue; } Warning( "CSoundscapeSystem::Init: Manifest '%s' with bogus file type '%s', expecting 'file'\n", SOUNDSCAPE_MANIFEST_FILE, sub->GetName() ); } if ( mapSoundscapeFilename && filesystem->FileExists( mapSoundscapeFilename ) ) { AddSoundscapeFile( mapSoundscapeFilename ); } } else { Error( "Unable to load manifest file '%s'\n", SOUNDSCAPE_MANIFEST_FILE ); } manifest->deleteThis(); m_activeIndex = -1; return true; } void CSoundscapeSystem::FlushSoundscapes( void ) { m_soundscapeCount = 0; m_soundscapes.ClearStrings(); } void CSoundscapeSystem::Shutdown() { FlushSoundscapes(); m_soundscapeEntities.RemoveAll(); m_activeIndex = -1; if ( IsX360() ) { m_soundscapeSounds.Purge(); } } void CSoundscapeSystem::LevelInitPreEntity() { g_SoundscapeSystem.Shutdown(); g_SoundscapeSystem.Init(); } void CSoundscapeSystem::LevelInitPostEntity() { if ( IsX360() ) { m_soundscapeSounds.Purge(); } } int CSoundscapeSystem::GetSoundscapeIndex( const char *pName ) { return m_soundscapes.GetStringID( pName ); } bool CSoundscapeSystem::IsValidIndex( int index ) { if ( index >= 0 && index < m_soundscapeCount ) return true; return false; } void CSoundscapeSystem::AddSoundscapeEntity( CEnvSoundscape *pSoundscape ) { if ( m_soundscapeEntities.Find( pSoundscape ) == -1 ) { m_soundscapeEntities.AddToTail( pSoundscape ); } } void CSoundscapeSystem::RemoveSoundscapeEntity( CEnvSoundscape *pSoundscape ) { m_soundscapeEntities.FindAndRemove( pSoundscape ); } void CSoundscapeSystem::FrameUpdatePostEntityThink() { int total = m_soundscapeEntities.Count(); if ( total > 0 ) { if ( !m_soundscapeEntities.IsValidIndex(m_activeIndex) ) { m_activeIndex = 0; } // update 2 soundscape entities each tick. (when debugging update // them all) int count = soundscape_debug.GetBool() ? total : MIN(2, total); for ( int i = 0; i < count; i++ ) { m_activeIndex++; m_activeIndex = m_activeIndex % total; m_soundscapeEntities[m_activeIndex]->Update(); } } } void CSoundscapeSystem::AddSoundscapeSounds( KeyValues *pSoundscape, int soundscapeIndex ) { if ( !IsX360() ) { return; } int i = m_soundscapeSounds.AddToTail(); Assert( i == soundscapeIndex ); KeyValues *pKey = pSoundscape->GetFirstSubKey(); while ( pKey ) { if ( !Q_strcasecmp( pKey->GetName(), "playlooping" ) ) { KeyValues *pAmbientKey = pKey->GetFirstSubKey(); while ( pAmbientKey ) { if ( !Q_strcasecmp( pAmbientKey->GetName(), "wave" ) ) { char const *pSoundName = pAmbientKey->GetString(); m_soundscapeSounds[i].AddToTail( pSoundName ); } pAmbientKey = pAmbientKey->GetNextKey(); } } else if ( !Q_strcasecmp( pKey->GetName(), "playrandom" ) ) { KeyValues *pRandomKey = pKey->GetFirstSubKey(); while ( pRandomKey ) { if ( !Q_strcasecmp( pRandomKey->GetName(), "rndwave" ) ) { KeyValues *pRndWaveKey = pRandomKey->GetFirstSubKey(); while ( pRndWaveKey ) { if ( !Q_strcasecmp( pRndWaveKey->GetName(), "wave" ) ) { char const *pSoundName = pRndWaveKey->GetString(); m_soundscapeSounds[i].AddToTail( pSoundName ); } pRndWaveKey = pRndWaveKey->GetNextKey(); } } pRandomKey = pRandomKey->GetNextKey(); } } else if ( !Q_strcasecmp( pKey->GetName(), "playsoundscape" ) ) { KeyValues *pPlayKey = pKey->GetFirstSubKey(); while ( pPlayKey ) { if ( !Q_strcasecmp( pPlayKey->GetName(), "name" ) ) { char const *pSoundName = pPlayKey->GetString(); m_soundscapeSounds[i].AddToTail( pSoundName ); } pPlayKey = pPlayKey->GetNextKey(); } } pKey = pKey->GetNextKey(); } } void CSoundscapeSystem::PrecacheSounds( int soundscapeIndex ) { if ( !IsX360() ) { return; } if ( !IsValidIndex( soundscapeIndex ) ) { return; } int count = m_soundscapeSounds[soundscapeIndex].Count(); for ( int i=0; i